Merge branch 'Roll20:master' into master
This commit is contained in:
@@ -0,0 +1,95 @@
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{
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"Name": "Name",
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"Race": "Race",
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||||
"Class": "Class",
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||||
"Level": "Level",
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||||
"AbilityScores": "AbilityScores",
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||||
"STR": "STR",
|
||||
"Strength": "Strength",
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||||
"CON": "CON",
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||||
"Constitution": "Constitution",
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||||
"DEX": "DEX",
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||||
"Dexterity": "Dexterity",
|
||||
"INT": "INT",
|
||||
"Intelligence": "Intelligence",
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||||
"WIS": "WIS",
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||||
"Wisdom": "Wisdom",
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||||
"CHA": "CHA",
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||||
"Charisma": "Charisma",
|
||||
"Base": "Base",
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||||
"+Misc.": "+Misc.",
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||||
"+Item": "+Item",
|
||||
"Mod": "Mod",
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||||
"Total": "Total",
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||||
"Basic Melee Attack": "Basic Melee Attack",
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||||
"Basic Ranged Attack": "Basic Ranged Attack",
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||||
"Defenses": "Defenses",
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||||
"Attack": "Attack",
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||||
"Damage": "Damage",
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||||
"Miss": "Miss",
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||||
"Ability": "Ability",
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||||
"Misc.": "Misc.",
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||||
"Weapon": "Weapon",
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||||
"Item": "Item",
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||||
"On Miss": "On Miss",
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||||
"AC": "AC",
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||||
"PD": "PD",
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||||
"MD": "MD",
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||||
"Basic melee": "Basic melee",
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"Basic ranged": "Basic ranged",
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||||
"Situational Attack Modifier": "Situational Attack Modifier",
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||||
"Damage on hit": "Damage on hit",
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||||
"Damage on miss": "Damage on miss",
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||||
"Escalation die value": "Escalation die value",
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||||
"Attack result": "Attack result",
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||||
"Hit Points": "Hit Points",
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||||
"HP": "HP",
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||||
"Recoveries": "Recoveries",
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||||
"Recovery": "Recovery",
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||||
"Recovery Value": "Recovery Value",
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||||
"Current": "Current",
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||||
"Max.": "Max.",
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||||
"Rec. Die": "Rec. Die",
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||||
"Temp.": "Temp.",
|
||||
"Initiative": "Initiative",
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||||
"One Unique Thing": "One Unique Thing",
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||||
"Describe your characters one unique thing ...": "Describe your characters one unique thing ...",
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||||
"Class Features": "Class Features",
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||||
"Talents": "Talents",
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||||
"Powers & Spells": "Powers & Spells",
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||||
"Feats": "Feats",
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||||
"At-Will": "At-Will",
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||||
"Battle uses left": "Battle uses left",
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||||
"Daily uses left": "Daily uses left",
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||||
"Show Description": "Show Description",
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||||
"Show Macro": "Show Macro",
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||||
"Usage": "Usage",
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||||
"Type": "Type",
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||||
"Points": "Points",
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||||
"Icon Relationships": "Icon Relationships",
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||||
"Icon": "Icon",
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||||
"positive": "positive",
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||||
"conflicted": "conflicted",
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||||
"negative": "negative",
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||||
"Background": "Background",
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||||
"Backgrounds": "Backgrounds",
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||||
"Roll": "Roll",
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||||
"Attribute": "Attribute",
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||||
"Check": "Check",
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||||
"Description": "Description",
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||||
"Macro": "Macro",
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||||
"Magic Items": "Magic Items",
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||||
"Equipment": "Equipment",
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||||
"Coins": "Coins",
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||||
"Qty": "Qty",
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||||
"Incremental Advances": "Incremental Advances",
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||||
"4th / 7th / 10th Level": "4th / 7th / 10th Level <br>(+1 to 3 abilities)",
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||||
"abilities": "abilities",
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||||
"Extra Magic Item": "Extra Magic Item",
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||||
"Ability Score Bonus": "Ability Score Bonus",
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||||
"Skills": "Skills",
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||||
"Power/Spell": "Power/Spell",
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||||
"Feat": "Feat"
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||||
}
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@@ -17,8 +17,8 @@
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"CHA": "KAR",
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||||
"Charisma": "Karizma",
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"Base": "Temel",
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"+Misc.": "Çeşitli",
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"+Item": "Eşya",
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"+Misc.": "+Çeşitli",
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||||
"+Item": "+Eşya",
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||||
"Mod": "Mod",
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||||
"Total": "Toplam",
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"Basic Melee Attack": "Temel Yakın Dövüş Saldırısı",
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@@ -34,33 +34,33 @@
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"On Miss": "Iska",
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||||
"AC": "AC",
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||||
"PD": "PD",
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||||
"MD": "doktor",
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||||
"MD": "MD",
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||||
"Basic melee": "Temel yakın dövüş",
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"Basic ranged": "Temel menzilli",
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||||
"Situational Attack Modifier": "Durumsal Saldırı Değiştirici",
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||||
"Damage on hit": "Vurma Anında Hasar",
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||||
"Damage on miss": "Iskalama Anında Hasar",
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||||
"Situational Attack Modifier": "Durumsal Saldırı Bonusu",
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||||
"Damage on hit": "Vurma hasarı",
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||||
"Damage on miss": "Iskalama hasarı",
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||||
"Escalation die value": "Tartışmalı ölüm oranı",
|
||||
"Attack result": "Saldırı sonucu",
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||||
"Hit Points": "Can Değeri",
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||||
"HP": "PV",
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||||
"Recoveries": "Arda Kalanlar",
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||||
"Hit Points": "Can Puanı",
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||||
"HP": "HP",
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||||
"Recoveries": "Geri Kazanılanlar",
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||||
"Recovery": "Yenilenme",
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||||
"Recovery Value": "Yenilenme Değeri",
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||||
"Current": "Şu An",
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||||
"Current": "Mevcut",
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||||
"Max.": "Maks.",
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||||
"Rec. Die": "Rec. Die",
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||||
"Rec. Die": "Ölüm Kaydı",
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||||
"Temp.": "Geçici",
|
||||
"Initiative": "Initiative",
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||||
"Initiative": "İnisiyatif",
|
||||
"One Unique Thing": "Eşsiz Bir Şey",
|
||||
"Describe your characters one unique thing ...": "Karakterlerlerinizde ki benzersiz bir şeyi tanımlayın ...",
|
||||
"Describe your characters one unique thing ...": "Karakterlerinizi benzersiz bir şeyle tanımlayın ...",
|
||||
"Class Features": "Sınıf Özellikleri",
|
||||
"Talents": "Yetenekler",
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||||
"Powers & Spells": "Güçler ve Büyüler",
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||||
"Feats": "Başarılar",
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||||
"At-Will": "İsteğe Bağlı",
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||||
"Battle uses left": "Battle uses left",
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||||
"Daily uses left": "Daily uses left",
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||||
"Battle uses left": "Kalan savaş hakkı",
|
||||
"Daily uses left": "Kalan günlük kullanım",
|
||||
"Show Description": "Açıklamayı göster",
|
||||
"Show Macro": "Makroyu Göster",
|
||||
"Usage": "kullanım",
|
||||
@@ -82,7 +82,7 @@
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||||
"Equipment": "Teçhizat",
|
||||
"Coins": "Madeni Para",
|
||||
"Qty": "miktar",
|
||||
"Incremental Advances": "Incremental Advances",
|
||||
"Incremental Advances": "Artan İlerlemeler",
|
||||
"4th / 7th / 10th Level": "4. / 7. / 10. Seviye <br>(+1 ila 3 yetenek)",
|
||||
"abilities": "yetenekleri",
|
||||
"Extra Magic Item": "Ekstra Büyülü Eşya",
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||||
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||||
@@ -0,0 +1,140 @@
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||||
{
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||||
"Conflicted": "Conflicted",
|
||||
"Negative": "Negative",
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||||
"Positive": "Positive",
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||||
"ac-u": "AC",
|
||||
"action": "Action",
|
||||
"assassin": "Assassin",
|
||||
"at-will": "At-Will",
|
||||
"attack": "Attack",
|
||||
"backgrounds": "Backgrounds",
|
||||
"base-ac-from-class": "Base AC from class",
|
||||
"base-hp-from-class": "Base HP from class",
|
||||
"base-md-from-class": "Base MD from class",
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||||
"base-pd-from-class": "Base PD from class",
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||||
"battle-cry": "Battle Cry",
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||||
"bck-u": "BCK",
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||||
"cha-u": "CHA",
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||||
"charisma": "Charisma",
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||||
"charisma-based": "Charisma based",
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||||
"class": "Class",
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||||
"con-u": "CON",
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||||
"constitution": "Constitution",
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||||
"constitution-based": "Constitution based",
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||||
"copyright": "2015 Pelgrane Press Ltd. Published by Pelgrane Press Ltd. under license from Fire Opal Media. The 13th Age is a trademarks of Fire Opal Media, Inc.",
|
||||
"critical-success-u": "CRITICAL SUCCESS",
|
||||
"current-hp": "Current HP",
|
||||
"custom": "Custom",
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||||
"custom-1": "Custom 1",
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||||
"custom-2": "Custom 2",
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||||
"custom-3": "Custom 3",
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||||
"daily": "Daily",
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||||
"damage-on-melee-miss": "Damage on Melee Miss",
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||||
"damage-on-ranged-miss": "Damage on Ranged Miss",
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||||
"death-save": "Death Save",
|
||||
"death-save-u": "DEATH SAVE",
|
||||
"details": "Details",
|
||||
"dex-u": "DEX",
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||||
"dexterity": "Dexterity",
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||||
"dice-u": "DICE",
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||||
"domain": "Domain",
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||||
"easy-6": "Easy (6+)",
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||||
"effect": "Effect",
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||||
"encounter": "Encounter",
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||||
"engaged": "Engaged",
|
||||
"equipment": "Equipment",
|
||||
"escalation-die": "Escalation Die",
|
||||
"failure-u": "FAILURE",
|
||||
"far-away": "Far Away",
|
||||
"feature": "Feature",
|
||||
"final-verse": "Final-Verse",
|
||||
"flat-hp-mod-from-magic-items": "Flat HP Mod from Magic Items",
|
||||
"flat-initiative-mod": "Flat Initiative Mod",
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||||
"flat-recovery-mod": "Flat Recovery Mod",
|
||||
"flexible-action": "Flexible Action",
|
||||
"free-action": "Free Action",
|
||||
"hard-16": "Hard (16+)",
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||||
"help-options": "These are base numbers necessary for the automatic calculations below to work. After you've input these numbers you're encouraged to click on the gear icon in the upper right hand corner to hide this section.",
|
||||
"hit": "Hit",
|
||||
"icon-relationships": "Icon Relationships",
|
||||
"improved": "Improved",
|
||||
"initiative": "Initiative",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"int-u": "INT",
|
||||
"intelligence": "Intelligence",
|
||||
"intelligence-based": "Intelligence based",
|
||||
"intercepting": "Intercepting",
|
||||
"level": "Level",
|
||||
"line-of-sight": "Line of Sight",
|
||||
"lvl-u": "LVL",
|
||||
"magic-item": "Magic Item",
|
||||
"max": "Max",
|
||||
"max-hp": "Max HP",
|
||||
"md-u": "MD",
|
||||
"melee-basic-attack": "Melee Basic Attack",
|
||||
"melee-basic-attack-based-on": "Melee Basic Attack Based On",
|
||||
"melee-str": "Melee(STR)",
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||||
"melee-weapon-1": "Melee Weapon 1",
|
||||
"melee-weapon-2": "Melee Weapon 2",
|
||||
"melee-weapon-3": "Melee Weapon 3",
|
||||
"melee-weapons": "Melee Weapons",
|
||||
"miss": "Miss",
|
||||
"mod-u": "MOD",
|
||||
"modifiers": "Modifiers",
|
||||
"move-action": "Move Action",
|
||||
"name": "Name",
|
||||
"nearby": "Nearby",
|
||||
"normal-11": "Normal (11+)",
|
||||
"one-creature": "One Creature",
|
||||
"one-enemy": "One enemy",
|
||||
"one-unique-thing": "One Unique Thing",
|
||||
"opening-sustaining-effect": "Opening-Sustaining-Effect",
|
||||
"options": "Options",
|
||||
"orc-lord": "Orc Lord",
|
||||
"pd-u": "PD",
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||||
"power": "Power",
|
||||
"quick-action": "Quick Action",
|
||||
"race": "Race",
|
||||
"racial": "Racial",
|
||||
"range": "Range",
|
||||
"ranged-basic-attack": "Ranged Basic Attack",
|
||||
"ranged-basic-attack-based-on": "Ranged Basic Attack Based On",
|
||||
"ranged-dex": "Ranged(DEX)",
|
||||
"ranged-weapon-1": "Ranged Weapon 1",
|
||||
"ranged-weapon-2": "Ranged Weapon 2",
|
||||
"ranged-weapon-3": "Ranged Weapon 3",
|
||||
"ranged-weapons": "Ranged Weapons",
|
||||
"rapier": "Rapier",
|
||||
"rec-u": "REC",
|
||||
"recharge": "Recharge",
|
||||
"recharge-rate": "Recharge Rate",
|
||||
"recovery": "Recovery",
|
||||
"save": "Save",
|
||||
"save-u": "SAVE",
|
||||
"show-hide-options": "Show/hide options",
|
||||
"special": "Special",
|
||||
"spell": "Spell",
|
||||
"staggered": "Staggered",
|
||||
"standard-action": "Standard Action",
|
||||
"step-toward-death": "Mark a step toward death!",
|
||||
"str-u": "STR",
|
||||
"strength": "Strength",
|
||||
"success-u": "SUCCESS",
|
||||
"sustain": "Sustain",
|
||||
"talent": "Talent",
|
||||
"talents-and-features": "Talents & Features",
|
||||
"target": "Target",
|
||||
"temp-hp": "Temp HP",
|
||||
"trigger": "Trigger",
|
||||
"type": "Type",
|
||||
"unknown-u": "UNKNOWN",
|
||||
"use-recovery": "Use a recovery!",
|
||||
"use-recovery-action": "Use a recovery and take an action!",
|
||||
"uses": "Uses",
|
||||
"vs": "vs",
|
||||
"vs-u": "VS",
|
||||
"weap-u": "WEAP",
|
||||
"wis-u": "WIS",
|
||||
"wisdom": "Wisdom",
|
||||
"wisdom-based": "Wisdom based"
|
||||
}
|
||||
@@ -0,0 +1,140 @@
|
||||
{
|
||||
"Conflicted": "En conflicte",
|
||||
"Negative": "Negativa",
|
||||
"Positive": "Positive",
|
||||
"ac-u": "AC",
|
||||
"action": "Action",
|
||||
"assassin": "Assassin",
|
||||
"at-will": "At-Will",
|
||||
"attack": "Attack",
|
||||
"backgrounds": "Backgrounds",
|
||||
"base-ac-from-class": "Base AC from class",
|
||||
"base-hp-from-class": "Base HP from class",
|
||||
"base-md-from-class": "Base MD from class",
|
||||
"base-pd-from-class": "Base PD from class",
|
||||
"battle-cry": "Battle Cry",
|
||||
"bck-u": "BCK",
|
||||
"cha-u": "CHA",
|
||||
"charisma": "Charisma",
|
||||
"charisma-based": "Charisma based",
|
||||
"class": "Class",
|
||||
"con-u": "CON",
|
||||
"constitution": "Constitution",
|
||||
"constitution-based": "Constitution based",
|
||||
"copyright": "2015 Pelgrane Press Ltd. Published by Pelgrane Press Ltd. under license from Fire Opal Media. The 13th Age is a trademarks of Fire Opal Media, Inc.",
|
||||
"critical-success-u": "CRITICAL SUCCESS",
|
||||
"current-hp": "Current HP",
|
||||
"custom": "Custom",
|
||||
"custom-1": "Custom 1",
|
||||
"custom-2": "Custom 2",
|
||||
"custom-3": "Custom 3",
|
||||
"daily": "Daily",
|
||||
"damage-on-melee-miss": "Damage on Melee Miss",
|
||||
"damage-on-ranged-miss": "Damage on Ranged Miss",
|
||||
"death-save": "Death Save",
|
||||
"death-save-u": "DEATH SAVE",
|
||||
"details": "Details",
|
||||
"dex-u": "DEX",
|
||||
"dexterity": "Dexterity",
|
||||
"dice-u": "DICE",
|
||||
"domain": "Domain",
|
||||
"easy-6": "Easy (6+)",
|
||||
"effect": "Effect",
|
||||
"encounter": "Encounter",
|
||||
"engaged": "Engaged",
|
||||
"equipment": "Equipment",
|
||||
"escalation-die": "Escalation Die",
|
||||
"failure-u": "FAILURE",
|
||||
"far-away": "Far Away",
|
||||
"feature": "Feature",
|
||||
"final-verse": "Final-Verse",
|
||||
"flat-hp-mod-from-magic-items": "Flat HP Mod from Magic Items",
|
||||
"flat-initiative-mod": "Flat Initiative Mod",
|
||||
"flat-recovery-mod": "Flat Recovery Mod",
|
||||
"flexible-action": "Flexible Action",
|
||||
"free-action": "Free Action",
|
||||
"hard-16": "Hard (16+)",
|
||||
"help-options": "These are base numbers necessary for the automatic calculations below to work. After you've input these numbers you're encouraged to click on the gear icon in the upper right hand corner to hide this section.",
|
||||
"hit": "Hit",
|
||||
"icon-relationships": "Icon Relationships",
|
||||
"improved": "Improved",
|
||||
"initiative": "Initiative",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"int-u": "INT",
|
||||
"intelligence": "Intelligence",
|
||||
"intelligence-based": "Intelligence based",
|
||||
"intercepting": "Intercepting",
|
||||
"level": "Level",
|
||||
"line-of-sight": "Line of Sight",
|
||||
"lvl-u": "LVL",
|
||||
"magic-item": "Magic Item",
|
||||
"max": "Max",
|
||||
"max-hp": "Max HP",
|
||||
"md-u": "MD",
|
||||
"melee-basic-attack": "Melee Basic Attack",
|
||||
"melee-basic-attack-based-on": "Melee Basic Attack Based On",
|
||||
"melee-str": "Melee(STR)",
|
||||
"melee-weapon-1": "Melee Weapon 1",
|
||||
"melee-weapon-2": "Melee Weapon 2",
|
||||
"melee-weapon-3": "Melee Weapon 3",
|
||||
"melee-weapons": "Melee Weapons",
|
||||
"miss": "Miss",
|
||||
"mod-u": "MOD",
|
||||
"modifiers": "Modifiers",
|
||||
"move-action": "Move Action",
|
||||
"name": "Name",
|
||||
"nearby": "Nearby",
|
||||
"normal-11": "Normal (11+)",
|
||||
"one-creature": "One Creature",
|
||||
"one-enemy": "One enemy",
|
||||
"one-unique-thing": "One Unique Thing",
|
||||
"opening-sustaining-effect": "Opening-Sustaining-Effect",
|
||||
"options": "Options",
|
||||
"orc-lord": "Orc Lord",
|
||||
"pd-u": "PD",
|
||||
"power": "Power",
|
||||
"quick-action": "Quick Action",
|
||||
"race": "Race",
|
||||
"racial": "Racial",
|
||||
"range": "Range",
|
||||
"ranged-basic-attack": "Ranged Basic Attack",
|
||||
"ranged-basic-attack-based-on": "Ranged Basic Attack Based On",
|
||||
"ranged-dex": "Ranged(DEX)",
|
||||
"ranged-weapon-1": "Ranged Weapon 1",
|
||||
"ranged-weapon-2": "Ranged Weapon 2",
|
||||
"ranged-weapon-3": "Ranged Weapon 3",
|
||||
"ranged-weapons": "Ranged Weapons",
|
||||
"rapier": "Rapier",
|
||||
"rec-u": "REC",
|
||||
"recharge": "Recharge",
|
||||
"recharge-rate": "Recharge Rate",
|
||||
"recovery": "Recovery",
|
||||
"save": "Save",
|
||||
"save-u": "SAVE",
|
||||
"show-hide-options": "Show/hide options",
|
||||
"special": "Special",
|
||||
"spell": "Spell",
|
||||
"staggered": "Staggered",
|
||||
"standard-action": "Standard Action",
|
||||
"step-toward-death": "Mark a step toward death!",
|
||||
"str-u": "STR",
|
||||
"strength": "Strength",
|
||||
"success-u": "SUCCESS",
|
||||
"sustain": "Sustain",
|
||||
"talent": "Talent",
|
||||
"talents-and-features": "Talents & Features",
|
||||
"target": "Target",
|
||||
"temp-hp": "Temp HP",
|
||||
"trigger": "Trigger",
|
||||
"type": "Type",
|
||||
"unknown-u": "UNKNOWN",
|
||||
"use-recovery": "Use a recovery!",
|
||||
"use-recovery-action": "Use a recovery and take an action!",
|
||||
"uses": "Uses",
|
||||
"vs": "vs",
|
||||
"vs-u": "VS",
|
||||
"weap-u": "WEAP",
|
||||
"wis-u": "WIS",
|
||||
"wisdom": "Wisdom",
|
||||
"wisdom-based": "Wisdom based"
|
||||
}
|
||||
@@ -1,54 +1,54 @@
|
||||
{
|
||||
"Conflicted": "Conflicted",
|
||||
"Negative": "Negative",
|
||||
"Conflicted": "Widersprüchlich",
|
||||
"Negative": "Negativ",
|
||||
"Positive": "Positiv",
|
||||
"ac-u": "AC",
|
||||
"action": "Action",
|
||||
"assassin": "Assassin",
|
||||
"at-will": "At-Will",
|
||||
"attack": "Attack",
|
||||
"backgrounds": "Backgrounds",
|
||||
"base-ac-from-class": "Base AC from class",
|
||||
"base-hp-from-class": "Base HP from class",
|
||||
"base-md-from-class": "Base MD from class",
|
||||
"base-pd-from-class": "Base PD from class",
|
||||
"battle-cry": "Battle Cry",
|
||||
"ac-u": "RK",
|
||||
"action": "Aktion",
|
||||
"assassin": "Assassine",
|
||||
"at-will": "Frei",
|
||||
"attack": "Angriff",
|
||||
"backgrounds": "Hintergründe",
|
||||
"base-ac-from-class": "Basis RK durch Klasse",
|
||||
"base-hp-from-class": "Basis TP durch Klasse",
|
||||
"base-md-from-class": "Basis MD durch Klasse",
|
||||
"base-pd-from-class": "Basis PD durch Klasse",
|
||||
"battle-cry": "Kampfschrei",
|
||||
"bck-u": "BCK",
|
||||
"cha-u": "CHA",
|
||||
"charisma": "Charisma",
|
||||
"charisma-based": "Charisma based",
|
||||
"class": "Class",
|
||||
"con-u": "CON",
|
||||
"constitution": "Constitution",
|
||||
"constitution-based": "Constitution based",
|
||||
"copyright": "2015 Pelgrane Press Ltd. Published by Pelgrane Press Ltd. under license from Fire Opal Media. The 13th Age is a trademarks of Fire Opal Media, Inc.",
|
||||
"critical-success-u": "CRITICAL SUCCESS",
|
||||
"charisma-based": "Basiert auf Charisma",
|
||||
"class": "Klasse",
|
||||
"con-u": "KON",
|
||||
"constitution": "Konstitution",
|
||||
"constitution-based": "Basiert auf Konstitution",
|
||||
"copyright": "2015 Pelgrane Press Ltd. Herausgegeben von Pelgrane Press Ltd. unter Lizenz von Fire Opal Media. The 13th Age ist ein Warenzeichen von Fire Opal Media, Inc.",
|
||||
"critical-success-u": "KRITISCHER ERFOLG",
|
||||
"current-hp": "aktuelle TP",
|
||||
"custom": "Custom",
|
||||
"custom-1": "Custom 1",
|
||||
"custom-2": "Custom 2",
|
||||
"custom-3": "Custom 3",
|
||||
"daily": "Daily",
|
||||
"damage-on-melee-miss": "Damage on Melee Miss",
|
||||
"damage-on-ranged-miss": "Damage on Ranged Miss",
|
||||
"death-save": "Death Save",
|
||||
"death-save-u": "DEATH SAVE",
|
||||
"custom": "Benutzerdefiniert",
|
||||
"custom-1": "Benutzerdefiniert 1",
|
||||
"custom-2": "Benutzerdefiniert 2",
|
||||
"custom-3": "Benutzerdefiniert 3",
|
||||
"daily": "Täglich",
|
||||
"damage-on-melee-miss": "Schaden bei Nahkampf Misserfolg",
|
||||
"damage-on-ranged-miss": "Schaden bei Fernkampf Misserfolg",
|
||||
"death-save": "RW gg. Tod",
|
||||
"death-save-u": "RW gg. TOD",
|
||||
"details": "Details",
|
||||
"dex-u": "DEX",
|
||||
"dexterity": "Dexterity",
|
||||
"dice-u": "DICE",
|
||||
"domain": "Domain",
|
||||
"easy-6": "Easy (6+)",
|
||||
"effect": "Effect",
|
||||
"encounter": "Encounter",
|
||||
"engaged": "Engaged",
|
||||
"dex-u": "GES",
|
||||
"dexterity": "Geschicklichkeit",
|
||||
"dice-u": "WÜRFEL",
|
||||
"domain": "Domäne",
|
||||
"easy-6": "Leicht (6+)",
|
||||
"effect": "Effekt",
|
||||
"encounter": "Begegnung",
|
||||
"engaged": "Beschäftigt",
|
||||
"equipment": "Ausrüstung",
|
||||
"escalation-die": "Escalation Die",
|
||||
"failure-u": "FAILURE",
|
||||
"far-away": "Far Away",
|
||||
"feature": "Feature",
|
||||
"escalation-die": "Eskalationswürfel",
|
||||
"failure-u": "FEHLSCHLAG",
|
||||
"far-away": "Weit weg",
|
||||
"feature": "Merkmal",
|
||||
"final-verse": "Final-Verse",
|
||||
"flat-hp-mod-from-magic-items": "Flat HP Mod from Magic Items",
|
||||
"flat-hp-mod-from-magic-items": "Pauschaler TP MOD durch Magische Gegenstände",
|
||||
"flat-initiative-mod": "Flat Initiative Mod",
|
||||
"flat-recovery-mod": "Flat Recovery Mod",
|
||||
"flexible-action": "Flexible Action",
|
||||
@@ -69,15 +69,15 @@
|
||||
"lvl-u": "LVL",
|
||||
"magic-item": "Magic Item",
|
||||
"max": "Max",
|
||||
"max-hp": "Max. TP",
|
||||
"max-hp": "Max HP",
|
||||
"md-u": "MD",
|
||||
"melee-basic-attack": "Melee Basic Attack",
|
||||
"melee-basic-attack-based-on": "Melee Basic Attack Based On",
|
||||
"melee-str": "Melee(STR)",
|
||||
"melee-weapon-1": "Nahkampfwaffe 1",
|
||||
"melee-weapon-2": "Nahkampfwaffe 2",
|
||||
"melee-weapon-3": "Nahkampfwaffe 3",
|
||||
"melee-weapons": "Nahkampfwaffen",
|
||||
"melee-weapon-1": "Melee Weapon 1",
|
||||
"melee-weapon-2": "Melee Weapon 2",
|
||||
"melee-weapon-3": "Melee Weapon 3",
|
||||
"melee-weapons": "Melee Weapons",
|
||||
"miss": "Miss",
|
||||
"mod-u": "MOD",
|
||||
"modifiers": "Modifiers",
|
||||
@@ -89,21 +89,21 @@
|
||||
"one-enemy": "One enemy",
|
||||
"one-unique-thing": "One Unique Thing",
|
||||
"opening-sustaining-effect": "Opening-Sustaining-Effect",
|
||||
"options": "Optionen",
|
||||
"options": "Options",
|
||||
"orc-lord": "Orc Lord",
|
||||
"pd-u": "PD",
|
||||
"power": "Macht",
|
||||
"power": "Power",
|
||||
"quick-action": "Quick Action",
|
||||
"race": "Race",
|
||||
"racial": "Racial",
|
||||
"range": "Range",
|
||||
"ranged-basic-attack": "Ranged Basic Attack",
|
||||
"ranged-basic-attack-based-on": "Ranged Basic Attack Based On",
|
||||
"ranged-dex": "Ranged(DEX)",
|
||||
"ranged-weapon-1": "Fernkampfwaffe 1",
|
||||
"ranged-weapon-2": "Fernkampfwaffe 2",
|
||||
"ranged-weapon-3": "Fernkampfwaffe 3",
|
||||
"ranged-weapons": "Fernkampfwaffen",
|
||||
"ranged-dex": "Fernkampf (GES)",
|
||||
"ranged-weapon-1": "Ranged Weapon 1",
|
||||
"ranged-weapon-2": "Ranged Weapon 2",
|
||||
"ranged-weapon-3": "Ranged Weapon 3",
|
||||
"ranged-weapons": "Ranged Weapons",
|
||||
"rapier": "Rapier",
|
||||
"rec-u": "REC",
|
||||
"recharge": "Recharge",
|
||||
@@ -111,7 +111,7 @@
|
||||
"recovery": "Recovery",
|
||||
"save": "Save",
|
||||
"save-u": "SAVE",
|
||||
"show-hide-options": "Anzeigen/Verbergen Einstellungen",
|
||||
"show-hide-options": "Show/hide options",
|
||||
"special": "Special",
|
||||
"spell": "Spell",
|
||||
"staggered": "Staggered",
|
||||
@@ -124,9 +124,9 @@
|
||||
"talent": "Talent",
|
||||
"talents-and-features": "Talents & Features",
|
||||
"target": "Target",
|
||||
"temp-hp": "Temp TP",
|
||||
"temp-hp": "Temp HP",
|
||||
"trigger": "Trigger",
|
||||
"type": "Typ",
|
||||
"type": "Type",
|
||||
"unknown-u": "UNKNOWN",
|
||||
"use-recovery": "Use a recovery!",
|
||||
"use-recovery-action": "Use a recovery and take an action!",
|
||||
|
||||
@@ -1,140 +1,140 @@
|
||||
{
|
||||
"Conflicted": "En conflicto",
|
||||
"Negative": "Negativo",
|
||||
"Positive": "Positivo",
|
||||
"ac-u": "CA",
|
||||
"action": "Acción",
|
||||
"assassin": "Asesino",
|
||||
"Conflicted": "Conflicted",
|
||||
"Negative": "Negative",
|
||||
"Positive": "Positive",
|
||||
"ac-u": "AC",
|
||||
"action": "Action",
|
||||
"assassin": "Assassin",
|
||||
"at-will": "At-Will",
|
||||
"attack": "Ataque",
|
||||
"backgrounds": "Trasfondos",
|
||||
"base-ac-from-class": "CA base de Clase",
|
||||
"base-hp-from-class": "HP base de Clase",
|
||||
"base-md-from-class": "DM base de Clase",
|
||||
"base-pd-from-class": "DF base de Clase",
|
||||
"battle-cry": "Grito de Batalla",
|
||||
"attack": "Attack",
|
||||
"backgrounds": "Backgrounds",
|
||||
"base-ac-from-class": "Base AC from class",
|
||||
"base-hp-from-class": "Base HP from class",
|
||||
"base-md-from-class": "Base MD from class",
|
||||
"base-pd-from-class": "Base PD from class",
|
||||
"battle-cry": "Battle Cry",
|
||||
"bck-u": "BCK",
|
||||
"cha-u": "CAR",
|
||||
"charisma": "Carisma",
|
||||
"charisma-based": "Basado en Carisma",
|
||||
"class": "Clase",
|
||||
"cha-u": "CHA",
|
||||
"charisma": "Charisma",
|
||||
"charisma-based": "Charisma based",
|
||||
"class": "Class",
|
||||
"con-u": "CON",
|
||||
"constitution": "Constitución",
|
||||
"constitution-based": "Basada en Constitución",
|
||||
"constitution": "Constitution",
|
||||
"constitution-based": "Constitution based",
|
||||
"copyright": "2015 Pelgrane Press Ltd. Published by Pelgrane Press Ltd. under license from Fire Opal Media. The 13th Age is a trademarks of Fire Opal Media, Inc.",
|
||||
"critical-success-u": "ÉXITO CRÍTICO",
|
||||
"current-hp": "PV Actuales",
|
||||
"critical-success-u": "CRITICAL SUCCESS",
|
||||
"current-hp": "Current HP",
|
||||
"custom": "Custom",
|
||||
"custom-1": "Custom 1",
|
||||
"custom-2": "Custom 2",
|
||||
"custom-3": "Custom 3",
|
||||
"daily": "Diario",
|
||||
"damage-on-melee-miss": "Daño en fallo CaC",
|
||||
"damage-on-ranged-miss": "Daño en fallo a distancia",
|
||||
"daily": "Daily",
|
||||
"damage-on-melee-miss": "Damage on Melee Miss",
|
||||
"damage-on-ranged-miss": "Damage on Ranged Miss",
|
||||
"death-save": "Death Save",
|
||||
"death-save-u": "DEATH SAVE",
|
||||
"details": "Detalles",
|
||||
"dex-u": "DES",
|
||||
"dexterity": "Destreza",
|
||||
"dice-u": "DADO",
|
||||
"domain": "Dominio",
|
||||
"easy-6": "Fácil (6+)",
|
||||
"effect": "Efecto",
|
||||
"encounter": "Encuentro",
|
||||
"details": "Details",
|
||||
"dex-u": "DEX",
|
||||
"dexterity": "Dexterity",
|
||||
"dice-u": "DICE",
|
||||
"domain": "Domain",
|
||||
"easy-6": "Easy (6+)",
|
||||
"effect": "Effect",
|
||||
"encounter": "Encounter",
|
||||
"engaged": "Engaged",
|
||||
"equipment": "Equipo",
|
||||
"escalation-die": "Dado de Incremento",
|
||||
"failure-u": "FALLO",
|
||||
"far-away": "Muy lejos",
|
||||
"feature": "Proezas",
|
||||
"equipment": "Equipment",
|
||||
"escalation-die": "Escalation Die",
|
||||
"failure-u": "FAILURE",
|
||||
"far-away": "Far Away",
|
||||
"feature": "Feature",
|
||||
"final-verse": "Final-Verse",
|
||||
"flat-hp-mod-from-magic-items": "Mod PG de objetos mágicos",
|
||||
"flat-initiative-mod": "Mod Iniciativa",
|
||||
"flat-recovery-mod": "Mod Recuperación",
|
||||
"flexible-action": "Acción flexible",
|
||||
"free-action": "Acción libre",
|
||||
"hard-16": "Difícil (16+)",
|
||||
"flat-hp-mod-from-magic-items": "Flat HP Mod from Magic Items",
|
||||
"flat-initiative-mod": "Flat Initiative Mod",
|
||||
"flat-recovery-mod": "Flat Recovery Mod",
|
||||
"flexible-action": "Flexible Action",
|
||||
"free-action": "Free Action",
|
||||
"hard-16": "Hard (16+)",
|
||||
"help-options": "These are base numbers necessary for the automatic calculations below to work. After you've input these numbers you're encouraged to click on the gear icon in the upper right hand corner to hide this section.",
|
||||
"hit": "Golpe",
|
||||
"icon-relationships": "Relación con Icono",
|
||||
"improved": "Mejorada",
|
||||
"initiative": "Iniciativa",
|
||||
"initiative-u": "INICIATIVA",
|
||||
"hit": "Hit",
|
||||
"icon-relationships": "Icon Relationships",
|
||||
"improved": "Improved",
|
||||
"initiative": "Initiative",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"int-u": "INT",
|
||||
"intelligence": "Inteligencia",
|
||||
"intelligence-based": "Basado en Inteligencia",
|
||||
"intercepting": "Interceptar",
|
||||
"level": "Nivel",
|
||||
"line-of-sight": "Línea de Visión",
|
||||
"intelligence": "Intelligence",
|
||||
"intelligence-based": "Intelligence based",
|
||||
"intercepting": "Intercepting",
|
||||
"level": "Level",
|
||||
"line-of-sight": "Line of Sight",
|
||||
"lvl-u": "LVL",
|
||||
"magic-item": "Objeto mágico",
|
||||
"magic-item": "Magic Item",
|
||||
"max": "Max",
|
||||
"max-hp": "PV máx",
|
||||
"max-hp": "Max HP",
|
||||
"md-u": "MD",
|
||||
"melee-basic-attack": "Ataque básico CaC",
|
||||
"melee-basic-attack-based-on": "Ataque básico CaC basado en",
|
||||
"melee-str": "CaC (FUE)",
|
||||
"melee-weapon-1": "Arma CaC 1",
|
||||
"melee-weapon-2": "Arma CaC 2",
|
||||
"melee-weapon-3": "Arma CaC 3",
|
||||
"melee-weapons": "Armas CaC",
|
||||
"miss": "Fallo",
|
||||
"melee-basic-attack": "Melee Basic Attack",
|
||||
"melee-basic-attack-based-on": "Melee Basic Attack Based On",
|
||||
"melee-str": "Melee(STR)",
|
||||
"melee-weapon-1": "Melee Weapon 1",
|
||||
"melee-weapon-2": "Melee Weapon 2",
|
||||
"melee-weapon-3": "Melee Weapon 3",
|
||||
"melee-weapons": "Melee Weapons",
|
||||
"miss": "Miss",
|
||||
"mod-u": "MOD",
|
||||
"modifiers": "Modificadores",
|
||||
"move-action": "Acción de movimiento",
|
||||
"name": "Nombre",
|
||||
"nearby": "Cercano",
|
||||
"modifiers": "Modifiers",
|
||||
"move-action": "Move Action",
|
||||
"name": "Name",
|
||||
"nearby": "Nearby",
|
||||
"normal-11": "Normal (11+)",
|
||||
"one-creature": "Una criatura",
|
||||
"one-enemy": "Un enemigo",
|
||||
"one-unique-thing": "Peculiaridad única",
|
||||
"one-creature": "One Creature",
|
||||
"one-enemy": "One enemy",
|
||||
"one-unique-thing": "One Unique Thing",
|
||||
"opening-sustaining-effect": "Opening-Sustaining-Effect",
|
||||
"options": "Opciones",
|
||||
"orc-lord": "Señor Orco",
|
||||
"options": "Options",
|
||||
"orc-lord": "Orc Lord",
|
||||
"pd-u": "PD",
|
||||
"power": "Poder",
|
||||
"quick-action": "Acción rápida",
|
||||
"race": "Carrera",
|
||||
"power": "Power",
|
||||
"quick-action": "Quick Action",
|
||||
"race": "Race",
|
||||
"racial": "Racial",
|
||||
"range": "Rango",
|
||||
"ranged-basic-attack": "Ataque básico a distancia",
|
||||
"ranged-basic-attack-based-on": "Ataque básico a distancia basado en",
|
||||
"ranged-dex": "A distancia (DES)",
|
||||
"ranged-weapon-1": "Arma a distancia 1",
|
||||
"ranged-weapon-2": "Arma a distancia 2",
|
||||
"ranged-weapon-3": "Arma a distancia 3",
|
||||
"ranged-weapons": "Armas a distancia",
|
||||
"rapier": "Estoque",
|
||||
"range": "Range",
|
||||
"ranged-basic-attack": "Ranged Basic Attack",
|
||||
"ranged-basic-attack-based-on": "Ranged Basic Attack Based On",
|
||||
"ranged-dex": "Ranged(DEX)",
|
||||
"ranged-weapon-1": "Ranged Weapon 1",
|
||||
"ranged-weapon-2": "Ranged Weapon 2",
|
||||
"ranged-weapon-3": "Ranged Weapon 3",
|
||||
"ranged-weapons": "Ranged Weapons",
|
||||
"rapier": "Rapier",
|
||||
"rec-u": "REC",
|
||||
"recharge": "Recargar",
|
||||
"recharge-rate": "Velocidad de recarga",
|
||||
"recovery": "Recuperación",
|
||||
"save": "Guardar",
|
||||
"save-u": "GUARDAR",
|
||||
"show-hide-options": "Mostrar/ocultar opciones",
|
||||
"special": "Especial",
|
||||
"spell": "Hechizo",
|
||||
"recharge": "Recharge",
|
||||
"recharge-rate": "Recharge Rate",
|
||||
"recovery": "Recovery",
|
||||
"save": "Save",
|
||||
"save-u": "SAVE",
|
||||
"show-hide-options": "Show/hide options",
|
||||
"special": "Special",
|
||||
"spell": "Spell",
|
||||
"staggered": "Staggered",
|
||||
"standard-action": "Acción estándar",
|
||||
"step-toward-death": "¡Un paso más hacia la muerte!",
|
||||
"str-u": "FUE",
|
||||
"strength": "Fuerza",
|
||||
"success-u": "ÉXITO",
|
||||
"standard-action": "Standard Action",
|
||||
"step-toward-death": "Mark a step toward death!",
|
||||
"str-u": "STR",
|
||||
"strength": "Strength",
|
||||
"success-u": "SUCCESS",
|
||||
"sustain": "Sustain",
|
||||
"talent": "Talento",
|
||||
"talents-and-features": "Talentos y Proezas",
|
||||
"target": "Objetivo",
|
||||
"temp-hp": "Temp PV",
|
||||
"talent": "Talent",
|
||||
"talents-and-features": "Talents & Features",
|
||||
"target": "Target",
|
||||
"temp-hp": "Temp HP",
|
||||
"trigger": "Trigger",
|
||||
"type": "Tipo",
|
||||
"unknown-u": "DESCONOCIDO",
|
||||
"use-recovery": "¡Usa una recuperación!",
|
||||
"use-recovery-action": "¡Usa una recuperación y realiza una acción!",
|
||||
"uses": "Usa",
|
||||
"type": "Type",
|
||||
"unknown-u": "UNKNOWN",
|
||||
"use-recovery": "Use a recovery!",
|
||||
"use-recovery-action": "Use a recovery and take an action!",
|
||||
"uses": "Uses",
|
||||
"vs": "vs",
|
||||
"vs-u": "VS",
|
||||
"weap-u": "ARMA",
|
||||
"wis-u": "SAB",
|
||||
"wisdom": "Sabiduría",
|
||||
"wisdom-based": "Basado en Sabiduría"
|
||||
"weap-u": "WEAP",
|
||||
"wis-u": "WIS",
|
||||
"wisdom": "Wisdom",
|
||||
"wisdom-based": "Wisdom based"
|
||||
}
|
||||
@@ -0,0 +1,140 @@
|
||||
{
|
||||
"Conflicted": "Conflicted",
|
||||
"Negative": "Negative",
|
||||
"Positive": "Positive",
|
||||
"ac-u": "AC",
|
||||
"action": "Action",
|
||||
"assassin": "Assassin",
|
||||
"at-will": "At-Will",
|
||||
"attack": "Attack",
|
||||
"backgrounds": "Backgrounds",
|
||||
"base-ac-from-class": "Base AC from class",
|
||||
"base-hp-from-class": "Base HP from class",
|
||||
"base-md-from-class": "Base MD from class",
|
||||
"base-pd-from-class": "Base PD from class",
|
||||
"battle-cry": "Battle Cry",
|
||||
"bck-u": "BCK",
|
||||
"cha-u": "CHA",
|
||||
"charisma": "Charisma",
|
||||
"charisma-based": "Charisma based",
|
||||
"class": "Class",
|
||||
"con-u": "CON",
|
||||
"constitution": "Constitution",
|
||||
"constitution-based": "Constitution based",
|
||||
"copyright": "2015 Pelgrane Press Ltd. Published by Pelgrane Press Ltd. under license from Fire Opal Media. The 13th Age is a trademarks of Fire Opal Media, Inc.",
|
||||
"critical-success-u": "CRITICAL SUCCESS",
|
||||
"current-hp": "Current HP",
|
||||
"custom": "Custom",
|
||||
"custom-1": "Custom 1",
|
||||
"custom-2": "Custom 2",
|
||||
"custom-3": "Custom 3",
|
||||
"daily": "Daily",
|
||||
"damage-on-melee-miss": "Damage on Melee Miss",
|
||||
"damage-on-ranged-miss": "Damage on Ranged Miss",
|
||||
"death-save": "Death Save",
|
||||
"death-save-u": "DEATH SAVE",
|
||||
"details": "Details",
|
||||
"dex-u": "DEX",
|
||||
"dexterity": "Dexterity",
|
||||
"dice-u": "DICE",
|
||||
"domain": "Domain",
|
||||
"easy-6": "Easy (6+)",
|
||||
"effect": "Effect",
|
||||
"encounter": "Encounter",
|
||||
"engaged": "Engaged",
|
||||
"equipment": "Equipment",
|
||||
"escalation-die": "Escalation Die",
|
||||
"failure-u": "FAILURE",
|
||||
"far-away": "Far Away",
|
||||
"feature": "Feature",
|
||||
"final-verse": "Final-Verse",
|
||||
"flat-hp-mod-from-magic-items": "Flat HP Mod from Magic Items",
|
||||
"flat-initiative-mod": "Flat Initiative Mod",
|
||||
"flat-recovery-mod": "Flat Recovery Mod",
|
||||
"flexible-action": "Flexible Action",
|
||||
"free-action": "Free Action",
|
||||
"hard-16": "Hard (16+)",
|
||||
"help-options": "These are base numbers necessary for the automatic calculations below to work. After you've input these numbers you're encouraged to click on the gear icon in the upper right hand corner to hide this section.",
|
||||
"hit": "Hit",
|
||||
"icon-relationships": "Icon Relationships",
|
||||
"improved": "Improved",
|
||||
"initiative": "Initiative",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"int-u": "INT",
|
||||
"intelligence": "Intelligence",
|
||||
"intelligence-based": "Intelligence based",
|
||||
"intercepting": "Intercepting",
|
||||
"level": "Level",
|
||||
"line-of-sight": "Line of Sight",
|
||||
"lvl-u": "LVL",
|
||||
"magic-item": "Magic Item",
|
||||
"max": "Max",
|
||||
"max-hp": "Max HP",
|
||||
"md-u": "MD",
|
||||
"melee-basic-attack": "Melee Basic Attack",
|
||||
"melee-basic-attack-based-on": "Melee Basic Attack Based On",
|
||||
"melee-str": "Melee(STR)",
|
||||
"melee-weapon-1": "Melee Weapon 1",
|
||||
"melee-weapon-2": "Melee Weapon 2",
|
||||
"melee-weapon-3": "Melee Weapon 3",
|
||||
"melee-weapons": "Melee Weapons",
|
||||
"miss": "Miss",
|
||||
"mod-u": "MOD",
|
||||
"modifiers": "Modifiers",
|
||||
"move-action": "Move Action",
|
||||
"name": "Name",
|
||||
"nearby": "Nearby",
|
||||
"normal-11": "Normal (11+)",
|
||||
"one-creature": "One Creature",
|
||||
"one-enemy": "One enemy",
|
||||
"one-unique-thing": "One Unique Thing",
|
||||
"opening-sustaining-effect": "Opening-Sustaining-Effect",
|
||||
"options": "Options",
|
||||
"orc-lord": "Orc Lord",
|
||||
"pd-u": "PD",
|
||||
"power": "Power",
|
||||
"quick-action": "Quick Action",
|
||||
"race": "Race",
|
||||
"racial": "Racial",
|
||||
"range": "Range",
|
||||
"ranged-basic-attack": "Ranged Basic Attack",
|
||||
"ranged-basic-attack-based-on": "Ranged Basic Attack Based On",
|
||||
"ranged-dex": "Ranged(DEX)",
|
||||
"ranged-weapon-1": "Ranged Weapon 1",
|
||||
"ranged-weapon-2": "Ranged Weapon 2",
|
||||
"ranged-weapon-3": "Ranged Weapon 3",
|
||||
"ranged-weapons": "Ranged Weapons",
|
||||
"rapier": "Rapier",
|
||||
"rec-u": "REC",
|
||||
"recharge": "Recharge",
|
||||
"recharge-rate": "Recharge Rate",
|
||||
"recovery": "Recovery",
|
||||
"save": "Save",
|
||||
"save-u": "SAVE",
|
||||
"show-hide-options": "Show/hide options",
|
||||
"special": "Special",
|
||||
"spell": "Spell",
|
||||
"staggered": "Staggered",
|
||||
"standard-action": "Standard Action",
|
||||
"step-toward-death": "Mark a step toward death!",
|
||||
"str-u": "STR",
|
||||
"strength": "Strength",
|
||||
"success-u": "SUCCESS",
|
||||
"sustain": "Sustain",
|
||||
"talent": "Talent",
|
||||
"talents-and-features": "Talents & Features",
|
||||
"target": "Target",
|
||||
"temp-hp": "Temp HP",
|
||||
"trigger": "Trigger",
|
||||
"type": "Type",
|
||||
"unknown-u": "UNKNOWN",
|
||||
"use-recovery": "Use a recovery!",
|
||||
"use-recovery-action": "Use a recovery and take an action!",
|
||||
"uses": "Uses",
|
||||
"vs": "vs",
|
||||
"vs-u": "VS",
|
||||
"weap-u": "WEAP",
|
||||
"wis-u": "WIS",
|
||||
"wisdom": "Wisdom",
|
||||
"wisdom-based": "Wisdom based"
|
||||
}
|
||||
@@ -1,140 +1,140 @@
|
||||
{
|
||||
"Conflicted": "Conflictuelle",
|
||||
"Negative": "Négative",
|
||||
"Positive": "Positif",
|
||||
"ac-u": "CA",
|
||||
"Conflicted": "Conflicted",
|
||||
"Negative": "Negative",
|
||||
"Positive": "Positive",
|
||||
"ac-u": "AC",
|
||||
"action": "Action",
|
||||
"assassin": "Assassin",
|
||||
"at-will": "À Vol.",
|
||||
"attack": "Attaque",
|
||||
"backgrounds": "Concepts",
|
||||
"base-ac-from-class": "CA de classe de base",
|
||||
"base-hp-from-class": "PV de classe de base",
|
||||
"base-md-from-class": "DM de classe de base",
|
||||
"base-pd-from-class": "DP de classe de base",
|
||||
"battle-cry": "Cri de Guerre",
|
||||
"bck-u": "CPT",
|
||||
"at-will": "At-Will",
|
||||
"attack": "Attack",
|
||||
"backgrounds": "Backgrounds",
|
||||
"base-ac-from-class": "Base AC from class",
|
||||
"base-hp-from-class": "Base HP from class",
|
||||
"base-md-from-class": "Base MD from class",
|
||||
"base-pd-from-class": "Base PD from class",
|
||||
"battle-cry": "Battle Cry",
|
||||
"bck-u": "BCK",
|
||||
"cha-u": "CHA",
|
||||
"charisma": "Charisme",
|
||||
"charisma-based": "Charisme",
|
||||
"class": "Classe",
|
||||
"charisma": "Charisma",
|
||||
"charisma-based": "Charisma based",
|
||||
"class": "Class",
|
||||
"con-u": "CON",
|
||||
"constitution": "Constitution",
|
||||
"constitution-based": "Constitution",
|
||||
"copyright": "2015 Pelgrane Press Ltd. Publié par Pelgrane Press Ltd. sous licence de Fire Opal Media. The 13th Age est une marque de Fire Opal Media Inc.",
|
||||
"critical-success-u": "RÉUSSITE CRITIQUE",
|
||||
"current-hp": "PV courants",
|
||||
"custom": "Personnalisé",
|
||||
"custom-1": "Personnalisé 1",
|
||||
"custom-2": "Personnalisé 2",
|
||||
"custom-3": "Personnalisé 3",
|
||||
"daily": "Quotidien",
|
||||
"damage-on-melee-miss": "Dégâts échec Mêlée",
|
||||
"damage-on-ranged-miss": "Dégâts échec Distance",
|
||||
"death-save": "Sauvegarde contre la Mort",
|
||||
"death-save-u": "JS vs MORT",
|
||||
"details": "Détails",
|
||||
"constitution-based": "Constitution based",
|
||||
"copyright": "2015 Pelgrane Press Ltd. Published by Pelgrane Press Ltd. under license from Fire Opal Media. The 13th Age is a trademarks of Fire Opal Media, Inc.",
|
||||
"critical-success-u": "CRITICAL SUCCESS",
|
||||
"current-hp": "Current HP",
|
||||
"custom": "Custom",
|
||||
"custom-1": "Custom 1",
|
||||
"custom-2": "Custom 2",
|
||||
"custom-3": "Custom 3",
|
||||
"daily": "Daily",
|
||||
"damage-on-melee-miss": "Damage on Melee Miss",
|
||||
"damage-on-ranged-miss": "Damage on Ranged Miss",
|
||||
"death-save": "Death Save",
|
||||
"death-save-u": "DEATH SAVE",
|
||||
"details": "Details",
|
||||
"dex-u": "DEX",
|
||||
"dexterity": "Dextérité",
|
||||
"dice-u": "DÉ",
|
||||
"domain": "Domaine",
|
||||
"easy-6": "Facile (6+)",
|
||||
"effect": "Effet",
|
||||
"encounter": "Rencontre",
|
||||
"engaged": "Engagé",
|
||||
"equipment": "Équipement",
|
||||
"escalation-die": "Montée en Puissance",
|
||||
"failure-u": "ÉCHEC",
|
||||
"far-away": "Au Loin",
|
||||
"feature": "Talent",
|
||||
"final-verse": "Verset final",
|
||||
"flat-hp-mod-from-magic-items": "Modificateur de PV",
|
||||
"flat-initiative-mod": "Modificateur d'Initiative",
|
||||
"flat-recovery-mod": "Modificateur de Récupération",
|
||||
"flexible-action": "Action Flexible",
|
||||
"free-action": "Action Libre",
|
||||
"hard-16": "Difficile (16+)",
|
||||
"help-options": "Ce sont les valeurs chiffrées de base nécessaires au fonctionnement pour des calculs automatiques ci-dessous. Après avoir saisi ces valeurs, cliquez sur l'icône en forme d'engrenage dans le coin supérieur droit pour masquer cette section.",
|
||||
"hit": "Réussite",
|
||||
"icon-relationships": "Relations aux Icônes",
|
||||
"improved": "Amélioré",
|
||||
"dexterity": "Dexterity",
|
||||
"dice-u": "DICE",
|
||||
"domain": "Domain",
|
||||
"easy-6": "Easy (6+)",
|
||||
"effect": "Effect",
|
||||
"encounter": "Encounter",
|
||||
"engaged": "Engaged",
|
||||
"equipment": "Equipment",
|
||||
"escalation-die": "Escalation Die",
|
||||
"failure-u": "FAILURE",
|
||||
"far-away": "Far Away",
|
||||
"feature": "Feature",
|
||||
"final-verse": "Final-Verse",
|
||||
"flat-hp-mod-from-magic-items": "Flat HP Mod from Magic Items",
|
||||
"flat-initiative-mod": "Flat Initiative Mod",
|
||||
"flat-recovery-mod": "Flat Recovery Mod",
|
||||
"flexible-action": "Flexible Action",
|
||||
"free-action": "Free Action",
|
||||
"hard-16": "Hard (16+)",
|
||||
"help-options": "These are base numbers necessary for the automatic calculations below to work. After you've input these numbers you're encouraged to click on the gear icon in the upper right hand corner to hide this section.",
|
||||
"hit": "Hit",
|
||||
"icon-relationships": "Icon Relationships",
|
||||
"improved": "Improved",
|
||||
"initiative": "Initiative",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"int-u": "INT",
|
||||
"intelligence": "Intelligence",
|
||||
"intelligence-based": "Intelligence",
|
||||
"intercepting": "Interruption",
|
||||
"level": "Niveau",
|
||||
"line-of-sight": "Ligne de Vue",
|
||||
"lvl-u": "NIV",
|
||||
"magic-item": "Objet Magique",
|
||||
"intelligence-based": "Intelligence based",
|
||||
"intercepting": "Intercepting",
|
||||
"level": "Level",
|
||||
"line-of-sight": "Line of Sight",
|
||||
"lvl-u": "LVL",
|
||||
"magic-item": "Magic Item",
|
||||
"max": "Max",
|
||||
"max-hp": "PV Max",
|
||||
"md-u": "DM",
|
||||
"melee-basic-attack": "Attaque de base (Mêlée)",
|
||||
"melee-basic-attack-based-on": "Attaque de base (Mêlée)",
|
||||
"melee-str": "Mêlée(FOR)",
|
||||
"melee-weapon-1": "Arme de Mêlée 1",
|
||||
"melee-weapon-2": "Arme de Mêlée 2",
|
||||
"melee-weapon-3": "Arme de Mêlée 3",
|
||||
"melee-weapons": "Armes de Mêlée",
|
||||
"miss": "Échec",
|
||||
"max-hp": "Max HP",
|
||||
"md-u": "MD",
|
||||
"melee-basic-attack": "Melee Basic Attack",
|
||||
"melee-basic-attack-based-on": "Melee Basic Attack Based On",
|
||||
"melee-str": "Melee(STR)",
|
||||
"melee-weapon-1": "Melee Weapon 1",
|
||||
"melee-weapon-2": "Melee Weapon 2",
|
||||
"melee-weapon-3": "Melee Weapon 3",
|
||||
"melee-weapons": "Melee Weapons",
|
||||
"miss": "Miss",
|
||||
"mod-u": "MOD",
|
||||
"modifiers": "Modificateurs",
|
||||
"move-action": "Action de Mouvement",
|
||||
"name": "Nom",
|
||||
"nearby": "Proche",
|
||||
"modifiers": "Modifiers",
|
||||
"move-action": "Move Action",
|
||||
"name": "Name",
|
||||
"nearby": "Nearby",
|
||||
"normal-11": "Normal (11+)",
|
||||
"one-creature": "Une Créature",
|
||||
"one-enemy": "Un ennemi",
|
||||
"one-unique-thing": "Particularité",
|
||||
"opening-sustaining-effect": "Ouverture-Maintien-Effet",
|
||||
"one-creature": "One Creature",
|
||||
"one-enemy": "One enemy",
|
||||
"one-unique-thing": "One Unique Thing",
|
||||
"opening-sustaining-effect": "Opening-Sustaining-Effect",
|
||||
"options": "Options",
|
||||
"orc-lord": "Le Seigneur Orc",
|
||||
"pd-u": "DP",
|
||||
"power": "Pouvoir",
|
||||
"quick-action": "Action Rapide",
|
||||
"orc-lord": "Orc Lord",
|
||||
"pd-u": "PD",
|
||||
"power": "Power",
|
||||
"quick-action": "Quick Action",
|
||||
"race": "Race",
|
||||
"racial": "Racial",
|
||||
"range": "Distance",
|
||||
"ranged-basic-attack": "Attaque de base (Distance)",
|
||||
"ranged-basic-attack-based-on": "Attaque de base (Distance)",
|
||||
"ranged-dex": "À distance (DEX)",
|
||||
"ranged-weapon-1": "Arme à distance 1",
|
||||
"ranged-weapon-2": "Arme à distance 2",
|
||||
"ranged-weapon-3": "Arme à distance 3",
|
||||
"ranged-weapons": "Armes à distance",
|
||||
"rapier": "Rapière",
|
||||
"rec-u": "RÉC",
|
||||
"recharge": "Rechargement",
|
||||
"recharge-rate": "Vitesse de rechargement",
|
||||
"recovery": "Récupération",
|
||||
"save": "Sauvegarde",
|
||||
"save-u": "SAUVEGARDE",
|
||||
"show-hide-options": "Afficher/masque les options",
|
||||
"special": "Spécial",
|
||||
"spell": "Sort",
|
||||
"staggered": "Chancelant",
|
||||
"standard-action": "Action Standard",
|
||||
"step-toward-death": "Progressez vers la mort !",
|
||||
"str-u": "FOR",
|
||||
"strength": "Force",
|
||||
"success-u": "RÉUSSITE",
|
||||
"sustain": "Maintien",
|
||||
"range": "Range",
|
||||
"ranged-basic-attack": "Ranged Basic Attack",
|
||||
"ranged-basic-attack-based-on": "Ranged Basic Attack Based On",
|
||||
"ranged-dex": "Ranged(DEX)",
|
||||
"ranged-weapon-1": "Ranged Weapon 1",
|
||||
"ranged-weapon-2": "Ranged Weapon 2",
|
||||
"ranged-weapon-3": "Ranged Weapon 3",
|
||||
"ranged-weapons": "Ranged Weapons",
|
||||
"rapier": "Rapier",
|
||||
"rec-u": "REC",
|
||||
"recharge": "Recharge",
|
||||
"recharge-rate": "Recharge Rate",
|
||||
"recovery": "Recovery",
|
||||
"save": "Save",
|
||||
"save-u": "SAVE",
|
||||
"show-hide-options": "Show/hide options",
|
||||
"special": "Special",
|
||||
"spell": "Spell",
|
||||
"staggered": "Staggered",
|
||||
"standard-action": "Standard Action",
|
||||
"step-toward-death": "Mark a step toward death!",
|
||||
"str-u": "STR",
|
||||
"strength": "Strength",
|
||||
"success-u": "SUCCESS",
|
||||
"sustain": "Sustain",
|
||||
"talent": "Talent",
|
||||
"talents-and-features": "Talents & Prouesses",
|
||||
"target": "Cible",
|
||||
"temp-hp": "PV Temp",
|
||||
"trigger": "Déclencheur",
|
||||
"type": "Genre",
|
||||
"unknown-u": "INCONNU",
|
||||
"use-recovery": "Utilisez une Récupération !",
|
||||
"use-recovery-action": "Utilisez une Récupération et agissez !",
|
||||
"uses": "Utilisations",
|
||||
"talents-and-features": "Talents & Features",
|
||||
"target": "Target",
|
||||
"temp-hp": "Temp HP",
|
||||
"trigger": "Trigger",
|
||||
"type": "Type",
|
||||
"unknown-u": "UNKNOWN",
|
||||
"use-recovery": "Use a recovery!",
|
||||
"use-recovery-action": "Use a recovery and take an action!",
|
||||
"uses": "Uses",
|
||||
"vs": "vs",
|
||||
"vs-u": "VS",
|
||||
"weap-u": "ARME",
|
||||
"wis-u": "SAG",
|
||||
"wisdom": "Sagesse",
|
||||
"wisdom-based": "Sagesse"
|
||||
"weap-u": "WEAP",
|
||||
"wis-u": "WIS",
|
||||
"wisdom": "Wisdom",
|
||||
"wisdom-based": "Wisdom based"
|
||||
}
|
||||
@@ -0,0 +1,140 @@
|
||||
{
|
||||
"Conflicted": "Conflicted",
|
||||
"Negative": "Negatív",
|
||||
"Positive": "Positive",
|
||||
"ac-u": "AC",
|
||||
"action": "Akció",
|
||||
"assassin": "Bérgyilkos",
|
||||
"at-will": "At-Will",
|
||||
"attack": "Támadás",
|
||||
"backgrounds": "Háttér",
|
||||
"base-ac-from-class": "Base AC from class",
|
||||
"base-hp-from-class": "Base HP from class",
|
||||
"base-md-from-class": "Base MD from class",
|
||||
"base-pd-from-class": "Base PD from class",
|
||||
"battle-cry": "Battle Cry",
|
||||
"bck-u": "BCK",
|
||||
"cha-u": "CHA",
|
||||
"charisma": "Charisma",
|
||||
"charisma-based": "Charisma based",
|
||||
"class": "Class",
|
||||
"con-u": "CON",
|
||||
"constitution": "Constitution",
|
||||
"constitution-based": "Constitution based",
|
||||
"copyright": "2015 Pelgrane Press Ltd. Published by Pelgrane Press Ltd. under license from Fire Opal Media. The 13th Age is a trademarks of Fire Opal Media, Inc.",
|
||||
"critical-success-u": "CRITICAL SUCCESS",
|
||||
"current-hp": "Current HP",
|
||||
"custom": "Custom",
|
||||
"custom-1": "Custom 1",
|
||||
"custom-2": "Custom 2",
|
||||
"custom-3": "Custom 3",
|
||||
"daily": "Daily",
|
||||
"damage-on-melee-miss": "Damage on Melee Miss",
|
||||
"damage-on-ranged-miss": "Damage on Ranged Miss",
|
||||
"death-save": "Death Save",
|
||||
"death-save-u": "DEATH SAVE",
|
||||
"details": "Details",
|
||||
"dex-u": "DEX",
|
||||
"dexterity": "Dexterity",
|
||||
"dice-u": "DICE",
|
||||
"domain": "Domain",
|
||||
"easy-6": "Easy (6+)",
|
||||
"effect": "Effect",
|
||||
"encounter": "Encounter",
|
||||
"engaged": "Engaged",
|
||||
"equipment": "Equipment",
|
||||
"escalation-die": "Escalation Die",
|
||||
"failure-u": "FAILURE",
|
||||
"far-away": "Far Away",
|
||||
"feature": "Feature",
|
||||
"final-verse": "Final-Verse",
|
||||
"flat-hp-mod-from-magic-items": "Flat HP Mod from Magic Items",
|
||||
"flat-initiative-mod": "Flat Initiative Mod",
|
||||
"flat-recovery-mod": "Flat Recovery Mod",
|
||||
"flexible-action": "Flexible Action",
|
||||
"free-action": "Free Action",
|
||||
"hard-16": "Hard (16+)",
|
||||
"help-options": "These are base numbers necessary for the automatic calculations below to work. After you've input these numbers you're encouraged to click on the gear icon in the upper right hand corner to hide this section.",
|
||||
"hit": "Hit",
|
||||
"icon-relationships": "Icon Relationships",
|
||||
"improved": "Improved",
|
||||
"initiative": "Initiative",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"int-u": "INT",
|
||||
"intelligence": "Intelligence",
|
||||
"intelligence-based": "Intelligence based",
|
||||
"intercepting": "Intercepting",
|
||||
"level": "Level",
|
||||
"line-of-sight": "Line of Sight",
|
||||
"lvl-u": "LVL",
|
||||
"magic-item": "Magic Item",
|
||||
"max": "Max",
|
||||
"max-hp": "Max HP",
|
||||
"md-u": "MD",
|
||||
"melee-basic-attack": "Melee Basic Attack",
|
||||
"melee-basic-attack-based-on": "Melee Basic Attack Based On",
|
||||
"melee-str": "Melee(STR)",
|
||||
"melee-weapon-1": "Melee Weapon 1",
|
||||
"melee-weapon-2": "Melee Weapon 2",
|
||||
"melee-weapon-3": "Melee Weapon 3",
|
||||
"melee-weapons": "Melee Weapons",
|
||||
"miss": "Miss",
|
||||
"mod-u": "MOD",
|
||||
"modifiers": "Modifiers",
|
||||
"move-action": "Move Action",
|
||||
"name": "Name",
|
||||
"nearby": "Nearby",
|
||||
"normal-11": "Normal (11+)",
|
||||
"one-creature": "One Creature",
|
||||
"one-enemy": "One enemy",
|
||||
"one-unique-thing": "One Unique Thing",
|
||||
"opening-sustaining-effect": "Opening-Sustaining-Effect",
|
||||
"options": "Options",
|
||||
"orc-lord": "Orc Lord",
|
||||
"pd-u": "PD",
|
||||
"power": "Power",
|
||||
"quick-action": "Quick Action",
|
||||
"race": "Race",
|
||||
"racial": "Racial",
|
||||
"range": "Range",
|
||||
"ranged-basic-attack": "Ranged Basic Attack",
|
||||
"ranged-basic-attack-based-on": "Ranged Basic Attack Based On",
|
||||
"ranged-dex": "Ranged(DEX)",
|
||||
"ranged-weapon-1": "Ranged Weapon 1",
|
||||
"ranged-weapon-2": "Ranged Weapon 2",
|
||||
"ranged-weapon-3": "Ranged Weapon 3",
|
||||
"ranged-weapons": "Ranged Weapons",
|
||||
"rapier": "Rapier",
|
||||
"rec-u": "REC",
|
||||
"recharge": "Recharge",
|
||||
"recharge-rate": "Recharge Rate",
|
||||
"recovery": "Recovery",
|
||||
"save": "Save",
|
||||
"save-u": "SAVE",
|
||||
"show-hide-options": "Show/hide options",
|
||||
"special": "Special",
|
||||
"spell": "Spell",
|
||||
"staggered": "Staggered",
|
||||
"standard-action": "Standard Action",
|
||||
"step-toward-death": "Mark a step toward death!",
|
||||
"str-u": "STR",
|
||||
"strength": "Strength",
|
||||
"success-u": "SUCCESS",
|
||||
"sustain": "Sustain",
|
||||
"talent": "Talent",
|
||||
"talents-and-features": "Talents & Features",
|
||||
"target": "Target",
|
||||
"temp-hp": "Temp HP",
|
||||
"trigger": "Trigger",
|
||||
"type": "Type",
|
||||
"unknown-u": "UNKNOWN",
|
||||
"use-recovery": "Use a recovery!",
|
||||
"use-recovery-action": "Use a recovery and take an action!",
|
||||
"uses": "Uses",
|
||||
"vs": "vs",
|
||||
"vs-u": "VS",
|
||||
"weap-u": "WEAP",
|
||||
"wis-u": "WIS",
|
||||
"wisdom": "Wisdom",
|
||||
"wisdom-based": "Wisdom based"
|
||||
}
|
||||
@@ -1,140 +1,140 @@
|
||||
{
|
||||
"Conflicted": "양가적",
|
||||
"Negative": "부정적",
|
||||
"Positive": "긍정적",
|
||||
"ac-u": "장갑",
|
||||
"action": "액션",
|
||||
"assassin": "암살자",
|
||||
"at-will": "상시",
|
||||
"attack": "공격",
|
||||
"backgrounds": "출신",
|
||||
"base-ac-from-class": "클래스 기본 장갑",
|
||||
"base-hp-from-class": "클래스 기본 HP",
|
||||
"base-md-from-class": "클래스 기본 마방",
|
||||
"base-pd-from-class": "클래스 기본 신방",
|
||||
"battle-cry": "전투의 외침",
|
||||
"Conflicted": "Conflicted",
|
||||
"Negative": "Negative",
|
||||
"Positive": "Positive",
|
||||
"ac-u": "AC",
|
||||
"action": "Action",
|
||||
"assassin": "Assassin",
|
||||
"at-will": "At-Will",
|
||||
"attack": "Attack",
|
||||
"backgrounds": "Backgrounds",
|
||||
"base-ac-from-class": "Base AC from class",
|
||||
"base-hp-from-class": "Base HP from class",
|
||||
"base-md-from-class": "Base MD from class",
|
||||
"base-pd-from-class": "Base PD from class",
|
||||
"battle-cry": "Battle Cry",
|
||||
"bck-u": "BCK",
|
||||
"cha-u": "매력",
|
||||
"charisma": "매력",
|
||||
"charisma-based": "매력 기반",
|
||||
"class": "클래스",
|
||||
"con-u": "건강",
|
||||
"constitution": "건강",
|
||||
"constitution-based": "건강 기반",
|
||||
"cha-u": "CHA",
|
||||
"charisma": "Charisma",
|
||||
"charisma-based": "Charisma based",
|
||||
"class": "Class",
|
||||
"con-u": "CON",
|
||||
"constitution": "Constitution",
|
||||
"constitution-based": "Constitution based",
|
||||
"copyright": "2015 Pelgrane Press Ltd. Published by Pelgrane Press Ltd. under license from Fire Opal Media. The 13th Age is a trademarks of Fire Opal Media, Inc.",
|
||||
"critical-success-u": "대성공!",
|
||||
"current-hp": "현재 HP",
|
||||
"custom": "커스텀",
|
||||
"custom-1": "커스텀 1",
|
||||
"custom-2": "커스텀 2",
|
||||
"custom-3": "커스텀 3",
|
||||
"daily": "매일",
|
||||
"damage-on-melee-miss": "근접 공격 빗나감 피해",
|
||||
"damage-on-ranged-miss": "원거리 공격 빗나감 피해",
|
||||
"death-save": "죽음 극복",
|
||||
"death-save-u": "죽음 극복",
|
||||
"details": "세부 정보",
|
||||
"dex-u": "민첩",
|
||||
"dexterity": "민첩성",
|
||||
"dice-u": "주사위",
|
||||
"domain": "영역",
|
||||
"easy-6": "쉬움(6+)",
|
||||
"effect": "효과",
|
||||
"encounter": "인카운터",
|
||||
"engaged": "접전중",
|
||||
"equipment": "마법 물품",
|
||||
"escalation-die": "고조 주사위",
|
||||
"failure-u": "실패",
|
||||
"far-away": "원거리",
|
||||
"feature": "특성",
|
||||
"final-verse": "마지막 소절",
|
||||
"flat-hp-mod-from-magic-items": "마법 아이템 고정 HP 수정치",
|
||||
"flat-initiative-mod": "고정 우선권 수정치",
|
||||
"flat-recovery-mod": "고정 회복 수정치",
|
||||
"flexible-action": "유연한 행동",
|
||||
"free-action": "자유 행동",
|
||||
"hard-16": "어려움(16+)",
|
||||
"help-options": "이것은 아래의 자동 계산을 위해 필요한 기본 숫자들입니다. 이 숫자들을 입력한 후 오른쪽 위의 기어 버튼을 클릭해 이 부분을 숨기면 좋습니다.",
|
||||
"hit": "명중",
|
||||
"icon-relationships": "표상 관계",
|
||||
"improved": "강화",
|
||||
"initiative": "우선권",
|
||||
"initiative-u": "행동순서",
|
||||
"int-u": "지능",
|
||||
"intelligence": "지능",
|
||||
"intelligence-based": "지능 기반",
|
||||
"intercepting": "간섭 행동",
|
||||
"level": "레벨",
|
||||
"line-of-sight": "시야 내",
|
||||
"lvl-u": "레벨",
|
||||
"magic-item": "마법 아이템",
|
||||
"max": "최대",
|
||||
"max-hp": "최대 HP",
|
||||
"md-u": "정방",
|
||||
"melee-basic-attack": "근접 기본 공격",
|
||||
"melee-basic-attack-based-on": "근접 공격 기반은",
|
||||
"melee-str": "근접(근력)",
|
||||
"melee-weapon-1": "근접 무기 1",
|
||||
"melee-weapon-2": "근접 무기 2",
|
||||
"melee-weapon-3": "근접 무기 3",
|
||||
"melee-weapons": "근접 무기",
|
||||
"miss": "빗나감",
|
||||
"mod-u": "수정치",
|
||||
"modifiers": "수정치",
|
||||
"move-action": "이동 행동",
|
||||
"name": "이름",
|
||||
"nearby": "근거리",
|
||||
"normal-11": "보통(11+)",
|
||||
"one-creature": "적 하나",
|
||||
"one-enemy": "단일 적",
|
||||
"one-unique-thing": "한 가지 특별한 것",
|
||||
"opening-sustaining-effect": "시작 및 지속 효과",
|
||||
"options": "옵션",
|
||||
"orc-lord": "오크 두령",
|
||||
"pd-u": "신방",
|
||||
"power": "파워",
|
||||
"quick-action": "짧은 행동",
|
||||
"race": "종족",
|
||||
"racial": "종족",
|
||||
"range": "범위",
|
||||
"ranged-basic-attack": "원거리 기본 공격",
|
||||
"ranged-basic-attack-based-on": "원거리 공격 기반은",
|
||||
"ranged-dex": "원거리(민첩)",
|
||||
"ranged-weapon-1": "원거리 무기 1",
|
||||
"ranged-weapon-2": "원거리 무기 2",
|
||||
"ranged-weapon-3": "원거리 무기 3",
|
||||
"ranged-weapons": "원거리 무기",
|
||||
"rapier": "레이피어",
|
||||
"critical-success-u": "CRITICAL SUCCESS",
|
||||
"current-hp": "Current HP",
|
||||
"custom": "Custom",
|
||||
"custom-1": "Custom 1",
|
||||
"custom-2": "Custom 2",
|
||||
"custom-3": "Custom 3",
|
||||
"daily": "Daily",
|
||||
"damage-on-melee-miss": "Damage on Melee Miss",
|
||||
"damage-on-ranged-miss": "Damage on Ranged Miss",
|
||||
"death-save": "Death Save",
|
||||
"death-save-u": "DEATH SAVE",
|
||||
"details": "Details",
|
||||
"dex-u": "DEX",
|
||||
"dexterity": "Dexterity",
|
||||
"dice-u": "DICE",
|
||||
"domain": "Domain",
|
||||
"easy-6": "Easy (6+)",
|
||||
"effect": "Effect",
|
||||
"encounter": "Encounter",
|
||||
"engaged": "Engaged",
|
||||
"equipment": "Equipment",
|
||||
"escalation-die": "Escalation Die",
|
||||
"failure-u": "FAILURE",
|
||||
"far-away": "Far Away",
|
||||
"feature": "Feature",
|
||||
"final-verse": "Final-Verse",
|
||||
"flat-hp-mod-from-magic-items": "Flat HP Mod from Magic Items",
|
||||
"flat-initiative-mod": "Flat Initiative Mod",
|
||||
"flat-recovery-mod": "Flat Recovery Mod",
|
||||
"flexible-action": "Flexible Action",
|
||||
"free-action": "Free Action",
|
||||
"hard-16": "Hard (16+)",
|
||||
"help-options": "These are base numbers necessary for the automatic calculations below to work. After you've input these numbers you're encouraged to click on the gear icon in the upper right hand corner to hide this section.",
|
||||
"hit": "Hit",
|
||||
"icon-relationships": "Icon Relationships",
|
||||
"improved": "Improved",
|
||||
"initiative": "Initiative",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"int-u": "INT",
|
||||
"intelligence": "Intelligence",
|
||||
"intelligence-based": "Intelligence based",
|
||||
"intercepting": "Intercepting",
|
||||
"level": "Level",
|
||||
"line-of-sight": "Line of Sight",
|
||||
"lvl-u": "LVL",
|
||||
"magic-item": "Magic Item",
|
||||
"max": "Max",
|
||||
"max-hp": "Max HP",
|
||||
"md-u": "MD",
|
||||
"melee-basic-attack": "Melee Basic Attack",
|
||||
"melee-basic-attack-based-on": "Melee Basic Attack Based On",
|
||||
"melee-str": "Melee(STR)",
|
||||
"melee-weapon-1": "Melee Weapon 1",
|
||||
"melee-weapon-2": "Melee Weapon 2",
|
||||
"melee-weapon-3": "Melee Weapon 3",
|
||||
"melee-weapons": "Melee Weapons",
|
||||
"miss": "Miss",
|
||||
"mod-u": "MOD",
|
||||
"modifiers": "Modifiers",
|
||||
"move-action": "Move Action",
|
||||
"name": "Name",
|
||||
"nearby": "Nearby",
|
||||
"normal-11": "Normal (11+)",
|
||||
"one-creature": "One Creature",
|
||||
"one-enemy": "One enemy",
|
||||
"one-unique-thing": "One Unique Thing",
|
||||
"opening-sustaining-effect": "Opening-Sustaining-Effect",
|
||||
"options": "Options",
|
||||
"orc-lord": "Orc Lord",
|
||||
"pd-u": "PD",
|
||||
"power": "Power",
|
||||
"quick-action": "Quick Action",
|
||||
"race": "Race",
|
||||
"racial": "Racial",
|
||||
"range": "Range",
|
||||
"ranged-basic-attack": "Ranged Basic Attack",
|
||||
"ranged-basic-attack-based-on": "Ranged Basic Attack Based On",
|
||||
"ranged-dex": "Ranged(DEX)",
|
||||
"ranged-weapon-1": "Ranged Weapon 1",
|
||||
"ranged-weapon-2": "Ranged Weapon 2",
|
||||
"ranged-weapon-3": "Ranged Weapon 3",
|
||||
"ranged-weapons": "Ranged Weapons",
|
||||
"rapier": "Rapier",
|
||||
"rec-u": "REC",
|
||||
"recharge": "재충전",
|
||||
"recharge-rate": "충전 속도",
|
||||
"recovery": "회복량",
|
||||
"save": "극복",
|
||||
"save-u": "극복",
|
||||
"show-hide-options": "옵션 표시/숨기기",
|
||||
"special": "특수",
|
||||
"spell": "주문",
|
||||
"staggered": "비틀거림",
|
||||
"standard-action": "일반 행동",
|
||||
"step-toward-death": "죽음으로의 발걸음에 표시하세요.",
|
||||
"str-u": "근력",
|
||||
"strength": "근력",
|
||||
"success-u": "성공",
|
||||
"sustain": "유지",
|
||||
"talent": "재능",
|
||||
"talents-and-features": "재능과 특기",
|
||||
"target": "대상",
|
||||
"temp-hp": "임시 HP",
|
||||
"trigger": "발동 조건",
|
||||
"type": "종류",
|
||||
"unknown-u": "알려지지 않은",
|
||||
"use-recovery": "회복을 사용하세요!",
|
||||
"use-recovery-action": "회복하고 행동을 취하세요!",
|
||||
"uses": "사용",
|
||||
"recharge": "Recharge",
|
||||
"recharge-rate": "Recharge Rate",
|
||||
"recovery": "Recovery",
|
||||
"save": "Save",
|
||||
"save-u": "SAVE",
|
||||
"show-hide-options": "Show/hide options",
|
||||
"special": "Special",
|
||||
"spell": "Spell",
|
||||
"staggered": "Staggered",
|
||||
"standard-action": "Standard Action",
|
||||
"step-toward-death": "Mark a step toward death!",
|
||||
"str-u": "STR",
|
||||
"strength": "Strength",
|
||||
"success-u": "SUCCESS",
|
||||
"sustain": "Sustain",
|
||||
"talent": "Talent",
|
||||
"talents-and-features": "Talents & Features",
|
||||
"target": "Target",
|
||||
"temp-hp": "Temp HP",
|
||||
"trigger": "Trigger",
|
||||
"type": "Type",
|
||||
"unknown-u": "UNKNOWN",
|
||||
"use-recovery": "Use a recovery!",
|
||||
"use-recovery-action": "Use a recovery and take an action!",
|
||||
"uses": "Uses",
|
||||
"vs": "vs",
|
||||
"vs-u": "VS",
|
||||
"weap-u": "무기",
|
||||
"wis-u": "통찰",
|
||||
"wisdom": "통찰",
|
||||
"wisdom-based": "통찰 기반"
|
||||
"weap-u": "WEAP",
|
||||
"wis-u": "WIS",
|
||||
"wisdom": "Wisdom",
|
||||
"wisdom-based": "Wisdom based"
|
||||
}
|
||||
@@ -1,140 +1,140 @@
|
||||
{
|
||||
"Conflicted": "Conflitante",
|
||||
"Negative": "Negativa",
|
||||
"Positive": "Positiva",
|
||||
"ac-u": "CA",
|
||||
"action": "Ação",
|
||||
"assassin": "Assassino",
|
||||
"at-will": "à vontade",
|
||||
"attack": "Ataque",
|
||||
"backgrounds": "Antecedentes",
|
||||
"base-ac-from-class": "CA Básica da Classe",
|
||||
"base-hp-from-class": "PV Básico da Classe",
|
||||
"base-md-from-class": "DM Básica da Classe",
|
||||
"base-pd-from-class": "DF Básica da Classe",
|
||||
"battle-cry": "Brados de Guerra",
|
||||
"Conflicted": "Conflicted",
|
||||
"Negative": "Negative",
|
||||
"Positive": "Positive",
|
||||
"ac-u": "AC",
|
||||
"action": "Action",
|
||||
"assassin": "Assassin",
|
||||
"at-will": "At-Will",
|
||||
"attack": "Attack",
|
||||
"backgrounds": "Backgrounds",
|
||||
"base-ac-from-class": "Base AC from class",
|
||||
"base-hp-from-class": "Base HP from class",
|
||||
"base-md-from-class": "Base MD from class",
|
||||
"base-pd-from-class": "Base PD from class",
|
||||
"battle-cry": "Battle Cry",
|
||||
"bck-u": "BCK",
|
||||
"cha-u": "CAR",
|
||||
"charisma": "Carisma",
|
||||
"charisma-based": "Base Carisma",
|
||||
"class": "Classe",
|
||||
"cha-u": "CHA",
|
||||
"charisma": "Charisma",
|
||||
"charisma-based": "Charisma based",
|
||||
"class": "Class",
|
||||
"con-u": "CON",
|
||||
"constitution": "Constituição",
|
||||
"constitution-based": "Base Constituição",
|
||||
"constitution": "Constitution",
|
||||
"constitution-based": "Constitution based",
|
||||
"copyright": "2015 Pelgrane Press Ltd. Published by Pelgrane Press Ltd. under license from Fire Opal Media. The 13th Age is a trademarks of Fire Opal Media, Inc.",
|
||||
"critical-success-u": "ACERTO CRÍTICO",
|
||||
"current-hp": "PV Atuais",
|
||||
"custom": "Personalizado",
|
||||
"custom-1": "Personalizado 1",
|
||||
"custom-2": "Personalizado 2",
|
||||
"custom-3": "Personalizado 3",
|
||||
"daily": "Diária",
|
||||
"damage-on-melee-miss": "Dano por Erro Corpo-a-Corpo",
|
||||
"damage-on-ranged-miss": "Dano por Erro À Distância",
|
||||
"death-save": "Teste Contra a Morte",
|
||||
"death-save-u": "Teste Contra a Morte",
|
||||
"details": "Detalhes",
|
||||
"dex-u": "DES",
|
||||
"dexterity": "Destreza",
|
||||
"dice-u": "DADO",
|
||||
"domain": "Domínio",
|
||||
"easy-6": "Fácil (6+)",
|
||||
"effect": "Efeito",
|
||||
"encounter": "Encontro",
|
||||
"engaged": "Engajado",
|
||||
"equipment": "Equipamento",
|
||||
"escalation-die": "Dado de Intensidade",
|
||||
"failure-u": "Falha",
|
||||
"far-away": "Distante",
|
||||
"feature": "Proeza",
|
||||
"final-verse": "Verso-Final",
|
||||
"flat-hp-mod-from-magic-items": "Mod. de PV de Itens Mágicos",
|
||||
"flat-initiative-mod": "Mod. do meio Iniciativa",
|
||||
"flat-recovery-mod": "Mod. do meio Recuperação",
|
||||
"flexible-action": "Ataques Flexíveis",
|
||||
"free-action": "Ação Livre",
|
||||
"hard-16": "Difícil (16+)",
|
||||
"help-options": "Estes são números de base necessários para os cálculos automáticos abaixo. Depois de inserir esses números, recomendamos que você clique no ícone de roda dentada no canto superior direito para ocultar essa seção.",
|
||||
"hit": "Dano",
|
||||
"icon-relationships": "Relacionamento com os Ícones",
|
||||
"improved": "Melhoramento",
|
||||
"initiative": "Iniciativa",
|
||||
"initiative-u": "INICIATIVA",
|
||||
"critical-success-u": "CRITICAL SUCCESS",
|
||||
"current-hp": "Current HP",
|
||||
"custom": "Custom",
|
||||
"custom-1": "Custom 1",
|
||||
"custom-2": "Custom 2",
|
||||
"custom-3": "Custom 3",
|
||||
"daily": "Daily",
|
||||
"damage-on-melee-miss": "Damage on Melee Miss",
|
||||
"damage-on-ranged-miss": "Damage on Ranged Miss",
|
||||
"death-save": "Death Save",
|
||||
"death-save-u": "DEATH SAVE",
|
||||
"details": "Details",
|
||||
"dex-u": "DEX",
|
||||
"dexterity": "Dexterity",
|
||||
"dice-u": "DICE",
|
||||
"domain": "Domain",
|
||||
"easy-6": "Easy (6+)",
|
||||
"effect": "Effect",
|
||||
"encounter": "Encounter",
|
||||
"engaged": "Engaged",
|
||||
"equipment": "Equipment",
|
||||
"escalation-die": "Escalation Die",
|
||||
"failure-u": "FAILURE",
|
||||
"far-away": "Far Away",
|
||||
"feature": "Feature",
|
||||
"final-verse": "Final-Verse",
|
||||
"flat-hp-mod-from-magic-items": "Flat HP Mod from Magic Items",
|
||||
"flat-initiative-mod": "Flat Initiative Mod",
|
||||
"flat-recovery-mod": "Flat Recovery Mod",
|
||||
"flexible-action": "Flexible Action",
|
||||
"free-action": "Free Action",
|
||||
"hard-16": "Hard (16+)",
|
||||
"help-options": "These are base numbers necessary for the automatic calculations below to work. After you've input these numbers you're encouraged to click on the gear icon in the upper right hand corner to hide this section.",
|
||||
"hit": "Hit",
|
||||
"icon-relationships": "Icon Relationships",
|
||||
"improved": "Improved",
|
||||
"initiative": "Initiative",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"int-u": "INT",
|
||||
"intelligence": "Inteligência",
|
||||
"intelligence-based": "Base Inteligência",
|
||||
"intercepting": "Interceptando",
|
||||
"level": "Nível",
|
||||
"line-of-sight": "Linha de visão",
|
||||
"lvl-u": "NVL",
|
||||
"magic-item": "Item Mágico",
|
||||
"intelligence": "Intelligence",
|
||||
"intelligence-based": "Intelligence based",
|
||||
"intercepting": "Intercepting",
|
||||
"level": "Level",
|
||||
"line-of-sight": "Line of Sight",
|
||||
"lvl-u": "LVL",
|
||||
"magic-item": "Magic Item",
|
||||
"max": "Max",
|
||||
"max-hp": "PV Max",
|
||||
"md-u": "DM",
|
||||
"melee-basic-attack": "Ataque corpo-a-corpo",
|
||||
"melee-basic-attack-based-on": "\nAtq. corpo-a-corpo baseado em",
|
||||
"melee-str": "Ataque corpo a corpo(FOR)",
|
||||
"melee-weapon-1": "Armas corpo a corpo 1",
|
||||
"melee-weapon-2": "Armas corpo a corpo 2",
|
||||
"melee-weapon-3": "Armas corpo a corpo 3",
|
||||
"melee-weapons": "Armas corpo a corpo",
|
||||
"miss": "Erro",
|
||||
"max-hp": "Max HP",
|
||||
"md-u": "MD",
|
||||
"melee-basic-attack": "Melee Basic Attack",
|
||||
"melee-basic-attack-based-on": "Melee Basic Attack Based On",
|
||||
"melee-str": "Melee(STR)",
|
||||
"melee-weapon-1": "Melee Weapon 1",
|
||||
"melee-weapon-2": "Melee Weapon 2",
|
||||
"melee-weapon-3": "Melee Weapon 3",
|
||||
"melee-weapons": "Melee Weapons",
|
||||
"miss": "Miss",
|
||||
"mod-u": "MOD",
|
||||
"modifiers": "Modificadores",
|
||||
"move-action": "Ação de Movimento",
|
||||
"name": "Nome",
|
||||
"nearby": "Próximo",
|
||||
"modifiers": "Modifiers",
|
||||
"move-action": "Move Action",
|
||||
"name": "Name",
|
||||
"nearby": "Nearby",
|
||||
"normal-11": "Normal (11+)",
|
||||
"one-creature": "Uma criatura",
|
||||
"one-enemy": "Um inimigo",
|
||||
"one-unique-thing": "Singularidade",
|
||||
"opening-sustaining-effect": "Efeito-sustentação-aberto",
|
||||
"options": "Opções",
|
||||
"orc-lord": "Senhor dos Orcs",
|
||||
"pd-u": "DF",
|
||||
"power": "Poder",
|
||||
"quick-action": "Ação Rápida",
|
||||
"race": "Raça",
|
||||
"one-creature": "One Creature",
|
||||
"one-enemy": "One enemy",
|
||||
"one-unique-thing": "One Unique Thing",
|
||||
"opening-sustaining-effect": "Opening-Sustaining-Effect",
|
||||
"options": "Options",
|
||||
"orc-lord": "Orc Lord",
|
||||
"pd-u": "PD",
|
||||
"power": "Power",
|
||||
"quick-action": "Quick Action",
|
||||
"race": "Race",
|
||||
"racial": "Racial",
|
||||
"range": "Alcance",
|
||||
"ranged-basic-attack": "Ataque Básico à Distância",
|
||||
"ranged-basic-attack-based-on": "Atq. à Distância baseado em",
|
||||
"ranged-dex": "À distância(DES)",
|
||||
"ranged-weapon-1": "Armas de Longa Distância 1",
|
||||
"ranged-weapon-2": "Armas de Longa Distância 2",
|
||||
"ranged-weapon-3": "Armas de Longa Distância 3",
|
||||
"ranged-weapons": "Armas de Longa Distância",
|
||||
"rapier": "Rapieira",
|
||||
"range": "Range",
|
||||
"ranged-basic-attack": "Ranged Basic Attack",
|
||||
"ranged-basic-attack-based-on": "Ranged Basic Attack Based On",
|
||||
"ranged-dex": "Ranged(DEX)",
|
||||
"ranged-weapon-1": "Ranged Weapon 1",
|
||||
"ranged-weapon-2": "Ranged Weapon 2",
|
||||
"ranged-weapon-3": "Ranged Weapon 3",
|
||||
"ranged-weapons": "Ranged Weapons",
|
||||
"rapier": "Rapier",
|
||||
"rec-u": "REC",
|
||||
"recharge": "Recarga",
|
||||
"recharge-rate": "Taxa de Recarga",
|
||||
"recovery": "Recuperação",
|
||||
"save": "Resistência",
|
||||
"save-u": "RESISTÊNCIA",
|
||||
"show-hide-options": "Mostrar/Esconder opções",
|
||||
"special": "Especial",
|
||||
"spell": "Magia",
|
||||
"staggered": "Cambaleante",
|
||||
"standard-action": "Ação Padrão",
|
||||
"step-toward-death": "Marque um passo em direção à morte!",
|
||||
"str-u": "FOR",
|
||||
"strength": "Força",
|
||||
"success-u": "SUCESSO",
|
||||
"sustain": "Sustentar",
|
||||
"talent": "Talentos",
|
||||
"talents-and-features": "Talentos & Proezas",
|
||||
"target": "Alvo",
|
||||
"temp-hp": "PV Temp",
|
||||
"trigger": "Gatilho",
|
||||
"type": "Tipo",
|
||||
"unknown-u": "DESCONHECIDO",
|
||||
"use-recovery": "Use uma recuperação!",
|
||||
"use-recovery-action": "Use uma recuperação e faça uma ação!",
|
||||
"uses": "Usos",
|
||||
"recharge": "Recharge",
|
||||
"recharge-rate": "Recharge Rate",
|
||||
"recovery": "Recovery",
|
||||
"save": "Save",
|
||||
"save-u": "SAVE",
|
||||
"show-hide-options": "Show/hide options",
|
||||
"special": "Special",
|
||||
"spell": "Spell",
|
||||
"staggered": "Staggered",
|
||||
"standard-action": "Standard Action",
|
||||
"step-toward-death": "Mark a step toward death!",
|
||||
"str-u": "STR",
|
||||
"strength": "Strength",
|
||||
"success-u": "SUCCESS",
|
||||
"sustain": "Sustain",
|
||||
"talent": "Talent",
|
||||
"talents-and-features": "Talents & Features",
|
||||
"target": "Target",
|
||||
"temp-hp": "Temp HP",
|
||||
"trigger": "Trigger",
|
||||
"type": "Type",
|
||||
"unknown-u": "UNKNOWN",
|
||||
"use-recovery": "Use a recovery!",
|
||||
"use-recovery-action": "Use a recovery and take an action!",
|
||||
"uses": "Uses",
|
||||
"vs": "vs",
|
||||
"vs-u": "VS",
|
||||
"weap-u": "ARMA",
|
||||
"wis-u": "SAB",
|
||||
"wisdom": "Sabedoria",
|
||||
"wisdom-based": "Sabedoria base"
|
||||
"weap-u": "WEAP",
|
||||
"wis-u": "WIS",
|
||||
"wisdom": "Wisdom",
|
||||
"wisdom-based": "Wisdom based"
|
||||
}
|
||||
@@ -0,0 +1,140 @@
|
||||
{
|
||||
"Conflicted": "Conflicted",
|
||||
"Negative": "Negative",
|
||||
"Positive": "Positive",
|
||||
"ac-u": "AC",
|
||||
"action": "Action",
|
||||
"assassin": "Assassin",
|
||||
"at-will": "At-Will",
|
||||
"attack": "Attack",
|
||||
"backgrounds": "Backgrounds",
|
||||
"base-ac-from-class": "Base AC from class",
|
||||
"base-hp-from-class": "Base HP from class",
|
||||
"base-md-from-class": "Base MD from class",
|
||||
"base-pd-from-class": "Base PD from class",
|
||||
"battle-cry": "Battle Cry",
|
||||
"bck-u": "BCK",
|
||||
"cha-u": "CHA",
|
||||
"charisma": "Charisma",
|
||||
"charisma-based": "Charisma based",
|
||||
"class": "Class",
|
||||
"con-u": "CON",
|
||||
"constitution": "Constitution",
|
||||
"constitution-based": "Constitution based",
|
||||
"copyright": "2015 Pelgrane Press Ltd. Published by Pelgrane Press Ltd. under license from Fire Opal Media. The 13th Age is a trademarks of Fire Opal Media, Inc.",
|
||||
"critical-success-u": "CRITICAL SUCCESS",
|
||||
"current-hp": "Current HP",
|
||||
"custom": "Custom",
|
||||
"custom-1": "Custom 1",
|
||||
"custom-2": "Custom 2",
|
||||
"custom-3": "Custom 3",
|
||||
"daily": "Daily",
|
||||
"damage-on-melee-miss": "Damage on Melee Miss",
|
||||
"damage-on-ranged-miss": "Damage on Ranged Miss",
|
||||
"death-save": "Death Save",
|
||||
"death-save-u": "DEATH SAVE",
|
||||
"details": "Details",
|
||||
"dex-u": "DEX",
|
||||
"dexterity": "Dexterity",
|
||||
"dice-u": "DICE",
|
||||
"domain": "Domain",
|
||||
"easy-6": "Easy (6+)",
|
||||
"effect": "Effect",
|
||||
"encounter": "Encounter",
|
||||
"engaged": "Engaged",
|
||||
"equipment": "Equipment",
|
||||
"escalation-die": "Escalation Die",
|
||||
"failure-u": "FAILURE",
|
||||
"far-away": "Far Away",
|
||||
"feature": "Feature",
|
||||
"final-verse": "Final-Verse",
|
||||
"flat-hp-mod-from-magic-items": "Flat HP Mod from Magic Items",
|
||||
"flat-initiative-mod": "Flat Initiative Mod",
|
||||
"flat-recovery-mod": "Flat Recovery Mod",
|
||||
"flexible-action": "Flexible Action",
|
||||
"free-action": "Free Action",
|
||||
"hard-16": "Hard (16+)",
|
||||
"help-options": "These are base numbers necessary for the automatic calculations below to work. After you've input these numbers you're encouraged to click on the gear icon in the upper right hand corner to hide this section.",
|
||||
"hit": "Hit",
|
||||
"icon-relationships": "Icon Relationships",
|
||||
"improved": "Improved",
|
||||
"initiative": "Initiative",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"int-u": "INT",
|
||||
"intelligence": "Intelligence",
|
||||
"intelligence-based": "Intelligence based",
|
||||
"intercepting": "Intercepting",
|
||||
"level": "Level",
|
||||
"line-of-sight": "Line of Sight",
|
||||
"lvl-u": "LVL",
|
||||
"magic-item": "Magic Item",
|
||||
"max": "Max",
|
||||
"max-hp": "Max HP",
|
||||
"md-u": "MD",
|
||||
"melee-basic-attack": "Melee Basic Attack",
|
||||
"melee-basic-attack-based-on": "Melee Basic Attack Based On",
|
||||
"melee-str": "Melee(STR)",
|
||||
"melee-weapon-1": "Melee Weapon 1",
|
||||
"melee-weapon-2": "Melee Weapon 2",
|
||||
"melee-weapon-3": "Melee Weapon 3",
|
||||
"melee-weapons": "Melee Weapons",
|
||||
"miss": "Miss",
|
||||
"mod-u": "MOD",
|
||||
"modifiers": "Modifiers",
|
||||
"move-action": "Move Action",
|
||||
"name": "Name",
|
||||
"nearby": "Nearby",
|
||||
"normal-11": "Normal (11+)",
|
||||
"one-creature": "One Creature",
|
||||
"one-enemy": "One enemy",
|
||||
"one-unique-thing": "One Unique Thing",
|
||||
"opening-sustaining-effect": "Opening-Sustaining-Effect",
|
||||
"options": "Options",
|
||||
"orc-lord": "Orc Lord",
|
||||
"pd-u": "PD",
|
||||
"power": "Power",
|
||||
"quick-action": "Quick Action",
|
||||
"race": "Race",
|
||||
"racial": "Racial",
|
||||
"range": "Range",
|
||||
"ranged-basic-attack": "Ranged Basic Attack",
|
||||
"ranged-basic-attack-based-on": "Ranged Basic Attack Based On",
|
||||
"ranged-dex": "Ranged(DEX)",
|
||||
"ranged-weapon-1": "Ranged Weapon 1",
|
||||
"ranged-weapon-2": "Ranged Weapon 2",
|
||||
"ranged-weapon-3": "Ranged Weapon 3",
|
||||
"ranged-weapons": "Ranged Weapons",
|
||||
"rapier": "Rapier",
|
||||
"rec-u": "REC",
|
||||
"recharge": "Recharge",
|
||||
"recharge-rate": "Recharge Rate",
|
||||
"recovery": "Recovery",
|
||||
"save": "Save",
|
||||
"save-u": "SAVE",
|
||||
"show-hide-options": "Show/hide options",
|
||||
"special": "Special",
|
||||
"spell": "Spell",
|
||||
"staggered": "Staggered",
|
||||
"standard-action": "Standard Action",
|
||||
"step-toward-death": "Mark a step toward death!",
|
||||
"str-u": "STR",
|
||||
"strength": "Strength",
|
||||
"success-u": "SUCCESS",
|
||||
"sustain": "Sustain",
|
||||
"talent": "Talent",
|
||||
"talents-and-features": "Talents & Features",
|
||||
"target": "Target",
|
||||
"temp-hp": "Temp HP",
|
||||
"trigger": "Trigger",
|
||||
"type": "Type",
|
||||
"unknown-u": "UNKNOWN",
|
||||
"use-recovery": "Use a recovery!",
|
||||
"use-recovery-action": "Use a recovery and take an action!",
|
||||
"uses": "Uses",
|
||||
"vs": "vs",
|
||||
"vs-u": "VS",
|
||||
"weap-u": "WEAP",
|
||||
"wis-u": "WIS",
|
||||
"wisdom": "Wisdom",
|
||||
"wisdom-based": "Wisdom based"
|
||||
}
|
||||
@@ -0,0 +1,140 @@
|
||||
{
|
||||
"Conflicted": "Conflicted",
|
||||
"Negative": "Negative",
|
||||
"Positive": "Positive",
|
||||
"ac-u": "AC",
|
||||
"action": "Action",
|
||||
"assassin": "Assassin",
|
||||
"at-will": "At-Will",
|
||||
"attack": "Attack",
|
||||
"backgrounds": "Backgrounds",
|
||||
"base-ac-from-class": "Base AC from class",
|
||||
"base-hp-from-class": "Base HP from class",
|
||||
"base-md-from-class": "Base MD from class",
|
||||
"base-pd-from-class": "Base PD from class",
|
||||
"battle-cry": "Battle Cry",
|
||||
"bck-u": "BCK",
|
||||
"cha-u": "CHA",
|
||||
"charisma": "Charisma",
|
||||
"charisma-based": "Charisma based",
|
||||
"class": "Class",
|
||||
"con-u": "CON",
|
||||
"constitution": "Constitution",
|
||||
"constitution-based": "Constitution based",
|
||||
"copyright": "2015 Pelgrane Press Ltd. Published by Pelgrane Press Ltd. under license from Fire Opal Media. The 13th Age is a trademarks of Fire Opal Media, Inc.",
|
||||
"critical-success-u": "CRITICAL SUCCESS",
|
||||
"current-hp": "Current HP",
|
||||
"custom": "Custom",
|
||||
"custom-1": "Custom 1",
|
||||
"custom-2": "Custom 2",
|
||||
"custom-3": "Custom 3",
|
||||
"daily": "Daily",
|
||||
"damage-on-melee-miss": "Damage on Melee Miss",
|
||||
"damage-on-ranged-miss": "Damage on Ranged Miss",
|
||||
"death-save": "Death Save",
|
||||
"death-save-u": "DEATH SAVE",
|
||||
"details": "Details",
|
||||
"dex-u": "DEX",
|
||||
"dexterity": "Dexterity",
|
||||
"dice-u": "DICE",
|
||||
"domain": "Domain",
|
||||
"easy-6": "Easy (6+)",
|
||||
"effect": "Effect",
|
||||
"encounter": "Encounter",
|
||||
"engaged": "Engaged",
|
||||
"equipment": "Equipment",
|
||||
"escalation-die": "Escalation Die",
|
||||
"failure-u": "FAILURE",
|
||||
"far-away": "Far Away",
|
||||
"feature": "Feature",
|
||||
"final-verse": "Final-Verse",
|
||||
"flat-hp-mod-from-magic-items": "Flat HP Mod from Magic Items",
|
||||
"flat-initiative-mod": "Flat Initiative Mod",
|
||||
"flat-recovery-mod": "Flat Recovery Mod",
|
||||
"flexible-action": "Flexible Action",
|
||||
"free-action": "Free Action",
|
||||
"hard-16": "Hard (16+)",
|
||||
"help-options": "These are base numbers necessary for the automatic calculations below to work. After you've input these numbers you're encouraged to click on the gear icon in the upper right hand corner to hide this section.",
|
||||
"hit": "Hit",
|
||||
"icon-relationships": "Icon Relationships",
|
||||
"improved": "Improved",
|
||||
"initiative": "Initiative",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"int-u": "INT",
|
||||
"intelligence": "Intelligence",
|
||||
"intelligence-based": "Intelligence based",
|
||||
"intercepting": "Intercepting",
|
||||
"level": "Level",
|
||||
"line-of-sight": "Line of Sight",
|
||||
"lvl-u": "LVL",
|
||||
"magic-item": "Magic Item",
|
||||
"max": "Max",
|
||||
"max-hp": "Max HP",
|
||||
"md-u": "MD",
|
||||
"melee-basic-attack": "Melee Basic Attack",
|
||||
"melee-basic-attack-based-on": "Melee Basic Attack Based On",
|
||||
"melee-str": "Melee(STR)",
|
||||
"melee-weapon-1": "Melee Weapon 1",
|
||||
"melee-weapon-2": "Melee Weapon 2",
|
||||
"melee-weapon-3": "Melee Weapon 3",
|
||||
"melee-weapons": "Melee Weapons",
|
||||
"miss": "Miss",
|
||||
"mod-u": "MOD",
|
||||
"modifiers": "Modifiers",
|
||||
"move-action": "Move Action",
|
||||
"name": "Name",
|
||||
"nearby": "Nearby",
|
||||
"normal-11": "Normal (11+)",
|
||||
"one-creature": "One Creature",
|
||||
"one-enemy": "One enemy",
|
||||
"one-unique-thing": "One Unique Thing",
|
||||
"opening-sustaining-effect": "Opening-Sustaining-Effect",
|
||||
"options": "Options",
|
||||
"orc-lord": "Orc Lord",
|
||||
"pd-u": "PD",
|
||||
"power": "Power",
|
||||
"quick-action": "Quick Action",
|
||||
"race": "Race",
|
||||
"racial": "Racial",
|
||||
"range": "Range",
|
||||
"ranged-basic-attack": "Ranged Basic Attack",
|
||||
"ranged-basic-attack-based-on": "Ranged Basic Attack Based On",
|
||||
"ranged-dex": "Ranged(DEX)",
|
||||
"ranged-weapon-1": "Ranged Weapon 1",
|
||||
"ranged-weapon-2": "Ranged Weapon 2",
|
||||
"ranged-weapon-3": "Ranged Weapon 3",
|
||||
"ranged-weapons": "Ranged Weapons",
|
||||
"rapier": "Rapier",
|
||||
"rec-u": "REC",
|
||||
"recharge": "Recharge",
|
||||
"recharge-rate": "Recharge Rate",
|
||||
"recovery": "Recovery",
|
||||
"save": "Save",
|
||||
"save-u": "SAVE",
|
||||
"show-hide-options": "Show/hide options",
|
||||
"special": "Special",
|
||||
"spell": "Spell",
|
||||
"staggered": "Staggered",
|
||||
"standard-action": "Standard Action",
|
||||
"step-toward-death": "Mark a step toward death!",
|
||||
"str-u": "STR",
|
||||
"strength": "Strength",
|
||||
"success-u": "SUCCESS",
|
||||
"sustain": "Sustain",
|
||||
"talent": "Talent",
|
||||
"talents-and-features": "Talents & Features",
|
||||
"target": "Target",
|
||||
"temp-hp": "Temp HP",
|
||||
"trigger": "Trigger",
|
||||
"type": "Type",
|
||||
"unknown-u": "UNKNOWN",
|
||||
"use-recovery": "Use a recovery!",
|
||||
"use-recovery-action": "Use a recovery and take an action!",
|
||||
"uses": "Uses",
|
||||
"vs": "vs",
|
||||
"vs-u": "VS",
|
||||
"weap-u": "WEAP",
|
||||
"wis-u": "WIS",
|
||||
"wisdom": "Wisdom",
|
||||
"wisdom-based": "Wisdom based"
|
||||
}
|
||||
@@ -1,140 +1,140 @@
|
||||
{
|
||||
"Conflicted": "crwdns130054:0crwdne130054:0",
|
||||
"Negative": "crwdns130056:0crwdne130056:0",
|
||||
"Positive": "crwdns130058:0crwdne130058:0",
|
||||
"ac-u": "crwdns130060:0crwdne130060:0",
|
||||
"action": "crwdns130062:0crwdne130062:0",
|
||||
"assassin": "crwdns130064:0crwdne130064:0",
|
||||
"at-will": "crwdns130066:0crwdne130066:0",
|
||||
"attack": "crwdns130068:0crwdne130068:0",
|
||||
"backgrounds": "crwdns130070:0crwdne130070:0",
|
||||
"base-ac-from-class": "crwdns130072:0crwdne130072:0",
|
||||
"base-hp-from-class": "crwdns130074:0crwdne130074:0",
|
||||
"base-md-from-class": "crwdns130076:0crwdne130076:0",
|
||||
"base-pd-from-class": "crwdns130078:0crwdne130078:0",
|
||||
"battle-cry": "crwdns130080:0crwdne130080:0",
|
||||
"bck-u": "crwdns130082:0crwdne130082:0",
|
||||
"cha-u": "crwdns130084:0crwdne130084:0",
|
||||
"charisma": "crwdns130086:0crwdne130086:0",
|
||||
"charisma-based": "crwdns130088:0crwdne130088:0",
|
||||
"class": "crwdns130090:0crwdne130090:0",
|
||||
"con-u": "crwdns130092:0crwdne130092:0",
|
||||
"constitution": "crwdns130094:0crwdne130094:0",
|
||||
"constitution-based": "crwdns130096:0crwdne130096:0",
|
||||
"copyright": "crwdns130098:0crwdne130098:0",
|
||||
"critical-success-u": "crwdns130100:0crwdne130100:0",
|
||||
"current-hp": "crwdns130102:0crwdne130102:0",
|
||||
"custom": "crwdns130104:0crwdne130104:0",
|
||||
"custom-1": "crwdns130106:0crwdne130106:0",
|
||||
"custom-2": "crwdns130108:0crwdne130108:0",
|
||||
"custom-3": "crwdns130110:0crwdne130110:0",
|
||||
"daily": "crwdns130112:0crwdne130112:0",
|
||||
"damage-on-melee-miss": "crwdns130114:0crwdne130114:0",
|
||||
"damage-on-ranged-miss": "crwdns130116:0crwdne130116:0",
|
||||
"death-save": "crwdns130118:0crwdne130118:0",
|
||||
"death-save-u": "crwdns130120:0crwdne130120:0",
|
||||
"details": "crwdns130122:0crwdne130122:0",
|
||||
"dex-u": "crwdns130124:0crwdne130124:0",
|
||||
"dexterity": "crwdns130126:0crwdne130126:0",
|
||||
"dice-u": "crwdns130128:0crwdne130128:0",
|
||||
"domain": "crwdns130130:0crwdne130130:0",
|
||||
"easy-6": "crwdns130132:0crwdne130132:0",
|
||||
"effect": "crwdns130134:0crwdne130134:0",
|
||||
"encounter": "crwdns130136:0crwdne130136:0",
|
||||
"engaged": "crwdns130138:0crwdne130138:0",
|
||||
"equipment": "crwdns130140:0crwdne130140:0",
|
||||
"escalation-die": "crwdns130142:0crwdne130142:0",
|
||||
"failure-u": "crwdns130144:0crwdne130144:0",
|
||||
"far-away": "crwdns130146:0crwdne130146:0",
|
||||
"feature": "crwdns130148:0crwdne130148:0",
|
||||
"final-verse": "crwdns130150:0crwdne130150:0",
|
||||
"flat-hp-mod-from-magic-items": "crwdns130152:0crwdne130152:0",
|
||||
"flat-initiative-mod": "crwdns130154:0crwdne130154:0",
|
||||
"flat-recovery-mod": "crwdns130156:0crwdne130156:0",
|
||||
"flexible-action": "crwdns130158:0crwdne130158:0",
|
||||
"free-action": "crwdns130160:0crwdne130160:0",
|
||||
"hard-16": "crwdns130162:0crwdne130162:0",
|
||||
"help-options": "crwdns130164:0crwdne130164:0",
|
||||
"hit": "crwdns130166:0crwdne130166:0",
|
||||
"icon-relationships": "crwdns130168:0crwdne130168:0",
|
||||
"improved": "crwdns130170:0crwdne130170:0",
|
||||
"initiative": "crwdns130172:0crwdne130172:0",
|
||||
"initiative-u": "crwdns130174:0crwdne130174:0",
|
||||
"int-u": "crwdns130176:0crwdne130176:0",
|
||||
"intelligence": "crwdns130178:0crwdne130178:0",
|
||||
"intelligence-based": "crwdns130180:0crwdne130180:0",
|
||||
"intercepting": "crwdns130182:0crwdne130182:0",
|
||||
"level": "crwdns130184:0crwdne130184:0",
|
||||
"line-of-sight": "crwdns130186:0crwdne130186:0",
|
||||
"lvl-u": "crwdns130188:0crwdne130188:0",
|
||||
"magic-item": "crwdns130190:0crwdne130190:0",
|
||||
"max": "crwdns130192:0crwdne130192:0",
|
||||
"max-hp": "crwdns130194:0crwdne130194:0",
|
||||
"md-u": "crwdns130196:0crwdne130196:0",
|
||||
"melee-basic-attack": "crwdns130198:0crwdne130198:0",
|
||||
"melee-basic-attack-based-on": "crwdns130200:0crwdne130200:0",
|
||||
"melee-str": "crwdns130202:0crwdne130202:0",
|
||||
"melee-weapon-1": "crwdns130204:0crwdne130204:0",
|
||||
"melee-weapon-2": "crwdns130206:0crwdne130206:0",
|
||||
"melee-weapon-3": "crwdns130208:0crwdne130208:0",
|
||||
"melee-weapons": "crwdns130210:0crwdne130210:0",
|
||||
"miss": "crwdns130212:0crwdne130212:0",
|
||||
"mod-u": "crwdns130214:0crwdne130214:0",
|
||||
"modifiers": "crwdns130216:0crwdne130216:0",
|
||||
"move-action": "crwdns130218:0crwdne130218:0",
|
||||
"name": "crwdns130220:0crwdne130220:0",
|
||||
"nearby": "crwdns130222:0crwdne130222:0",
|
||||
"normal-11": "crwdns130224:0crwdne130224:0",
|
||||
"one-creature": "crwdns130226:0crwdne130226:0",
|
||||
"one-enemy": "crwdns130228:0crwdne130228:0",
|
||||
"one-unique-thing": "crwdns130230:0crwdne130230:0",
|
||||
"opening-sustaining-effect": "crwdns130232:0crwdne130232:0",
|
||||
"options": "crwdns130234:0crwdne130234:0",
|
||||
"orc-lord": "crwdns130236:0crwdne130236:0",
|
||||
"pd-u": "crwdns130238:0crwdne130238:0",
|
||||
"power": "crwdns130240:0crwdne130240:0",
|
||||
"quick-action": "crwdns130242:0crwdne130242:0",
|
||||
"race": "crwdns130244:0crwdne130244:0",
|
||||
"racial": "crwdns130246:0crwdne130246:0",
|
||||
"range": "crwdns130248:0crwdne130248:0",
|
||||
"ranged-basic-attack": "crwdns130250:0crwdne130250:0",
|
||||
"ranged-basic-attack-based-on": "crwdns130252:0crwdne130252:0",
|
||||
"ranged-dex": "crwdns130254:0crwdne130254:0",
|
||||
"ranged-weapon-1": "crwdns130256:0crwdne130256:0",
|
||||
"ranged-weapon-2": "crwdns130258:0crwdne130258:0",
|
||||
"ranged-weapon-3": "crwdns130260:0crwdne130260:0",
|
||||
"ranged-weapons": "crwdns130262:0crwdne130262:0",
|
||||
"rapier": "crwdns130264:0crwdne130264:0",
|
||||
"rec-u": "crwdns130266:0crwdne130266:0",
|
||||
"recharge": "crwdns130268:0crwdne130268:0",
|
||||
"recharge-rate": "crwdns130270:0crwdne130270:0",
|
||||
"recovery": "crwdns130272:0crwdne130272:0",
|
||||
"save": "crwdns130274:0crwdne130274:0",
|
||||
"save-u": "crwdns130276:0crwdne130276:0",
|
||||
"show-hide-options": "crwdns130278:0crwdne130278:0",
|
||||
"special": "crwdns130280:0crwdne130280:0",
|
||||
"spell": "crwdns130282:0crwdne130282:0",
|
||||
"staggered": "crwdns130284:0crwdne130284:0",
|
||||
"standard-action": "crwdns130286:0crwdne130286:0",
|
||||
"step-toward-death": "crwdns130288:0crwdne130288:0",
|
||||
"str-u": "crwdns130290:0crwdne130290:0",
|
||||
"strength": "crwdns130292:0crwdne130292:0",
|
||||
"success-u": "crwdns130294:0crwdne130294:0",
|
||||
"sustain": "crwdns130296:0crwdne130296:0",
|
||||
"talent": "crwdns130298:0crwdne130298:0",
|
||||
"talents-and-features": "crwdns130300:0crwdne130300:0",
|
||||
"target": "crwdns130302:0crwdne130302:0",
|
||||
"temp-hp": "crwdns130304:0crwdne130304:0",
|
||||
"trigger": "crwdns130306:0crwdne130306:0",
|
||||
"type": "crwdns130308:0crwdne130308:0",
|
||||
"unknown-u": "crwdns130310:0crwdne130310:0",
|
||||
"use-recovery": "crwdns130312:0crwdne130312:0",
|
||||
"use-recovery-action": "crwdns130314:0crwdne130314:0",
|
||||
"uses": "crwdns130316:0crwdne130316:0",
|
||||
"vs": "crwdns130318:0crwdne130318:0",
|
||||
"vs-u": "crwdns130320:0crwdne130320:0",
|
||||
"weap-u": "crwdns130322:0crwdne130322:0",
|
||||
"wis-u": "crwdns130324:0crwdne130324:0",
|
||||
"wisdom": "crwdns130326:0crwdne130326:0",
|
||||
"wisdom-based": "crwdns130328:0crwdne130328:0"
|
||||
"Conflicted": "crwdns122814:0crwdne122814:0",
|
||||
"Negative": "crwdns122816:0crwdne122816:0",
|
||||
"Positive": "crwdns122818:0crwdne122818:0",
|
||||
"ac-u": "crwdns122820:0crwdne122820:0",
|
||||
"action": "crwdns122822:0crwdne122822:0",
|
||||
"assassin": "crwdns122824:0crwdne122824:0",
|
||||
"at-will": "crwdns122826:0crwdne122826:0",
|
||||
"attack": "crwdns122828:0crwdne122828:0",
|
||||
"backgrounds": "crwdns122830:0crwdne122830:0",
|
||||
"base-ac-from-class": "crwdns122832:0crwdne122832:0",
|
||||
"base-hp-from-class": "crwdns122834:0crwdne122834:0",
|
||||
"base-md-from-class": "crwdns122836:0crwdne122836:0",
|
||||
"base-pd-from-class": "crwdns122838:0crwdne122838:0",
|
||||
"battle-cry": "crwdns122840:0crwdne122840:0",
|
||||
"bck-u": "crwdns122842:0crwdne122842:0",
|
||||
"cha-u": "crwdns122844:0crwdne122844:0",
|
||||
"charisma": "crwdns122846:0crwdne122846:0",
|
||||
"charisma-based": "crwdns122848:0crwdne122848:0",
|
||||
"class": "crwdns122850:0crwdne122850:0",
|
||||
"con-u": "crwdns122852:0crwdne122852:0",
|
||||
"constitution": "crwdns122854:0crwdne122854:0",
|
||||
"constitution-based": "crwdns122856:0crwdne122856:0",
|
||||
"copyright": "crwdns122858:0crwdne122858:0",
|
||||
"critical-success-u": "crwdns122860:0crwdne122860:0",
|
||||
"current-hp": "crwdns122862:0crwdne122862:0",
|
||||
"custom": "crwdns122864:0crwdne122864:0",
|
||||
"custom-1": "crwdns122866:0crwdne122866:0",
|
||||
"custom-2": "crwdns122868:0crwdne122868:0",
|
||||
"custom-3": "crwdns122870:0crwdne122870:0",
|
||||
"daily": "crwdns122872:0crwdne122872:0",
|
||||
"damage-on-melee-miss": "crwdns122874:0crwdne122874:0",
|
||||
"damage-on-ranged-miss": "crwdns122876:0crwdne122876:0",
|
||||
"death-save": "crwdns122878:0crwdne122878:0",
|
||||
"death-save-u": "crwdns122880:0crwdne122880:0",
|
||||
"details": "crwdns122882:0crwdne122882:0",
|
||||
"dex-u": "crwdns122884:0crwdne122884:0",
|
||||
"dexterity": "crwdns122886:0crwdne122886:0",
|
||||
"dice-u": "crwdns122888:0crwdne122888:0",
|
||||
"domain": "crwdns122890:0crwdne122890:0",
|
||||
"easy-6": "crwdns122892:0crwdne122892:0",
|
||||
"effect": "crwdns122894:0crwdne122894:0",
|
||||
"encounter": "crwdns122896:0crwdne122896:0",
|
||||
"engaged": "crwdns122898:0crwdne122898:0",
|
||||
"equipment": "crwdns122900:0crwdne122900:0",
|
||||
"escalation-die": "crwdns122902:0crwdne122902:0",
|
||||
"failure-u": "crwdns122904:0crwdne122904:0",
|
||||
"far-away": "crwdns122906:0crwdne122906:0",
|
||||
"feature": "crwdns122908:0crwdne122908:0",
|
||||
"final-verse": "crwdns122910:0crwdne122910:0",
|
||||
"flat-hp-mod-from-magic-items": "crwdns122912:0crwdne122912:0",
|
||||
"flat-initiative-mod": "crwdns122914:0crwdne122914:0",
|
||||
"flat-recovery-mod": "crwdns122916:0crwdne122916:0",
|
||||
"flexible-action": "crwdns122918:0crwdne122918:0",
|
||||
"free-action": "crwdns122920:0crwdne122920:0",
|
||||
"hard-16": "crwdns122922:0crwdne122922:0",
|
||||
"help-options": "crwdns122924:0crwdne122924:0",
|
||||
"hit": "crwdns122926:0crwdne122926:0",
|
||||
"icon-relationships": "crwdns122928:0crwdne122928:0",
|
||||
"improved": "crwdns122930:0crwdne122930:0",
|
||||
"initiative": "crwdns122932:0crwdne122932:0",
|
||||
"initiative-u": "crwdns122934:0crwdne122934:0",
|
||||
"int-u": "crwdns122936:0crwdne122936:0",
|
||||
"intelligence": "crwdns122938:0crwdne122938:0",
|
||||
"intelligence-based": "crwdns122940:0crwdne122940:0",
|
||||
"intercepting": "crwdns122942:0crwdne122942:0",
|
||||
"level": "crwdns122944:0crwdne122944:0",
|
||||
"line-of-sight": "crwdns122946:0crwdne122946:0",
|
||||
"lvl-u": "crwdns122948:0crwdne122948:0",
|
||||
"magic-item": "crwdns122950:0crwdne122950:0",
|
||||
"max": "crwdns122952:0crwdne122952:0",
|
||||
"max-hp": "crwdns122954:0crwdne122954:0",
|
||||
"md-u": "crwdns122956:0crwdne122956:0",
|
||||
"melee-basic-attack": "crwdns122958:0crwdne122958:0",
|
||||
"melee-basic-attack-based-on": "crwdns122960:0crwdne122960:0",
|
||||
"melee-str": "crwdns122962:0crwdne122962:0",
|
||||
"melee-weapon-1": "crwdns122964:0crwdne122964:0",
|
||||
"melee-weapon-2": "crwdns122966:0crwdne122966:0",
|
||||
"melee-weapon-3": "crwdns122968:0crwdne122968:0",
|
||||
"melee-weapons": "crwdns122970:0crwdne122970:0",
|
||||
"miss": "crwdns122972:0crwdne122972:0",
|
||||
"mod-u": "crwdns122974:0crwdne122974:0",
|
||||
"modifiers": "crwdns122976:0crwdne122976:0",
|
||||
"move-action": "crwdns122978:0crwdne122978:0",
|
||||
"name": "crwdns122980:0crwdne122980:0",
|
||||
"nearby": "crwdns122982:0crwdne122982:0",
|
||||
"normal-11": "crwdns122984:0crwdne122984:0",
|
||||
"one-creature": "crwdns122986:0crwdne122986:0",
|
||||
"one-enemy": "crwdns122988:0crwdne122988:0",
|
||||
"one-unique-thing": "crwdns122990:0crwdne122990:0",
|
||||
"opening-sustaining-effect": "crwdns122992:0crwdne122992:0",
|
||||
"options": "crwdns122994:0crwdne122994:0",
|
||||
"orc-lord": "crwdns122996:0crwdne122996:0",
|
||||
"pd-u": "crwdns122998:0crwdne122998:0",
|
||||
"power": "crwdns123000:0crwdne123000:0",
|
||||
"quick-action": "crwdns123002:0crwdne123002:0",
|
||||
"race": "crwdns123004:0crwdne123004:0",
|
||||
"racial": "crwdns123006:0crwdne123006:0",
|
||||
"range": "crwdns123008:0crwdne123008:0",
|
||||
"ranged-basic-attack": "crwdns123010:0crwdne123010:0",
|
||||
"ranged-basic-attack-based-on": "crwdns123012:0crwdne123012:0",
|
||||
"ranged-dex": "crwdns123014:0crwdne123014:0",
|
||||
"ranged-weapon-1": "crwdns123016:0crwdne123016:0",
|
||||
"ranged-weapon-2": "crwdns123018:0crwdne123018:0",
|
||||
"ranged-weapon-3": "crwdns123020:0crwdne123020:0",
|
||||
"ranged-weapons": "crwdns123022:0crwdne123022:0",
|
||||
"rapier": "crwdns123024:0crwdne123024:0",
|
||||
"rec-u": "crwdns123026:0crwdne123026:0",
|
||||
"recharge": "crwdns123028:0crwdne123028:0",
|
||||
"recharge-rate": "crwdns123030:0crwdne123030:0",
|
||||
"recovery": "crwdns123032:0crwdne123032:0",
|
||||
"save": "crwdns123034:0crwdne123034:0",
|
||||
"save-u": "crwdns123036:0crwdne123036:0",
|
||||
"show-hide-options": "crwdns123038:0crwdne123038:0",
|
||||
"special": "crwdns123040:0crwdne123040:0",
|
||||
"spell": "crwdns123042:0crwdne123042:0",
|
||||
"staggered": "crwdns123044:0crwdne123044:0",
|
||||
"standard-action": "crwdns123046:0crwdne123046:0",
|
||||
"step-toward-death": "crwdns123048:0crwdne123048:0",
|
||||
"str-u": "crwdns123050:0crwdne123050:0",
|
||||
"strength": "crwdns123052:0crwdne123052:0",
|
||||
"success-u": "crwdns123054:0crwdne123054:0",
|
||||
"sustain": "crwdns123056:0crwdne123056:0",
|
||||
"talent": "crwdns123058:0crwdne123058:0",
|
||||
"talents-and-features": "crwdns123060:0crwdne123060:0",
|
||||
"target": "crwdns123062:0crwdne123062:0",
|
||||
"temp-hp": "crwdns123064:0crwdne123064:0",
|
||||
"trigger": "crwdns123066:0crwdne123066:0",
|
||||
"type": "crwdns123068:0crwdne123068:0",
|
||||
"unknown-u": "crwdns123070:0crwdne123070:0",
|
||||
"use-recovery": "crwdns123072:0crwdne123072:0",
|
||||
"use-recovery-action": "crwdns123074:0crwdne123074:0",
|
||||
"uses": "crwdns123076:0crwdne123076:0",
|
||||
"vs": "crwdns123078:0crwdne123078:0",
|
||||
"vs-u": "crwdns123080:0crwdne123080:0",
|
||||
"weap-u": "crwdns123082:0crwdne123082:0",
|
||||
"wis-u": "crwdns123084:0crwdne123084:0",
|
||||
"wisdom": "crwdns123086:0crwdne123086:0",
|
||||
"wisdom-based": "crwdns123088:0crwdne123088:0"
|
||||
}
|
||||
@@ -26,7 +26,7 @@
|
||||
"Defenses": "Defenses",
|
||||
"Attack": "Atac",
|
||||
"Damage": "Mal",
|
||||
"Miss": "Erres",
|
||||
"Miss": "Fallada",
|
||||
"Ability": "Característica",
|
||||
"Misc.": "Varis",
|
||||
"Weapon": "Arma",
|
||||
|
||||
@@ -0,0 +1,95 @@
|
||||
{
|
||||
"Name": "Name",
|
||||
"Race": "Race",
|
||||
"Class": "Class",
|
||||
"Level": "Level",
|
||||
"AbilityScores": "AbilityScores",
|
||||
"STR": "STR",
|
||||
"Strength": "Strength",
|
||||
"CON": "CON",
|
||||
"Constitution": "Constitution",
|
||||
"DEX": "DEX",
|
||||
"Dexterity": "Dexterity",
|
||||
"INT": "INT",
|
||||
"Intelligence": "Intelligence",
|
||||
"WIS": "WIS",
|
||||
"Wisdom": "Wisdom",
|
||||
"CHA": "CHA",
|
||||
"Charisma": "Charisma",
|
||||
"Base": "Base",
|
||||
"+Misc.": "+Misc.",
|
||||
"+Item": "+Item",
|
||||
"Mod": "Mod",
|
||||
"Total": "Total",
|
||||
"Basic Melee Attack": "Basic Melee Attack",
|
||||
"Basic Ranged Attack": "Basic Ranged Attack",
|
||||
"Defenses": "Defenses",
|
||||
"Attack": "Attack",
|
||||
"Damage": "Damage",
|
||||
"Miss": "Miss",
|
||||
"Ability": "Ability",
|
||||
"Misc.": "Misc.",
|
||||
"Weapon": "Weapon",
|
||||
"Item": "Item",
|
||||
"On Miss": "On Miss",
|
||||
"AC": "AC",
|
||||
"PD": "PD",
|
||||
"MD": "MD",
|
||||
"Basic melee": "Basic melee",
|
||||
"Basic ranged": "Basic ranged",
|
||||
"Situational Attack Modifier": "Situational Attack Modifier",
|
||||
"Damage on hit": "Damage on hit",
|
||||
"Damage on miss": "Damage on miss",
|
||||
"Escalation die value": "Escalation die value",
|
||||
"Attack result": "Attack result",
|
||||
"Hit Points": "Hit Points",
|
||||
"HP": "HP",
|
||||
"Recoveries": "Recoveries",
|
||||
"Recovery": "Recovery",
|
||||
"Recovery Value": "Recovery Value",
|
||||
"Current": "Current",
|
||||
"Max.": "Max.",
|
||||
"Rec. Die": "Rec. Die",
|
||||
"Temp.": "Temp.",
|
||||
"Initiative": "Initiative",
|
||||
"One Unique Thing": "One Unique Thing",
|
||||
"Describe your characters one unique thing ...": "Describe your characters one unique thing ...",
|
||||
"Class Features": "Class Features",
|
||||
"Talents": "Talents",
|
||||
"Powers & Spells": "Powers & Spells",
|
||||
"Feats": "Feats",
|
||||
"At-Will": "At-Will",
|
||||
"Battle uses left": "Battle uses left",
|
||||
"Daily uses left": "Daily uses left",
|
||||
"Show Description": "Show Description",
|
||||
"Show Macro": "Show Macro",
|
||||
"Usage": "Usage",
|
||||
"Type": "Type",
|
||||
"Points": "Points",
|
||||
"Icon Relationships": "Icon Relationships",
|
||||
"Icon": "Icon",
|
||||
"positive": "positive",
|
||||
"conflicted": "conflicted",
|
||||
"negative": "negative",
|
||||
"Background": "Background",
|
||||
"Backgrounds": "Backgrounds",
|
||||
"Roll": "Roll",
|
||||
"Attribute": "Attribute",
|
||||
"Check": "Check",
|
||||
"Description": "Description",
|
||||
"Macro": "Macro",
|
||||
"Magic Items": "Magic Items",
|
||||
"Equipment": "Equipment",
|
||||
"Coins": "Coins",
|
||||
"Qty": "Qty",
|
||||
"Incremental Advances": "Incremental Advances",
|
||||
"4th / 7th / 10th Level": "4th / 7th / 10th Level <br>(+1 to 3 abilities)",
|
||||
"abilities": "abilities",
|
||||
"Extra Magic Item": "Extra Magic Item",
|
||||
"Ability Score Bonus": "Ability Score Bonus",
|
||||
"Skills": "Skills",
|
||||
"Power/Spell": "Power/Spell",
|
||||
"Feat": "Feat"
|
||||
}
|
||||
|
||||
|
||||
@@ -1,51 +1,51 @@
|
||||
{
|
||||
"Name": "İsim",
|
||||
"Race": "Race",
|
||||
"Class": "Class",
|
||||
"Level": "Level",
|
||||
"AbilityScores": "AbilityScores",
|
||||
"STR": "STR",
|
||||
"Strength": "Strength",
|
||||
"CON": "CON",
|
||||
"Constitution": "Constitution",
|
||||
"DEX": "DEX",
|
||||
"Dexterity": "Dexterity",
|
||||
"INT": "INT",
|
||||
"Intelligence": "Intelligence",
|
||||
"WIS": "WIS",
|
||||
"Wisdom": "Wisdom",
|
||||
"CHA": "CHA",
|
||||
"Charisma": "Charisma",
|
||||
"Race": "Irk",
|
||||
"Class": "Sınıf",
|
||||
"Level": "Seviye",
|
||||
"AbilityScores": "Yetenek Puanı",
|
||||
"STR": "GÜÇ",
|
||||
"Strength": "Güç",
|
||||
"CON": "DAY",
|
||||
"Constitution": "Dayanıklılık",
|
||||
"DEX": "ÇEV",
|
||||
"Dexterity": "Çeviklik",
|
||||
"INT": "ZEK",
|
||||
"Intelligence": "Zeka",
|
||||
"WIS": "BİL",
|
||||
"Wisdom": "Bilgelik",
|
||||
"CHA": "KAR",
|
||||
"Charisma": "Karizma",
|
||||
"Base": "Temel",
|
||||
"+Misc.": "+Misc.",
|
||||
"+Item": "+Item",
|
||||
"+Misc.": "+Çeşitli",
|
||||
"+Item": "+Eşya",
|
||||
"Mod": "Mod",
|
||||
"Total": "Total",
|
||||
"Basic Melee Attack": "Basic Melee Attack",
|
||||
"Basic Ranged Attack": "Basic Ranged Attack",
|
||||
"Defenses": "Defenses",
|
||||
"Attack": "Attack",
|
||||
"Damage": "Damage",
|
||||
"Miss": "Miss",
|
||||
"Ability": "Ability",
|
||||
"Misc.": "Misc.",
|
||||
"Weapon": "Weapon",
|
||||
"Item": "Item",
|
||||
"On Miss": "On Miss",
|
||||
"Total": "Toplam",
|
||||
"Basic Melee Attack": "Temel Yakın Dövüş Saldırısı",
|
||||
"Basic Ranged Attack": "Temel Menzilli Saldırı",
|
||||
"Defenses": "Savunmalar",
|
||||
"Attack": "Saldırı",
|
||||
"Damage": "Hasar",
|
||||
"Miss": "Iskalamak",
|
||||
"Ability": "Yetenek",
|
||||
"Misc.": "Çeşitli",
|
||||
"Weapon": "Silah",
|
||||
"Item": "Eşya",
|
||||
"On Miss": "Iska",
|
||||
"AC": "AC",
|
||||
"PD": "PD",
|
||||
"MD": "MD",
|
||||
"Basic melee": "Basic melee",
|
||||
"Basic ranged": "Basic ranged",
|
||||
"Situational Attack Modifier": "Situational Attack Modifier",
|
||||
"Damage on hit": "Damage on hit",
|
||||
"Damage on miss": "Damage on miss",
|
||||
"Escalation die value": "Escalation die value",
|
||||
"Attack result": "Attack result",
|
||||
"Hit Points": "Hit Points",
|
||||
"Basic melee": "Temel yakın dövüş",
|
||||
"Basic ranged": "Temel menzilli",
|
||||
"Situational Attack Modifier": "Durumsal Saldırı Bonusu",
|
||||
"Damage on hit": "Vurma hasarı",
|
||||
"Damage on miss": "Iskalama hasarı",
|
||||
"Escalation die value": "Yükseltilmiş ölüm değeri",
|
||||
"Attack result": "Saldırı sonucu",
|
||||
"Hit Points": "Can Puanı",
|
||||
"HP": "HP",
|
||||
"Recoveries": "Recoveries",
|
||||
"Recovery": "Recovery",
|
||||
"Recoveries": "Geri Kazanılanlar",
|
||||
"Recovery": "Geri kazanma",
|
||||
"Recovery Value": "Recovery Value",
|
||||
"Current": "Current",
|
||||
"Max.": "Max.",
|
||||
|
||||
@@ -0,0 +1,16 @@
|
||||
{
|
||||
"disaster": "Disaster",
|
||||
"gear": "Gear & Upgrades",
|
||||
"hindrances": "Hindrances",
|
||||
"luck": "Luck",
|
||||
"name": "Name:",
|
||||
"notes": "Notes",
|
||||
"origin": "Origin:",
|
||||
"setback": "Setback",
|
||||
"skills": "Skills",
|
||||
"specialty": "Specialty:",
|
||||
"stress": "Stress",
|
||||
"sublogo": "LO-FI SCI-FI RPG",
|
||||
"success": "Success",
|
||||
"special": "Special"
|
||||
}
|
||||
+3200
-1
File diff suppressed because one or more lines are too long
File diff suppressed because it is too large
Load Diff
+262
-262
@@ -20,7 +20,7 @@
|
||||
"1_HOUR": "1 ora",
|
||||
"1_MINUTE": "1 minuto",
|
||||
"1_REACTION": "1 reazione",
|
||||
"1_ROUND": "1 round",
|
||||
"1_ROUND": "1 Round",
|
||||
"20TH_LEVEL": "20° livello",
|
||||
"21ST_LEVEL": "21° livello",
|
||||
"22ND_LEVEL": "22° livello",
|
||||
@@ -85,7 +85,7 @@
|
||||
"ANIMALHANDLING": "Addestrare Animali",
|
||||
"API": "API",
|
||||
"APPEARANCE": "Aspetto",
|
||||
"ARCANA": "Arcani",
|
||||
"ARCANA": "Arcano",
|
||||
"ARMOR": "Armatura",
|
||||
"ARMOR_CLASS": "Classe armatura",
|
||||
"ARROWS": "Frecce",
|
||||
@@ -114,14 +114,14 @@
|
||||
"BIG": "Grande",
|
||||
"BITE": "Morso",
|
||||
"BLINDED": "Accecato",
|
||||
"BLINDED_1": "A blinded creature can’t see and automatically fails any ability check that requires sight.",
|
||||
"BLINDED_2": "Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.",
|
||||
"BLINDED_1": "Una creatura accecata non può vedere e fallisce automaticamente qualsiasi prova di caratteristica che richieda la vista.",
|
||||
"BLINDED_2": "I tiri per colpire contro la creatura hanno vantaggio e i tiri per colpire della creatura hanno svantaggio.",
|
||||
"BLINDSIGHT": "Vista cieca",
|
||||
"BLIND_BEYOND": "Cieco oltre",
|
||||
"BLUDGEONING": "contundente",
|
||||
"BONDS": "Legami",
|
||||
"BONUS": "Bonus",
|
||||
"BORDER": "Border",
|
||||
"BORDER": "Materiale",
|
||||
"BONUSES": "Bonus",
|
||||
"BONUSES_AND_PENALTIES": "Bonus e penalità",
|
||||
"BONUSES_AND_PENALTIES_TOOLTIP": "Aggiungi un bonus\/penalità automaticamente ai tiri fatti usando le macro della scheda.<br>Utilizzo: se ottieni un oggetto magico che fornisce +1 al CD di salvezza dei tuoi incantesimi, inserisci 1 nel campo CD di salvezza incantesimi. Se sei sotto gli effetti dell’incantesimo Benedire, inserisci “d4cs0cf0” in entrambi i campi di tiro per colpire e tiri salvezza.",
|
||||
@@ -134,10 +134,10 @@
|
||||
"CAN_HAVE": "Può avere",
|
||||
"CARRIED": "Trasportato",
|
||||
"CARRYING_CAPACITY": "Capacità di carico",
|
||||
"CARRYING_CAPACITY_1": "This is the weight that you can carry",
|
||||
"CARRYING_CAPACITY_1": "Questo è il peso che puoi portare",
|
||||
"CARRYING_PUSH_DRAG_LIFT": "Spingere\/Trascinare\/Sollevare",
|
||||
"CARRYING_PUSH_DRAG_LIFT_FEET": "While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.",
|
||||
"CARRYING_PUSH_DRAG_LIFT_METERS": "While pushing or dragging weight in excess of your carrying capacity, your speed drops to 1.5 meters.",
|
||||
"CARRYING_PUSH_DRAG_LIFT_FEET": "Mentre spingi o trascini un peso in eccesso rispetto alla tua capacità di carico, la tua velocità scende a 1,5 piedi.",
|
||||
"CARRYING_PUSH_DRAG_LIFT_METERS": "Mentre spingi o trascini un peso in eccesso rispetto alla tua capacità di carico, la tua velocità scende a 1,5 metri.",
|
||||
"CASTERS_4TH": "Terzo (3° livello: Archetipi arcani)",
|
||||
"CASTERS_5TH": "Medio (5° livello: Paladino, Ranger)",
|
||||
"CASTERS_9TH": "Completo (9° livello: Bardo, Chierico, Druido, Stregone, Mago)",
|
||||
@@ -149,9 +149,9 @@
|
||||
"CHARACTER_NAME_ON_ROLL_TEMPLATES": "Nome del personaggio nei template di tiro",
|
||||
"CHARISMA": "Carisma",
|
||||
"CHARISMA_SAVING_THROW": "Tiro salvezza su Carisma",
|
||||
"CHARMED": "Charmed",
|
||||
"CHARMED_1": "A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.",
|
||||
"CHARMED_2": "The charmer has advantage on any ability check to interact socially with the creature.",
|
||||
"CHARMED": "Affascinato",
|
||||
"CHARMED_1": "Una creatura affascinata non può attaccare l'incantatore o bersagliare l'incantatore con capacità dannose o effetti magici.",
|
||||
"CHARMED_2": "L'incantatore ha vantaggio a qualsiasi prova di abilità per interagire socialmente con la creatura.",
|
||||
"CHECK": "Prova",
|
||||
"CHECK_MODIFIER": "Modificatore della prova",
|
||||
"CHOOSE_WHEN_ROLLING": "Scegli al momento del lancio",
|
||||
@@ -162,203 +162,203 @@
|
||||
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC": "Infondi magia",
|
||||
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT": "Guadagni l'abilità di incanalare i tuoi incantesimi artefice in oggetti, per un successivo uso. Quando lanci un incantesimo artificio con un tempo di lancio di 1 azione, puoi aumentare il suo tempo di lancio ad 1 minuto. Se scegli di fare così e reggi in mano un oggetto non magico durante il lancio dell'incantesimo, spendi uno slot incantesimi, ma nessuno degli effetti dell'incantesimo si verifica. Piuttosto, l'incantesimo si trasferisce in quell'oggetto per un uso successivo, solo però se l'oggetto non contiene già un altro incantesimo da un precedente utilizzo di quest'abilità.\nQualsiasi creatura che regge in mano l'oggetto può in seguito usare un'azione per attivare l'incantesimo, se e solo se la creatura ha un punteggio di Intelligenza di almeno 6. L'incantesimo viene lanciato utilizzando la tua abilità di lancio incantesimi, scegliendo come bersaglio la creatura che attiva l'oggetto. Se l'incantesimo ha come bersaglio più di una creatura, la creatura che attiva l'oggetto sceglie i bersagli addizionali. Se l'incantesimo ha un'area di effetto, è centrato sull'oggetto. Se il raggio dell'incantesimo è 'se stesso', il bersaglio è la creatura che attiva l'oggetto.\nQuando infondi un incantesimo in un oggetto in questo modo, deve essere utilizzato entro 8 ore. Successivamente, la sua carica magica svanisce e viene sprecata.\nPuoi solo avere un numero limitato di incantesimi infusi contemporaneamente. Tale numero equivale al tuo modificatore di Intelligenza.",
|
||||
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS": "Analisi dell'oggetto magico",
|
||||
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT": "Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.",
|
||||
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT": "La tua comprensione degli oggetti magici ti consente di analizzare e comprendere i loro segreti. Sai che gli incantesimi dell'artefice rilevano la magia e identificano, e puoi lanciarli come rituali. Non è necessario fornire una componente materiale durante il lancio di Identificazione con questo privilegio di classe.",
|
||||
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT": "Servitore meccanico",
|
||||
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT": "Le tue ricerche e la maestria nella tua arte ti consentono di creare un servitore meccanico. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It is immune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
|
||||
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE": "Anima dell'Artefice",
|
||||
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT": "Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
|
||||
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT": "La tua comprensione degli oggetti magici non ha eguali, permettendoti di mescolare la tua anima con oggetti collegati a te. Puoi sintonizzare fino a sei oggetti magici contemporaneamente. Inoltre, ottieni un bonus di +1 a tutti i tiri salvezza per oggetto magico con cui sei attualmente in sintonia.",
|
||||
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT": "Sintonia Superiore",
|
||||
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT": "La tua comprensione superiore degli oggetti magici ti consente di avere maestria nel loro utilizzo. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.",
|
||||
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE": "Esperto di attrezzi",
|
||||
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT": "Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
|
||||
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT": "Il tuo bonus di competenza viene raddoppiato per qualsiasi prova di caratteristica effettuata che utilizzi una delle competenze negli strumenti che ottieni da questa classe.",
|
||||
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION": "Meravigliosa Invenzione",
|
||||
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT": "You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
|
||||
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT": "Ottieni l'uso di un oggetto magico che hai creato. Scegli l'elemento dall'elenco di elementi di 2° livello di seguito.\nCreare un oggetto è un compito difficile. Quando ottieni un oggetto magico da questa funzione, riflette lunghe ore di studio, armeggiare e sperimentazione che ti hanno finalmente permesso di completare l'oggetto. Si presume che lavori su questo oggetto nel tuo tempo libero e che lo finisca quando sali di livello.\nCompleti un altro oggetto a tua scelta quando raggiungi determinati livelli in questa classe: 5°, 10°, 15° e 20° livello. L'oggetto che scegli deve essere nell'elenco per il tuo attuale livello da artefice o un livello inferiore. Questi oggetti magici sono descritti in dettaglio nella Guida del Dungeon Master.\n° livello: borsa della holding, cappuccio dell'acqua che respira, globo volante, occhiali della notte, invio di pietre\n5° livello: brocca dell'alchimia, elmo della comprensione delle lingue, lanterna della rivelazione, anello del nuoto, tunica di oggetti utili, corda per arrampicarsi, bacchetta della rivelazione magica, bacchetta dei segreti\n10° Livello: borsa di fagioli, rintocco dell'apertura, caraffa d'acqua infinita, occhi della visione minuziosa, barca pieghevole, tascabile di Heward\n15° livello: stivali del passo e del balzo, bracciali del tiro con l'arco, spilla della schermatura, scopa del volo, cappello del travestimento, pantofole del ragno che si arrampica\n20° Livello: occhi dell'aquila, gemma della luminosità, guanti del missile che intrappolano, guanti del nuoto e dell'arrampicata, anello del salto, anello della protezione mentale, ali di volare",
|
||||
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL": "Colpo critico brutale",
|
||||
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT": "You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
|
||||
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT": "Puoi tirare un dado aggiuntivo per il danno da arma quando si determinano i danni extra causati da un colpo critico con un'arma da mischia. \nQuesto valore sale a due dadi aggiunti al livello 13 e a tre dadi aggiuntivi al livello 17.",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE": "Senso del pericolo",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT": "You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT": "Hai vantaggio ai tiri salvezza su Destrezza contro effetti che puoi vedere, come trappole e incantesimi. Per ottenere questo beneficio, non devi essere accecato, assordato né inabile.",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK": "Attacco extra (Barbaro)",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT": "Puoi attaccare due volte, invece di una volta, ogni volta che effettui l'azione Attacco nel tuo turno.",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT": "Movimento rapido",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT": "La tua velocità aumenta di 10 piedi (3 metri), solo se non stai indossando un'armatura pesante.",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT": "Istinto selvaggio",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT": "Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT": "I tuoi istinti sono così affinati che hai vantaggio ai tiri di iniziativa.\nInoltre, se sei sorpreso all'inizio del combattimento e non sei incapacitato, puoi agire normalmente durante il tuo primo turno, ma solo se entri in ira prima di fare qualsiasi altra cosa in quel turno.",
|
||||
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT": "Potenza indomita",
|
||||
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT": "If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
|
||||
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE": "Persistent Rage",
|
||||
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT": "Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.",
|
||||
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION": "Primal Champion",
|
||||
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT": "You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
|
||||
"CLASS_FEATURE_BARBARIAN_RAGE": "Rage",
|
||||
"CLASS_FEATURE_BARBARIAN_RAGE_TEXT": "On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
|
||||
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK": "Reckless Attack",
|
||||
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT": "When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
|
||||
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE": "Relentless Rage",
|
||||
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT": "Se il tuo totale per una prova di Forza è inferiore al tuo punteggio di Forza, puoi usare quel punteggio al posto del totale.",
|
||||
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE": "Ira persistente",
|
||||
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT": "La tua ira è così feroce che termina precocemente solo se cadi senza sensi o se scegli di terminarla.",
|
||||
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION": "Campione Primordiale",
|
||||
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT": "Incarni il potere delle terre selvagge. I tuoi punteggi di Forza e Costituzione aumentano di 4. Il tuo massimo per questi punteggi diventa 24.",
|
||||
"CLASS_FEATURE_BARBARIAN_RAGE": "Ira",
|
||||
"CLASS_FEATURE_BARBARIAN_RAGE_TEXT": "Durante il tuo turno, puoi entrare in ira con un'azione bonus. Mentre sei in ira, se non stai indossando armature pesanti, ottieni i seguenti benefici:\n•Hai vantaggio alle prove di Forza e ai tiri salvezza sulla Forza.\n•Quando effettui un attacco con arma da mischia usando la Forza, aggiungi RAGE_DAMAGE al tiro per i danni.\n•Hai resistenza ai danni contundenti, perforanti e taglienti.\nSe sei capace di eseguire incantesimi, mentre sei in ira non puoi eseguirli né concentrarti su di essi.\nLa tua ira dura 1 minuto. Termina precocemente se perdi i sensi o se il tuo turno termina e non hai attaccato alcuna creatura ostile né hai subito danni dal tuo ultimo turno. Puoi anche decidere di terminare l'ira durante il tuo turno con un'azione bonus.",
|
||||
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK": "Attacco sconsiderato",
|
||||
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT": "Quando effettui il tuo primo attacco del tuo turno, puoi decidere se effettuare un attacco incauto. Farlo ti dà vantaggio ai tiri di attacco con armi da mischia che usano la Forza durante questo turno, ma i tiri di attacco contro di te hanno vantaggio fino al tuo prossimo turno.",
|
||||
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE": "Ira implacabile",
|
||||
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT": "La tua ira può farti continuare a combattere nonostante le ferite più gravi. Se scendi a 0 punti ferita mentre sei in ira, e non muori sul colpo, puoi effettuare un tiro salvezza di Costituzione CD [[10]]. Se lo superi, torni invece a 1 punto ferita.\nOgni volta che usi questo privilegio dopo la prima, la CD aumenta di 5. Al termine di un riposo breve o lungo, la CD riparte da 10",
|
||||
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE": "Difesa senza armatura",
|
||||
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT": "Se non indossi alcuna armatura, la tua Classe Armatura equivale a 10 + il tuo modificatore di Destrezza + il tuo modificatore di Costituzione. Puoi usare uno scudo e comunque beneficiare di questa capacità.",
|
||||
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION": "Ispirazione bardica",
|
||||
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT": "Puoi ispirare gli altri usando musica o parole stimolanti. Per farlo, usi un’azione bonus durante il tuo turno per scegliere un’altra creatura che sia entro 18 metri da te che sia in grado di sentirti. Questa creatura riceve un dado di Ispirazione bardica, un d6.\nEntro i prossimi 10 minuti, la creatura può tirare una volta il dado e aggiungerne il risultato a una prova di abilità, un tiro per colpire o un tiro salvezza che esegue. La creatura può decidere di usare il dado di Ispirazione bardica anche dopo aver visto il risultato del d20, ma prima che il DM abbia annunciato il successo o il fallimento del tiro. Una volta che il dado di Ispirazione bardica è stato usato, è perso. Una creatura può avere un solo dado di Ispirazione bardica per volta.",
|
||||
"CLASS_FEATURE_BARD_COUNTERCHARM": "Controaffascinare",
|
||||
"CLASS_FEATURE_BARD_COUNTERCHARM_TEXT": "You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).",
|
||||
"CLASS_FEATURE_BARD_COUNTERCHARM_TEXT": "Ottieni l'abilità di usare le note musicali o le parole di potere per distruggere gli effetti di influenza mentale. Con un'azione, puoi iniziare un'esibizione che dura fino al termine del tuo prossimo turno. Per tutta la durata, tu, e qualsiasi creatura amica entro 9 metri da te, avete vantaggio sui tiri salvezza vs. l’esser spaventati o affascinati. Per ottenere questo beneficio, una creatura ti deve poter udire. L'esibizione termina prima qualora tu fossi reso inabile o silenziato o se gli poni fine volontariamente (non c'è bisogno di alcuna azione).",
|
||||
"CLASS_FEATURE_BARD_EXPERTISE": "Competente",
|
||||
"CLASS_FEATURE_BARD_EXPERTISE_TEXT": "Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
|
||||
"CLASS_FEATURE_BARD_EXPERTISE_TEXT": "Scegli due delle tue competenze nelle abilità, il tuo bonus di competenza è raddoppiato per ogni prova di caratteristica che esegui in una delle due competenze scelte.\nAl livello 10, puoi scegliere altre due competenze che guadagnano questo beneficio.",
|
||||
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES": "Tuttofare",
|
||||
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT": "Puoi aggiungere metà del tuo bonus di competenza, arrotondato per difetto, a qualsiasi check di abilità che non includa già il tuo bonus di competenza.",
|
||||
"CLASS_FEATURE_BARD_MAGICAL_SECRETS": "Magical Secrets",
|
||||
"CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT": "You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
|
||||
"CLASS_FEATURE_BARD_SONG_OF_REST": "Song of Rest",
|
||||
"CLASS_FEATURE_BARD_SONG_OF_REST_TEXT": "You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.",
|
||||
"CLASS_FEATURE_BARD_MAGICAL_SECRETS": "Segreti magici",
|
||||
"CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT": "Hai ormai saccheggiato il sapere magico di un ampio spettro di discipline. Scegli due incantesimi di qualsiasi classe, compresa questa. Gli incantesimi scelti devono essere di un livello di cui possiedi slot incantesimo, come mostrato sulla tabella del Bardo, o un trucchetto.\nGli incantesimi scelti sono considerati incantesimi da bardo e sono inclusi nel valore della colonna Incantesimi Conosciuti sulla tabella del Bardo.\nApprendi due ulteriori incantesimi di qualsiasi classe al 14° livello, e di nuovo al 18° livello.",
|
||||
"CLASS_FEATURE_BARD_SONG_OF_REST": "Canto di riposo",
|
||||
"CLASS_FEATURE_BARD_SONG_OF_REST_TEXT": "Puoi usare una dolce musica o l'oratoria per aiutare i tuoi alleati feriti a riprendersi durante un riposo breve. Se tu o qualsiasi creatura amica che possa udire la tua esibizione spendete uno più Dadi Vita al termine di un riposo breve, ciascuno di voi recupera 1d6 punti ferita aggiuntivi.\nI punti ferita recuperati aumentano quando raggiungi determinati livelli di questa classe: a 1d8 al 9° livello, a 1d10 al 13° livello, a 1d12 al 17° livello.",
|
||||
"CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION": "Ispirazione Superiore",
|
||||
"CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT": "When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.",
|
||||
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY": "Channel Divinity",
|
||||
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT": "You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
|
||||
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD": "Turn Undead (Channel Divinity)",
|
||||
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT": "As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.",
|
||||
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2": "When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is CHALLENGE_RATING or lower",
|
||||
"CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT": "Se tiri per l'iniziativa e non hai più utilizzi di Ispirazione bardica rimasti, ne recuperi uno.",
|
||||
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY": "Incanalare divinità",
|
||||
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT": "Hai l'abilità di incanalare energia divina direttamente dalla tua divinità, usando questa energia per alimentare effetti magici. All'inizio puoi usare due di questi effetti: Scacciare Non Morti e un effetto determinato dal tuo dominio. Alcuni domini ti forniscono effetti aggiuntivi avanzando di livello, come specificato nella descrizione del dominio.",
|
||||
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD": "Scacciare Non Morti (Incanalare divinità)",
|
||||
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT": "Usando un'azione, mostri il tuo simbolo sacro e reciti una preghiera che condanni i non morti. Ogni non morto che ti può vedere o sentire entro 9 metri da te deve eseguire un tiro salvezza sulla Saggezza. Se la creatura fallisce il tiro salvezza, è scacciata per 1 minuto o finché non subisce danno.\nUna creatura scacciata deve usare il suo turno a cercare di allontanarsi da te il più possibile e non può muoversi di propria volontà in uno spazio che sia entro 9 metri da te. In aggiunta non può usare reazioni. Può usare la sua azione per Scattare o per provare a liberarsi da un effetto che le impedisca di muoversi. Se non può muoversi, la creatura può usare l'azione Schivare.",
|
||||
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT_PART_2": "Quando un non morto fallisce il suo tiro salvezza contro il privilegio Scacciare Non Morti, quella creatura è distrutta istantaneamente se il suo grado sfida è pari o inferiore a una certa soglia. (Vedi tabella sul manuale)",
|
||||
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION": "Intervento divino",
|
||||
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT": "You can call on your deity to intervene on your behalf when your need is great.\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.\nIf your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.\nAt 20th level, your call for intervention succeeds automatically, no roll required.",
|
||||
"CLASS_FEATURE_CLERIC_DIVINE_INTERVENTION_TEXT": "Puoi invocare la tua divinità perché intervenga in tuo favore nel momento del bisogno.\nImplorare l'aiuto della tua divinità richiede l'uso di un'azione. Descrivi l'assistenza di cui hai bisogno e tira un dado percentuale. Se il risultato è uguale o minore al tuo livello, la tua divinità interviene. Il DM sceglie la natura dell'intervento; l'effetto di un qualunque incantesimo da chierico o di un dominio potrebbe essere appropriato.\nSe la tua divinità interviene, non puoi usare questa capacità per 7 giorni. Altrimenti, la puoi usare di nuovo una volta che hai terminato un riposo lungo.\nAl livello 20, la tua richiesta di intervento riesce automaticamente senza bisogno di tirare dadi.",
|
||||
"CLASS_FEATURE_DRUID_ARCHDRUID": "Arcidruido",
|
||||
"CLASS_FEATURE_DRUID_ARCHDRUID_TEXT": "You can use your Wild Shape an unlimited number of times.\nAdditionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.",
|
||||
"CLASS_FEATURE_DRUID_BEAST_SPELLS": "Beast Spells",
|
||||
"CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT": "You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
|
||||
"CLASS_FEATURE_DRUID_DRUIDIC": "Druidic",
|
||||
"CLASS_FEATURE_DRUID_DRUIDIC_TEXT": "You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
|
||||
"CLASS_FEATURE_DRUID_TIMELESS_BODY": "Timeless Body",
|
||||
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT": "The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE": "Wild Shape",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING": "that doesn’t have a flying speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING": "that doesn’t have a flying or swimming speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT": "You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
|
||||
"CLASS_FEATURE_DRUID_ARCHDRUID_TEXT": "Puoi usare la tua Forma Selvatica un numero illimitato di volte.\nIn aggiunta, puoi ignorare le componenti verbali e somatiche dei tuoi incantesimi da druido, così come qualsiasi componente materiale che non abbia costo né che sia consumata da un incantesimo. Ricevi questo benefit sia nella tua forma normale che nella tua forma animale da Forma Selvatica.",
|
||||
"CLASS_FEATURE_DRUID_BEAST_SPELLS": "Incantesimi bestiali",
|
||||
"CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT": "Puoi lanciare molti dei tuoi incantesimi da druido in qualunque forma tu assuma usando Forma selvatica. Puoi eseguire le componenti verbali e somatiche di un incantesimo da druido mentre sei in forma selvatica, ma non puoi fornire le componenti materiali.",
|
||||
"CLASS_FEATURE_DRUID_DRUIDIC": "Druidico",
|
||||
"CLASS_FEATURE_DRUID_DRUIDIC_TEXT": "Conosci il druidico, il linguaggio segreto dei druidi. Puoi parlare la lingua e usarla per lasciare messaggi nascosti. Tu e gli altri che conoscono questa lingua individuate automaticamente un messaggio del genere. Altri individuano la presenza del messaggio superando una prova di Saggezza (Percezione) con CD 15 ma non riescono a decifrarlo senza la magia.",
|
||||
"CLASS_FEATURE_DRUID_TIMELESS_BODY": "Corpo senza tempo",
|
||||
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT": "La magia primordiale che possiedi fa sì che il tuo corpo invecchi più lentamente. Per ogni decina di anni che passa, il tuo corpo invecchia solo di 1.",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE": "Forma selvatica",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING": " e che non abbia una velocità di volo",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING": " e che non abbia una velocità di volo né di nuotare",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT": "A partire dal 2° livello, un druido può usare la sua azione\nper assumere magicamente la forma di una bestia che ha\ngià visto in precedenza. Può utilizzare questo privilegio\ndue volte e recupera gli utilizzi spesi quando completa un\nriposo breve o lungo. Il livello da druido determina le bestie in cui egli può trasformarsi, come indicalo nella tabella \"Forme Bestiali\". Al 2° livello, per esempio, può trasformarsi in qualsiasi bestia che abbia un grado di sfida pari o inferiore a 1\/4 che non abbia una velocità di nuotare o di volare. Un druido può rimanere in forma bestiale per un numero di ore pari alla metà del suo livello da druido (arrotondato per difetto), poi torna alla sua forma normale, a meno che non spenda un altro utilizzo di questo privilegio. Può tornare alla sua forma normale anticipatamente usando un'azione bonus nel suo turno. Torna automaticamente alla sua forma normale se cade privo di sensi, scende a 0 punti ferita o muore. Finché il druido è trasformato, si applicano le regole seguenti:\n\nLe statistiche di gioco del druido vengono sostituite dalle statistiche della bestia, ma il druido conserva il proprio allineamento, personalità e punteggi di Intelligenza, Saggezza e Carisma. Conserva inoltre tutte le sue abilità e competenze nei tiri salvezza, oltre a ottenere quelle della creatura. Se la creatura possiede una competenza che anche il druido possiede e il bonus nella sua scheda delle statistiche è superiore a quello del druido, egli usa il bonus della creatura anziché il proprio. Se la creatura possiede delle azioni leggendarie o di tana, il druido non può usarle.\nQuando si trasforma, il druido assume i punti ferita e i Dadi Vita della bestia. Quando torna alla sua forma normale, torna al numero di punti ferita che possedeva prima della trasformazione. Tuttavia, se torna alla sua forma normale per essere sceso a 0 punti ferita, gli eventuali danni in eccesso si trasmettono alla sua forma normale. Per esempio, se un druido in forma bestiale possiede 1 solo punto ferita e subisce 10 danni, egli torna alla sua forma normale e subisce 9 danni. Fintanto che i danni in eccesso non portano la forma normale del druido a 0 punti ferita, il druido non cade privo di sensi.\nIl druido non può lanciare incantesimi e la sua capacità di parlare o di intraprendere qualsiasi azione che richieda le mani è limitata alle capacità della sua forma bestiale. La trasformazione non interrompe la concentrazione del druido su un incantesimo che egli ha già lanciato e non gli impedisce di effettuare azioni che fanno parte di un incantesimo già lanciato, come per esempio Invocare il Fulmine.\nUn druido mantiene i benefici di tutti i privilegi forniti dalla sua classe, dalla sua razza e da qualsiasi altra fonte e può usarli se nella nuova forma è fisicamente in grado di farlo. Tuttavia, non può usare nessuno dei suoi sensi speciali, come per esempio la scurovisione, a meno che non li possieda anche nella sua nuova forma.\nUn druido può scegliere se lasciare cadere il suo equipaggiamento nel suo spazio, se tale equipaggiamento si fonde nella sua nuova forma o se indossarlo. L'equipaggiamento indossato funziona normalmente, ma spetta al DM decidere se è pratico o meno che la nuova forma indossi ogni determinato oggetto di equipaggiamento, in base alla forma e alla taglia della creatura. L'equipaggiamento del druido non cambia taglia o forma per adattarsi alla nuova forma, e ogni oggetto di equipaggiamento che la nuova forma non può indossare deve cadere a terra o fondersi nella nuova forma del druido. L'equipaggiamento fuso alla nuova forma non ha alcun effetto finché il druido non abbandona quella forma.",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE": "Azione impetuosa",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT": "On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
|
||||
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT": "Durante il tuo turno puoi eseguire un'altra azione dopo la tua azione normale e la tua azione bonus.",
|
||||
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE": "Atleta impressionante",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK": "Attacco extra (Guerriero)",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
|
||||
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT": "Puoi attaccare due volte, invece di una volta, ogni volta che effettui l'azione Attacco nel tuo turno.\nIl numero di attacchi aumenta a tre quando raggiungi l'11° livello in questa classe e a quattro quando raggiungi il 20° livello in questa classe.",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE": "Stile di combattimento (Guerriero)",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
|
||||
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT": "Un guerriero adotta uno stile di combattimento in cui specializzarsi scegliendo una tra le opzioni seguenti. Non è consentito scegliere uno stile di combattimento più di una volta, anche se in seguito il guerriero ha diritto a scegliere di nuovo.\n\nCombattere con Armi Possenti\nQuando il guerriero ottiene un 1 o un 2 a un tiro per i danni di un attacco che ha effettuato con un'arma da mischia impugnata a due mani, può ripetere il tiro e deve usare il nuovo risultato, anche se ottiene ancora un 1 o un 2. L'arma deve possedere la proprietà a due mani o versatile affinché il guerriero ottenga questo beneficio.\n\nCombattere con Due Armi\nQuando il guerriero combatte con due armi, può aggiungere il suo modificatore di caratteristica ai danni del secondo attacco.\n\nDifesa\nFinché indossa un'armatura, il guerriero ottiene un bonus di + 1 alla CA.\n\nDuellare\nQuando il guerriero impugna un'arma da mischia in una mano e non impugna altre armi, ottiene un bonus di +2 ai tiri per i danni di quell'arma.\n\nProtezione\nQuando una creatura che il guerriero sia in grado di vedere attacca un bersaglio diverso dal guerriero e situato entro 1,5 metri da lui, il guerriero può usare la sua reazione per infliggere svantaggio al tiro per colpire della creatura. Il guerriero deve impugnare uno scudo.\n\nTiro\nIl guerriero ottiene un bonus di +2 ai tiri per colpire che effettua con le armi a distanza.\n\nCombattere alla Cieca \nIl guerriero ottiene Vista Cieca con raggio 3 metri. All'interno di quella distanza, può vedere efficacemente tutto ciò che non è dietro una copertura totale, anche se è Accecato o nell'oscurità totale. Inoltre, può vedere una creatura invisibile entro quel raggio, a meno che la creatura non si sia nascosta con successo.\n\nIntercettazione \nQuando una creatura che il guerriero può vedere colpisce un bersaglio, che non sia il guerriero, entro 1,5 metri da lui con un attacco, può usare la sua reazione per ridurre il danno subito del bersaglio di 1d10 + il suo bonus di competenza (fino a un minimo di 0 danni). Il guerriero deve brandire uno scudo o un'arma semplice o da guerra per usare questa reazione.\n\nTecnica Superiore \nIl guerriero può imparare una manovra a sua scelta tra quelle disponibili per l'archetipo marziale Maestro di Battaglia. Se una manovra che utilizza richiede che il suo bersaglio effettui un tiro salvezza per resistere agli effetti della manovra, la CD del tiro salvezza è pari a 8 + il suo bonus di competenza + il suo modificatore di Forza o Destrezza (a sua scelta). Il guerriero ottiene inoltre un dado di superiorità, che è un d6 (questo dado viene aggiunto a qualsiasi dado di superiorità che il guerriero possiede proveniente da un'altra fonte). Questo dado viene utilizzato per impiegare le sue manovre. Quando il guerriero utilizza una manovra, spende un dado di superiorità. Riacquista i suoi dadi di superiorità spesi quando termina un Riposo Breve o Lungo.\n\nCombattere con armi da Lancio\nIl guerriero può estrarre un'arma che ha la proprietà \"Lancio\" come parte dell'attacco che effettua con l'arma. Inoltre, quando colpisce con un attacco a distanza usando un'arma da lancio, ottiene un bonus di +2 al tiro per i danni.\n\nCombattere Disarmato \nI colpi senz'armi del guerriero se colpiscono possono infliggere 1d6 + il suo modificatore di Forza danni contundenti. Se il guerriero non sta impugnando armi o scudi quando effettua il tiro per colpire, il d6 diventa un d8. In aggiunta all'inizio di ogni tuo turno, il guerriero può infliggere 1d4 danni contundenti a una creatura Afferrata da lui.",
|
||||
"CLASS_FEATURE_FIGHTER_INDOMITABLE": "Indomito",
|
||||
"CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT": "Puoi ritirare un tiro salvezza che hai fallito.Se decidi di farlo, devi usare il risultato del nuovo lancio.",
|
||||
"CLASS_FEATURE_FIGHTER_SECOND_WIND": "Second Wind",
|
||||
"CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT": "On your turn, you can use a bonus action to regain hit points.",
|
||||
"CLASS_FEATURE_MONK_DEFLECT_MISSILES": "Deflect Missiles",
|
||||
"CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT": "You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet",
|
||||
"CLASS_FEATURE_FIGHTER_SECOND_WIND": "Recuperare Energie",
|
||||
"CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT": "Durante il tuo turno, puoi usare un'azione bonus per recuperare punti ferita. (1d10+liv.Guerriero)",
|
||||
"CLASS_FEATURE_MONK_DEFLECT_MISSILES": "Deviare proiettili",
|
||||
"CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT": "può usare la sua reazione per deviare o afferrare un proiettile quando viene colpito dall'attacco con un'arma a distanza. Quando lo fa, il danno che subisce dall'attacco è ridotto di [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]]. Se il monaco riduce i danni a 0, può afferrare il proiettile, se quest'ultimo è abbastanza piccolo da essere tenuto in mano e se il monaco ha almeno una mano libera. Se il monaco afferra un proiettile in questo modo, può spendere 1 punto ki per effettuare un attacco a distanza con l'arma o con la munizione che ha appena afferrato, come parte della stessa reazione. Il monaco effettua questo attacco con competenza, a prescindere dalle sue competenze nelle armi, e il proiettile è considerato un'arma da monaco ai fini di questo attacco, con una gittata normale di 6 metri e una gittata lunga di 18 metri.",
|
||||
"CLASS_FEATURE_MONK_DIAMOND_SOUL": "Anima di diamante",
|
||||
"CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT": "La tua maestria del ki ti garantisce un bonus di competenza in tutti i tiri salvezza.\nInoltre, ogni qual volta fai un tiro salvezza e fallisci, puoi spendere 1 punto di ki per ritirare il tiro salvezza, ma devi tenere il secondo risultato.",
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY": "Empty Body",
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT": "You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.",
|
||||
"CLASS_FEATURE_MONK_EVASION": "Evasion",
|
||||
"CLASS_FEATURE_MONK_EVASION_TEXT": "Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK": "Extra Attack (Monk)",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS": "Flurry of Blows",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT": "Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY": "Corpo vuoto",
|
||||
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT": "Puoi usare la tua azione per spendere 4 punti ki e diventare invisibile per 1 minuto. Durante questo tempo hai anche resistenza a tutti i danni, tranne quelli da forza.\nIn aggiunta, puoi spendere 8 punti ki per lanciare l'incantesimo Proiezione astrale senza aver bisogno di componenti materiali. Facendo questo non puoi portare altre creature con te.",
|
||||
"CLASS_FEATURE_MONK_EVASION": "Evasione",
|
||||
"CLASS_FEATURE_MONK_EVASION_TEXT": "La tua agilità istintiva ti permette di schivare alcuni effetti ad area, come il soffio di fulmini di un drago blu o un incantesimo di Palla di fuoco. Quando sei soggetto a un effetto che ti permette di fare un tiro salvezza sulla Destrezza per dimezzare i danni, non subisci danni se riesci nel tiro salvezza e dimezzi i danni se lo fallisci.",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK": "Attacco extra (Monaco)",
|
||||
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT": "Puoi attaccare due volte, invece di una volta, ogni volta che effettui l'azione Attacco nel tuo turno.",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS": "Raffica di colpi",
|
||||
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT": "Immediatamente dopo aver effettuato l'azione Attaccare durante il tuo turno, puoi spendere 1 punto ki per effettuare due colpi di attacco senza armi come azione bonus.",
|
||||
"CLASS_FEATURE_MONK_KI": "Ki",
|
||||
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES": "Ki-Empowered Strikes",
|
||||
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT": "Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
|
||||
"CLASS_FEATURE_MONK_KI_TEXT": "Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
|
||||
"CLASS_FEATURE_MONK_MARTIAL_ARTS": "Martial Arts",
|
||||
"CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT": "Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:\n•You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
|
||||
"CLASS_FEATURE_MONK_PATIENT_DEFENSE": "Patient Defense",
|
||||
"CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT": "You can spend 1 ki point to take the Dodge action as a bonus action on your turn.",
|
||||
"CLASS_FEATURE_MONK_PERFECT_SELF": "Perfect Self",
|
||||
"CLASS_FEATURE_MONK_PERFECT_SELF_TEXT": "When you roll for initiative and have no ki points remaining, you regain 4 ki points.",
|
||||
"CLASS_FEATURE_MONK_PURITY_OF_BODY": "Purity of Body",
|
||||
"CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT": "Your mastery of the ki flowing through you makes you immune to disease and poison.",
|
||||
"CLASS_FEATURE_MONK_SLOW_FALL": "Slow Fall",
|
||||
"CLASS_FEATURE_MONK_SLOW_FALL_TEXT": "You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].",
|
||||
"CLASS_FEATURE_MONK_STEP_OF_THE_WIND": "Step of the Wind",
|
||||
"CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT": "You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.",
|
||||
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND": "Stillness of Mind",
|
||||
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT": "You can use your action to end one effect on yourself that is causing you to be charmed or frightened.",
|
||||
"CLASS_FEATURE_MONK_STUNNING_STRIKE": "Stunning Strike",
|
||||
"CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT": "You can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.",
|
||||
"CLASS_FEATURE_MONK_TIMELESS_BODY": "Timeless Body",
|
||||
"CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT": "Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.",
|
||||
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON": "Tongue of the Sun and Moon",
|
||||
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT": "You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.",
|
||||
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES": "Colpi Ki Potenziati",
|
||||
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT": "I tuoi colpi senz'armi sono considerati magici al fine di superare la resistenza e le immunità agli attacchi non magici e al danno.",
|
||||
"CLASS_FEATURE_MONK_KI_TEXT": "Il tuo addestramento ti permette di manipolare l'energia mistica detta ki. Il tuo accesso a questa energia viene rappresentato da un numero di punti ki.\nPuoi spendere questi punti per alimentare vari privilegi derivati dal ki. Inizi conoscendo tre di questi privilegi: Difesa paziente, Passo del vento e Raffica di colpi. Apprenderai altre capacità del ki con l'aumentare dei tuoi livelli in questa classe.\nQuando spendi un punto ki, esso resterà inutilizzabile fino al termine di un riposo breve o lungo, al termine del quale ripristinerai tutto il ki speso. Devi passare almeno 30 minuti di riposo a meditare per recuperare i tuoi punti ki.",
|
||||
"CLASS_FEATURE_MONK_MARTIAL_ARTS": "Arti marziali",
|
||||
"CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT": "Esperto di arti marziali, usi stili di combattimento con colpi senz'armi e armi da monaco, cioè le spade corte e qualsiasi arma semplice che non abbia le proprietà a due mani o pesante.\nQuando non hai armi o impugni solo armi da monaco, se non indossi armature o impugnando scudi, guadagni i seguenti benefici:\n•Puoi usare la Destrezza invece della Forza per i tiri di attacco e di danno dei tuoi colpi senz'armi e le tue armi da monaco.\n•Puoi tirare un d4 invece del normale danno del tuo colpo senz'armi o arma da monaco. Il dado cambia col tuo aumentare di livello da monaco.\n•Quando usi l'azione di attacco con un colpo senz'armi o un'arma da monaco, puoi effettuare un colpo senz'armi come azione bonus. Ad esempio, se effettui l'azione di attacco e attacchi con un bastone da combattimento, puoi effettuare anche un colpo senz'armi come azione bonus, purché tu non abbia già effettuato un'azione bonus durante quel turno.\nCerti stili di arti marziali impiegano forme specializzate delle armi da monaco. Ad esempio, potresti usare un randello composto da due pezzi di legno connessi da una catena (detto nunchaku), o un falcetto munito di una lama più corta e diritta (detto kama). Quale che sia il nome dato alla tua arma da monaco, usa le statistiche delle armi nel Manuale del Giocatore.",
|
||||
"CLASS_FEATURE_MONK_PATIENT_DEFENSE": "Difesa paziente",
|
||||
"CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT": "Puoi spendere 1 punto ki per usare l'azione Schivare come azione bonus durante il tuo turno.",
|
||||
"CLASS_FEATURE_MONK_PERFECT_SELF": "Perfezionamento Interiore",
|
||||
"CLASS_FEATURE_MONK_PERFECT_SELF_TEXT": "Quando tiri per l'iniziativa e non hai punti ki rimasti, guadagni 4 punti ki.",
|
||||
"CLASS_FEATURE_MONK_PURITY_OF_BODY": "Purezza del corpo",
|
||||
"CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT": "La tua padronanza del ki che scorre dentro di te ti rende immune alle malattie e al veleno.",
|
||||
"CLASS_FEATURE_MONK_SLOW_FALL": "Caduta lenta",
|
||||
"CLASS_FEATURE_MONK_SLOW_FALL_TEXT": "Puoi usare la tua reazione quando cadi per ridurre qualsiasi danno da caduta subito di [[5 * @{monk_level}]].",
|
||||
"CLASS_FEATURE_MONK_STEP_OF_THE_WIND": "Passo del vento",
|
||||
"CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT": "Puoi spendere 1 punto ki per usare l'azione Disimpegnarsi o Scattare come azione bonus durante il tuo turno, inoltre la distanza di salto è raddoppiata per il turno.",
|
||||
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND": "Mente Lucida",
|
||||
"CLASS_FEATURE_MONK_STILLNESS_OF_MIND_TEXT": "Puoi usare la tua azione per terminare un effetto su di te che ti stia causando l'effetto affascinato o spaventato.",
|
||||
"CLASS_FEATURE_MONK_STUNNING_STRIKE": "Colpo stordente",
|
||||
"CLASS_FEATURE_MONK_STUNNING_STRIKE_TEXT": "Puoi interferire con il flusso del ki nel corpo di un avversario. Quando colpisci un'altra creatura con un attacco con arma da mischia, puoi spendere 1 punto ki per tentare un colpo stordente. Il bersaglio deve riuscire un tiro salvezza di Costituzione o restare stordito fino al termine del tuo prossimo turno.",
|
||||
"CLASS_FEATURE_MONK_TIMELESS_BODY": "Corpo senza tempo",
|
||||
"CLASS_FEATURE_MONK_TIMELESS_BODY_TEXT": "Il tuo ki ti dà sostentamento e non soffri della fragilità della vecchiaia, né puoi essere invecchiato magicamente. Puoi comunque morire di vecchiaia. Inoltre, non hai più bisogno di cibo né acqua.",
|
||||
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON": "Lingua del Sole e della Luna",
|
||||
"CLASS_FEATURE_MONK_TONGUE_OF_THE_SUN_AND_MOON_TEXT": "Hai imparato a toccare il ki di altre menti e comprendi tutte le lingue parlate. Inoltre, ogni creatura che può capire almeno una lingua comprende quello che dici.",
|
||||
"CLASS_FEATURE_MONK_UNARMORED_DEFENSE": "Difesa senza armatura",
|
||||
"CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT": "Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.",
|
||||
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT": "Unarmored Movement",
|
||||
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT": "Your speed increases by UNARMORED_MOVEMENT_FEET feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.",
|
||||
"CLASS_FEATURE_PALADIN_AURA_OF_COURAGE": "Aura of Courage",
|
||||
"CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT": "You and friendly creatures within AURA_RANGE feet of you can’t be frightened while you are conscious.",
|
||||
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION": "Aura of Protection",
|
||||
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT": "Whenever you or a friendly creature within AURA_RANGE feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to [[@{charisma_mod}]] (with a minimum bonus of +1). You must be conscious to grant this bonus.",
|
||||
"CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY": "Channel Divinity",
|
||||
"CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT": "Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.",
|
||||
"CLASS_FEATURE_MONK_UNARMORED_DEFENSE_TEXT": "Se non indossi armatura e non imbracci uno scudo, la tua CA equivale a 10 + il tuo modificatore di Destrezza + il tuo modificatore di Saggezza.",
|
||||
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT": "Movimento senza armatura",
|
||||
"CLASS_FEATURE_MONK_UNARMORED_MOVEMENT_TEXT": "La tua velocità aumenta di 3 metri se non indossi un'armatura o imbracci uno scudo. Questo bonus aumenta quando raggiungi determinati livelli da monaco.\nAl 9° livello, ottieni la capacità di muoverti lungo superfici verticali e sopra liquidi nel tuo turno senza cadere durante il movimento.",
|
||||
"CLASS_FEATURE_PALADIN_AURA_OF_COURAGE": "Aura di coraggio",
|
||||
"CLASS_FEATURE_PALADIN_AURA_OF_COURAGE_TEXT": "Tu e le creature tue alleate entro AURA_RANGE metri da te non potete essere spaventati mentre sono coscienti.",
|
||||
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION": "Aura di protezione",
|
||||
"CLASS_FEATURE_PALADIN_AURA_OF_PROTECTION_TEXT": "Ogni volta che tu o una creatura alleata entro 3 metri da te deve fare un tiro salvezza, ricevete un bonus al tiro salvezza pari a [[@{charisma_mod}]] (con un bonus minimo di +1). Devi essere cosciente per dare questo bonus.",
|
||||
"CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY": "Incanalare divinità",
|
||||
"CLASS_FEATURE_PALADIN_CHANNEL_DIVINITY_TEXT": "Il tuo giuramento ti permette di incanalare energia divina per alimentare effetti magici. Ogni opzione di Incanalare divinità fornita dal tuo giuramento ne spiega il funzionamento.",
|
||||
"CLASS_FEATURE_PALADIN_CLEANSING_TOUCH": "Cleaning Touch",
|
||||
"CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT": "You can use your action to end one spell on yourself or on one willing creature that you touch.",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_HEALTH": "Divine Health",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT": "The divine magic flowing through you makes you immune to disease.",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SENSE": "Divine Sense",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT": "The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE": "Divine Smite",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT": "When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK": "Extra Attack (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE": "Fighting Style (Paladin)",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.",
|
||||
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE": "Improved Divine Smite",
|
||||
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT": "You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.",
|
||||
"CLASS_FEATURE_PALADIN_LAY_ON_HANDS": "Lay on Hands",
|
||||
"CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT": "Your blessed touch can heal wounds. As an action, you can touch a creature to restore a number of hit points to that creature.\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\nThis feature has no effect on undead and constructs.",
|
||||
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY": "Favored Enemy",
|
||||
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT": "You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.",
|
||||
"CLASS_FEATURE_RANGERUA_FERAL_SENSES": "Feral Senses",
|
||||
"CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT": "You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
|
||||
"CLASS_FEATURE_RANGERUA_FIGHTING_STYLE": "Fighting Style (Ranger UA)",
|
||||
"CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
|
||||
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT": "Fleet of Foot",
|
||||
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT": "You can use the Dash action as a bonus action on your turn.",
|
||||
"CLASS_FEATURE_RANGERUA_FOE_SLAYER": "Foe Slayer",
|
||||
"CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT": "You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
|
||||
"CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY": "Greater Favored Enemy",
|
||||
"CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT": "You are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.\nAdditionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.",
|
||||
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT": "Hide in Plain Sight",
|
||||
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT": "You can remain perfectly still for long periods of time to set up ambushes.\nWhen you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.",
|
||||
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER": "Natural Explorer",
|
||||
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT": "You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:\n•You ignore difficult terrain.\n•You have advantage on initiative rolls.\n•On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.\nIn addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.",
|
||||
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS": "Primeval Awareness",
|
||||
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT": "Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH": "Vanish",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH_TEXT": "You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK": "Extra Attack (Ranger)",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY": "Favored Enemy",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT": "You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.",
|
||||
"CLASS_FEATURE_RANGER_FERAL_SENSES": "Feral Senses",
|
||||
"CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT": "You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.",
|
||||
"CLASS_FEATURE_RANGER_FIGHTING_STYLE": "Fighting Style (Ranger)",
|
||||
"CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
|
||||
"CLASS_FEATURE_RANGER_FOE_SLAYER": "Foe Slayer",
|
||||
"CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT": "You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.",
|
||||
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT": "Hide in Plain Sight",
|
||||
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT": "You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.",
|
||||
"CLASS_FEATURE_RANGER_LANDS_STRIDE": "Land’s Stride",
|
||||
"CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT": "Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.",
|
||||
"CLASS_FEATURE_RANGER_NATURAL_EXPLORER": "Natural Explorer",
|
||||
"CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT": "You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\n•Difficult terrain doesn’t slow your group’s travel.\n•Your group can’t become lost except by magical means.\n•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\n•If you are traveling alone, you can move stealthily at a normal pace.\n•When you forage, you find twice as much food as you normally would.\n•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\nYou choose additional favored terrain types at 6th and 10th level",
|
||||
"CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS": "Primeval Awareness",
|
||||
"CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT": "You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.",
|
||||
"CLASS_FEATURE_RANGER_VANISH": "Vanish",
|
||||
"CLASS_FEATURE_RANGER_VANISH_TEXT": "You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.",
|
||||
"CLASS_FEATURE_ROGUE_BLINDSENSE": "Blindsense",
|
||||
"CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT": "If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.",
|
||||
"CLASS_FEATURE_ROGUE_CUNNING_ACTION": "Cunning Action",
|
||||
"CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT": "Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.",
|
||||
"CLASS_FEATURE_ROGUE_ELUSIVE": "Elusive",
|
||||
"CLASS_FEATURE_ROGUE_ELUSIVE_TEXT": "You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.",
|
||||
"CLASS_FEATURE_PALADIN_CLEANSING_TOUCH_TEXT": "Puoi usare la tua azione per porre termine ad un incantesimo su di te o una creatura consenziente con cui sei in contatto.",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_HEALTH": "Salute divina",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_HEALTH_TEXT": "La magia divina che ti fluisce attraverso ti rende immune alle malattie.",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SENSE": "Percezione divina",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SENSE_TEXT": "Con un'azione puoi espandere la tua consapevolezza per individuare le forze del bene e del male. Fino al termine del tuo prossimo turno, conosci la posizione di qualsiasi celestiale, immondo o non morto che si trovi entro 18 metri da te e che non sia dietro copertura totale. Riconosci il tipo (celestiale, immondo o non morto) di qualsiasi creatura di cui avverti la presenza, ma non la sua esatta identità. All'interno della stessa gittata, puoi anche individuare la presenza di qualsiasi luogo o oggetto che sia stato consacrato o dissacrato, come per l'incantesimo venerare.",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE": "Punizione divina",
|
||||
"CLASS_FEATURE_PALADIN_DIVINE_SMITE_TEXT": "Quando colpisci una creatura con un attacco con arma da mischia, puoi spendere uno slot incantesimo per infliggere danno radiante extra al bersaglio in aggiunta al danno dell'arma. Il danno aggiuntivo è 2d8 per uno slot incantesimo di 1° livello, più 1d8 per ogni livello dell'incantesimo sopra al 1°, massimo 5d8. Il danno aumenta di 1d8 se il bersaglio è un non morto o un immondo.",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK": "Attacco extra (Paladino)",
|
||||
"CLASS_FEATURE_PALADIN_EXTRA_ATTACK_TEXT": "Puoi attaccare due volte, invece di una volta, ogni volta che effettui l'azione Attacco nel tuo turno.",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE": "Stili di combattimento (Paladino)",
|
||||
"CLASS_FEATURE_PALADIN_FIGHTING_STYLE_TEXT": "Un paladino adotta uno stile di combattimento in cui specializzarsi scegliendo una tra le opzioni seguenti. Non è consentito scegliere uno stile di combattimento più di una volta, anche se in seguito il paladino ha diritto a scegliere di nuovo.\n\nCombattere con Armi Possenti\nQuando il paladino ottiene un 1 o un 2 a un tiro per i danni di un attacco che ha effettuato con un'arma da mischia impugnata a due mani, può ripetere il tiro e deve usare il nuovo risultato, anche se ottiene ancora un 1 o un 2. L'arma deve possedere la proprietà Due Mani o Versatile affinché il paladino ottenga questo beneficio.\n\nDifesa\nFinché indossa un'armatura, il paladino ottiene un bonus di +1 alla CA.\n\nDuellare\nQuando il paladino impugna un'arma da mischia in una mano e non impugna altre armi, ottiene un bonus di +2 ai tiri per i danni di quell'arma.\n\nProtezione\nQuando una creatura che il paladino sia in grado di vedere attacca un bersaglio diverso dal paladino e situato entro 1,5 metri da lui, il paladino può usare la sua reazione per infliggere svantaggio al tiro per colpire della creatura. Il paladino deve impugnare uno scudo.\n\nGuerriero Benedetto\nIl paladino apprende due trucchetti a sua scelta dalla lista degli incantesimi da chierico. Contano come incantesimi da paladino per lui e Carisma è la sua Caratteristica da Incantatore per questi incantesimi. Ogni volta che il paladino guadagna un livello in questa classe, può sostituire uno di questi trucchetti con un altro trucchetto dalla lista degli incantesimi da chierico.\n\nCombattere alla cieca\nIl paladino ottiene Vista Cieca con raggio 3 metri. All'interno di quella distanza, può vedere efficacemente tutto ciò che non è dietro una copertura totale, anche se è Accecato o nell'oscurità totale. Inoltre, può vedere una creatura invisibile entro quel raggio, a meno che la creatura non si sia nascosta con successo.\n\nIntercettazione\nQuando una creatura che il paladino può vedere colpisce un bersaglio, che non sia il paladino, entro 1,5 metri da lui con un attacco, può usare la sua reazione per ridurre il danno subito del bersaglio di 1d10 + il suo bonus di competenza (fino a un minimo di 0 danni). Il paladino deve brandire uno scudo o un'arma semplice o da guerra per usare questa reazione.",
|
||||
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE": "Punizione divina migliorata",
|
||||
"CLASS_FEATURE_PALADIN_IMPROVED_DIVINE_SMITE_TEXT": "Ogni qualvolta colpisci una creatura con un'arma da mischia, la creatura subisce 1d8 danni radiosi aggiuntivi. Se usi la tua Punizione divina assieme a un attacco, somma questo danno al danno aggiuntivo della Punizione divina.",
|
||||
"CLASS_FEATURE_PALADIN_LAY_ON_HANDS": "Imposizione delle mani",
|
||||
"CLASS_FEATURE_PALADIN_LAY_ON_HANDS_TEXT": "Il tuo tocco benedetto può curare una creatura. Con un'azione, puoi ripristinare i punti ferita di una creatura con cui sei in contatto\nIn alternativa, puoi spendere 5 punti dalla tua riserva di guarigione per curare il bersaglio di una malattia o neutralizzare un veleno che lo affligge. Puoi curare più malattie e neutralizzare più veleni con una singola Imposizione delle mani, spendendo i punti ferita separatamente per ogni malanno.\nQuesto privilegio non ha effetto su non morti o costrutti.",
|
||||
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY": "Nemico Prescelto",
|
||||
"CLASS_FEATURE_RANGERUA_FAVORED_ENEMY_TEXT": "Possiedi una significativa esperienza nello studio, nel tracciamento, nella caccia e persino nel parlare con un certo tipo di nemico comunemente incontrato in natura. Il personaggio sceglie un tipo di nemico preferito: bestie, esseri fatati, umanoidi, mostruosità o non morti. Il personaggio ottiene un bonus di +2 ai tiri per danni con attacchi con armi contro le creature del tipo scelto. Inoltre, ottiene un vantaggio sulle prove di Saggezza (Sopravvivenza) per seguire i suoi nemici preferiti, così come sulle prove di Intelligenza per ricordare informazioni su di loro. Quando sceglie questo privilegio, apprende inoltre anche una lingua a sua scelta, in genere una parlata dal suo nemico preferito o dalle creature ad esso associate. Tuttavia, è libero di scegliere qualsiasi lingua desideri imparare.",
|
||||
"CLASS_FEATURE_RANGERUA_FERAL_SENSES": "Sensi ferini",
|
||||
"CLASS_FEATURE_RANGERUA_FERAL_SENSES_TEXT": "Acquisisci sensi soprannaturali che ti aiutano a combattere le creature che non puoi vedere. Quando attacchi una creatura che non puoi vedere, la tua incapacità di vederla non impone svantaggio ai tuoi tiri per colpire contro di essa.\nSei anche consapevole della posizione di qualsiasi creatura invisibile entro 9 metri da te, a condizione che la creatura non sia nascosta a te e tu non sia accecato o assordato.",
|
||||
"CLASS_FEATURE_RANGERUA_FIGHTING_STYLE": "Stili di combattimento (Ranger UA)",
|
||||
"CLASS_FEATURE_RANGERUA_FIGHTING_STYLE_TEXT": "Il ranger adotta uno stile di combattimento in cui specializzarsi scegliendo una tra le opzioni seguenti. Non è consentito scegliere uno stile di combattimento più di una volta, anche se in seguito il ranger ha diritto a scegliere di nuovo.\n\nCombattere con due armi: Quando il ranger combatte con due armi, può aggiungere il suo modificatore di caratteristica ai danni del secondo attacco.\n\nDifesa: Finché indossa un'armatura, il ranger ottiene un bonus di +1 alla CA\n\nDuellare: Quando il ranger impugna un'arma da mischia in una mano e non impugna altre armi, ottiene un bonus di +2 ai tiri per i danni dell'arma\n\nTiro: Il ranger ottiene un bonus di +2 ai tiri per colpire che effettua con le armi a distanza.\n\nCombattere alla cieca: Il ranger ottiene Vista Cieca con raggio 3 metri. All'interno di quella distanza, può vedere efficacemente tutto ciò che non è dietro una copertura totale, anche se è Accecato o nell'oscurità totale. Inoltre, può vedere una creatura invisibile entro quel raggio, a meno che la creatura non si sia nascosta con successo.\n\nGuerriero Druidico: Il ranger apprende due trucchetti a sua scelta dalla lista degli incantesimi da druido. Contano come incantesimi da ranger per lui e la saggezza è la sua Caratteristica da Incantatore. Quando raggiunge un livello in questa classe, può sostituire uno di questi trucchetti con un altro trucchetto dalla lista degli incantesimi del druido.\n\nCombattere con Armi da Lancio: Il ranger può estrarre un'arma che ha la proprietà \"Lancio\" come parte dell'attacco che effettua con l'arma. Inoltre, quando colpisce con un attacco a distanza usando un'arma da lancio, ottieni un bonus di +2 al tiro per i danni.",
|
||||
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT": "Corridore",
|
||||
"CLASS_FEATURE_RANGERUA_FLEET_OF_FOOT_TEXT": "Puoi usare l'azione Scatto come azione bonus nel tuo turno.",
|
||||
"CLASS_FEATURE_RANGERUA_FOE_SLAYER": "Sterminatore di nemici",
|
||||
"CLASS_FEATURE_RANGERUA_FOE_SLAYER_TEXT": "Diventi un insuperabile cacciatore dei tuoi nemici. Una volta durante ciascun tuo turno, puoi sommare il tuo modificatore di Saggezza al tiro di attacco o al tiro di danno di un attacco effettuato contro uno dei tuoi nemici preferiti. Puoi scegliere di usare questo privilegio prima o dopo il tiro, ma prima che qualsiasi risultato del tiro venga applicato.",
|
||||
"CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY": "Nemico Prescelto Migliorato",
|
||||
"CLASS_FEATURE_RANGERUA_GREATER_FAVORED_ENEMY_TEXT": "Sei pronto a cacciare in un gioco ancora più mortale. Scegli un tipo di nemico ancora più prescelto tra: aberrazioni, celestiali, costrutti, draghi, elementali, immondi o giganti. Ottieni tutti i benefici contro il nemico scelto che normalmente otterresti tramite il privilegio Nemico Prescelto, inclusa una lingua aggiuntiva. Il bonus ai tiri per danni contro tutte le tipologie di nemici prescelti aumenta a +4.\n\nInoltre, il ranger ottiene vantaggio ai Tiri Salvezza contro gli Incantesimi e i privilegi utilizzati dal Tipo del Nemico Prescelto Migliorato.",
|
||||
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT": "Nascondersi in piena vista",
|
||||
"CLASS_FEATURE_RANGERUA_HIDE_IN_PLAIN_SIGHT_TEXT": "Puoi rimanere perfettamente immobile per lunghi periodi di tempo per organizzare imboscate.\nQuando tenti di nasconderti nel tuo turno, puoi scegliere di non muoverti in quel turno. Se eviti di muoverti, le creature che tentano di individuarti subiscono una penalità di -10 alle loro prove di Saggezza (Percezione) fino all'inizio del tuo prossimo turno. Perdi questo beneficio se ti muovi o cadi prono, volontariamente o per qualche effetto esterno. Verrai comunque rilevato automaticamente se qualsiasi effetto o azione ti fa non essere più nascosto.\nSe sei ancora nascosto nel tuo prossimo turno, puoi continuare a rimanere immobile e ottenere questo beneficio finché non vieni scoperto.",
|
||||
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER": "Esploratore naturale",
|
||||
"CLASS_FEATURE_RANGERUA_NATURAL_EXPLORER_TEXT": "Il ranger è un maestro nel muoversi nel mondo naturale e reagisce con un'azione rapida e decisa quando attaccato. Ciò garantisce i seguenti benefici al ranger:\n\nIgnora il Terreno Difficile\nVantaggio ai Tiri Iniziativa\nNel suo primo turno durante il combattimento, ottiene vantaggio nei tiri per colpire contro creature che non hanno ancora agito.\nInoltre, è abile nel navigare nelle terre selvagge. Ottenendo i seguenti vantaggi se viaggia per un'ora o più in un ambiente:\n\nIl terreno difficile non rallenta il viaggio del suo gruppo.\nIl suo gruppo non può smarrirsi, se non per cause magiche.\nAnche se il ranger è impegnato in un'altra attività mentre viaggia (per esempio foraggiare, orientarsi o seguire tracce), rimane allerta nei confronti dei potenziali pericoli.\nSe il ranger viaggia da solo, può muoversi furtivamente a passo normale.\nQuando foraggia, il ranger trova il doppio del cibo che troverebbe normalmente\nQuando segue le tracce di altre creature, apprende anche il loro numero esatto, le loro taglie e da quanto tempo sono passate nell'area.",
|
||||
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS": "Consapevolezza primordiale",
|
||||
"CLASS_FEATURE_RANGERUA_PRIMEVAL_AWARENESS_TEXT": "La tua padronanza della tradizione dei ranger ti consente di stabilire un potente legame con le bestie e la terra intorno a te.\nHai un'innata capacità di comunicare con le bestie e loro ti riconoscono come uno spirito affine. Attraverso suoni e gesti, puoi comunicare idee semplici a una bestia come un'azione e puoi leggerne l'umore e l'intento di base. Impari il suo stato emotivo, se è influenzato da qualsiasi tipo di magia, i suoi bisogni a breve termine (come cibo o sicurezza) e le azioni che puoi intraprendere (se presenti) per persuaderlo a non attaccare.\nNon puoi usare questa abilità contro una creatura che hai attaccato negli ultimi 10 minuti.\nInoltre, puoi sintonizzare i tuoi sensi per determinare se qualcuno dei tuoi nemici preferiti si nascondono nelle vicinanze. Trascorrendo 1 minuto ininterrotto in concentrazione (come se ti stessi concentrando su un incantesimo), puoi percepire se qualcuno dei tuoi nemici preferiti è presente entro 5 miglia da te. Questa funzione rivela quali dei tuoi nemici preferiti sono presenti, il loro numero e la direzione generale e la distanza (in miglia) delle creature da te.\nSe ci sono più gruppi dei tuoi nemici preferiti nel raggio d'azione, apprendi queste informazioni per ogni gruppo.",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH": "Svanire",
|
||||
"CLASS_FEATURE_RANGERUA_VANISH_TEXT": "Puoi usare l'azione Nascondersi come azione bonus durante il tuo turno. Inoltre, le tue tracce, a meno che tu non decida di lasciarne, non possono essere rilevate se non con mezzi magici.",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK": "Attacco extra (Ranger)",
|
||||
"CLASS_FEATURE_RANGER_EXTRA_ATTACK_TEXT": "Puoi attaccare due volte, invece di una volta, ogni volta che effettui l'azione Attacco nel tuo turno.",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY": "Nemico Prescelto",
|
||||
"CLASS_FEATURE_RANGER_FAVORED_ENEMY_TEXT": "Hai sviluppato una considerevole esperienza nello studiare, seguire, cacciare e anche comunicare con un certo tipo di nemico.\nScegli un tipo di nemico preferito: aberrazioni, animali, celestiali, costrutti, draghi, elementali, fatati, giganti, immondi, melme, mostruosità, non morti o piante. Alternativamente puoi scegliere due razze di umanoidi (come gnoll e orchi) come nemici preferiti.\nHai vantaggio nei tiri di Saggezza (Sopravvivenza) per seguire le tracce dei tuoi nemici preferiti, così come nelle prove di Intelligenza per ricordarti di informazioni su di loro.\nQuando ottieni questa capacità, impari inoltre una lingua a tua scelta tra quelle parlate dai tuoi nemici preferiti, se sono in grado di parlare.\nScegli un nemico preferito aggiuntivo e una lingua a lui associato ai livelli 6 e 14. Salendo di livello, le tue scelte dovrebbero riflettere i tipi di mostri incontrati nelle tue avventure.",
|
||||
"CLASS_FEATURE_RANGER_FERAL_SENSES": "Sensi ferini",
|
||||
"CLASS_FEATURE_RANGER_FERAL_SENSES_TEXT": "Acquisisci sensi soprannaturali che ti aiutano a combattere le creature che non puoi vedere. Quando attacchi una creatura che non puoi vedere, la tua incapacità di vederla non impone svantaggio ai tuoi tiri per colpire contro di essa.\nSei anche consapevole della posizione di qualsiasi creatura invisibile entro 9 metri da te, a condizione che la creatura non sia nascosta a te e tu non sia accecato o assordato.",
|
||||
"CLASS_FEATURE_RANGER_FIGHTING_STYLE": "Stili di combattimento (Ranger)",
|
||||
"CLASS_FEATURE_RANGER_FIGHTING_STYLE_TEXT": "Il ranger adotta uno stile di combattimento in cui specializzarsi scegliendo una tra le opzioni seguenti. Non è consentito scegliere uno stile di combattimento più di una volta, anche se in seguito il ranger ha diritto a scegliere di nuovo.\n\nCombattere con Due Armi:\nQuando il ranger combatte con due armi, può aggiungere il suo modificatore di caratteristica ai danni del secondo attacco.\n\nDifesa:\nFinché indossa un'armatura, il ranger ottiene un bonus di +1 alla CA\n\nDuellare:\nQuando il ranger impugna un'arma da mischia in una mano e non impugna altre armi, ottiene un bonus di +2 ai tiri per i danni dell'arma\n\nTiro:\nIl ranger ottiene un bonus di +2 ai tiri per colpire che effettua con le armi a distanza\n\nCombattere alla cieca: \nIl ranger ottiene Vista Cieca con raggio 3 metri. All'interno di quella distanza, può vedere efficacemente tutto ciò che non è dietro una copertura totale, anche se è Accecato o nell'oscurità totale. Inoltre, può vedere una creatura invisibile entro quel raggio, a meno che la creatura non si sia nascosta con successo.\n\nGuerriero Druidico: \nIl ranger apprende due trucchetti a sua scelta dalla lista degli incantesimi da druido. Contano come incantesimi da ranger per lui e la saggezza è la sua Caratteristica da Incantatore. Quando raggiunge un livello in questa classe, può sostituire uno di questi trucchetti con un altro trucchetto dalla lista degli incantesimi del druido.\n\nCombattere con Armi da Lancio: \nIl ranger può estrarre un'arma che ha la proprietà \"Lancio\" come parte dell'attacco che effettua con l'arma. Inoltre, quando colpisce con un attacco a distanza usando un'arma da lancio, ottieni un bonus di +2 al tiro per i danni.\n\nTiro: Il ranger ottiene un bonus di +2 ai tiri per colpire che effettua con le armi a distanza.\n\nCombattere alla cieca: Il ranger ottiene Vista Cieca con raggio 3 metri. All'interno di quella distanza, può vedere efficacemente tutto ciò che non è dietro una copertura totale, anche se è Accecato o nell'oscurità totale. Inoltre, può vedere una creatura invisibile entro quel raggio, a meno che la creatura non si sia nascosta con successo.\n\nGuerriero Druidico: Il ranger apprende due trucchetti a sua scelta dalla lista degli incantesimi da druido. Contano come incantesimi da ranger per lui e la saggezza è la sua Caratteristica da Incantatore. Quando raggiunge un livello in questa classe, può sostituire uno di questi trucchetti con un altro trucchetto dalla lista degli incantesimi del druido.\n\nCombattere con Armi da Lancio: Il ranger può estrarre un'arma che ha la proprietà \"Lancio\" come parte dell'attacco che effettua con l'arma. Inoltre, quando colpisce con un attacco a distanza usando un'arma da lancio, ottieni un bonus di +2 al tiro per i danni.",
|
||||
"CLASS_FEATURE_RANGER_FOE_SLAYER": "Sterminatore di nemici",
|
||||
"CLASS_FEATURE_RANGER_FOE_SLAYER_TEXT": "Diventi un insuperabile cacciatore dei tuoi nemici. Una volta durante ciascun tuo turno, puoi sommare il tuo modificatore di Saggezza al tiro di attacco o al tiro di danno di un attacco effettuato contro uno dei tuoi nemici preferiti. Puoi scegliere di usare questo privilegio prima o dopo il tiro, ma prima che qualsiasi risultato del tiro venga applicato.",
|
||||
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT": "Nascondersi in piena vista",
|
||||
"CLASS_FEATURE_RANGER_HIDE_IN_PLAIN_SIGHT_TEXT": "Puoi spendere 1 minuto per mimetizzarti. Devi avere accesso a fango fresco, terriccio, piante e fuliggine e altri materiali naturali con i quali creare il tuo camuffamento.\nUna volta mimetizzato in questo modo, puoi cercare di nasconderti appiattendoti contro una superficie solida, come un albero o un muro, che sia larga e alta almeno quanto te. Ottieni un bonus di +10 alle prove di Destrezza (Furtività) finché rimani fermo senza muoverti o effettuare azioni. Una volta che ti muovi o effettui un'azione o una reazione, ti devi mimetizzare di nuovo per ottenere questo beneficio.",
|
||||
"CLASS_FEATURE_RANGER_LANDS_STRIDE": "Andatura sul territorio",
|
||||
"CLASS_FEATURE_RANGER_LANDS_STRIDE_TEXT": "Muoversi attraverso terreno difficile non magico non ti costa più movimento aggiuntivo. Puoi attraversare le piante non magiche senza esserne rallentato e senza subire danni da esse, se presentano spine, spuntoni o simili pericoli.\nInoltre, hai vantaggio ai tiri salvezza contro piante che sono state create o manipolate magicamente per impedire il movimento, come quelle create dall'incantesimo Impigliare.",
|
||||
"CLASS_FEATURE_RANGER_NATURAL_EXPLORER": "Esploratore Nato",
|
||||
"CLASS_FEATURE_RANGER_NATURAL_EXPLORER_TEXT": "Hai particolare familiarità con un tipo di ambiente naturale e sei esperto nel viaggiare e sopravvivere in questa regione. Scegli un tipo di terreno preferito: artico, costa, deserto, foresta, montagna, palude, pianure o l'Underdark. Quando effettui una prova di Intelligenza o Saggezza collegata al tuo terreno preferito, il tuo bonus di competenza viene raddoppiato se stai usando un'abilità in cui sei competente.\nMentre viaggi per un'ora o più sul tuo terreno preferito, ottieni i seguenti benefici:\n•Il terreno difficile non rallenta il movimento del tuo gruppo.\n•Il tuo gruppo non può perdersi se non grazie alla magia.\n•Anche quando sei impegnato in un'altra attività durante il viaggio (come foraggiare, navigare o seguire tracce), sei sempre allerta dei pericoli.\n•Se sei da solo puoi muoverti furtivamente tenendo un'andatura normale.\n•Quando foraggi, trovi il doppio del cibo che troveresti normalmente.\n•Mentre segui le tracce di altre creature ne apprendi anche il numero esatto, la taglia e quanto tempo sia trascorso dal loro passaggio.\nScegli un ulteriore terreno preferito al 6° e al 10° livello.",
|
||||
"CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS": "Consapevolezza primordiale",
|
||||
"CLASS_FEATURE_RANGER_PRIMEVAL_AWARENESS_TEXT": "Puoi usare la tua azione e spendere uno slot incantesimo da Ranger per concentrare la tua consapevolezza sulla regione circostante. Per 1 minuto per livello dello slot incantesimo speso, puoi percepire se le seguenti creature siano presenti entro 1,5 km da te (o entro 10 km se sei nel tuo terreno preferito): aberrazioni, celestiali, draghi, elementali, fatati, immondi e non morti. Questo privilegio non rivela la posizione o il numero delle creature.",
|
||||
"CLASS_FEATURE_RANGER_VANISH": "Svanire",
|
||||
"CLASS_FEATURE_RANGER_VANISH_TEXT": "Puoi usare l'azione Nascondersi come azione bonus durante il tuo turno. Inoltre, le tue tracce, a meno che tu non decida di lasciarne, non possono essere rilevate se non con mezzi magici.",
|
||||
"CLASS_FEATURE_ROGUE_BLINDSENSE": "Percezione Cieca",
|
||||
"CLASS_FEATURE_ROGUE_BLINDSENSE_TEXT": "Se sei in grado di sentire, riesci a percepire la posizione di ogni creatura nascosta o invisibile entro 3 metri da te.",
|
||||
"CLASS_FEATURE_ROGUE_CUNNING_ACTION": "Azione scaltra",
|
||||
"CLASS_FEATURE_ROGUE_CUNNING_ACTION_TEXT": "Pensiero rapido e grande coordinazione ti permettono di muoverti e agire velocemente. Puoi effettuare un'azione bonus durante ciascun turno di combattimento per effettuare le azioni Disimpegnarsi, Nascondersi o Scattare.",
|
||||
"CLASS_FEATURE_ROGUE_ELUSIVE": "Elusione",
|
||||
"CLASS_FEATURE_ROGUE_ELUSIVE_TEXT": "Sei così sfuggente che raramente chi ti attacca riesce ad avere la meglio su di te. Non puoi essere attaccato con vantaggio a meno che tu non sia incapacitato.",
|
||||
"CLASS_FEATURE_ROGUE_EVASION": "Evasione",
|
||||
"CLASS_FEATURE_ROGUE_EVASION_TEXT": "Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
|
||||
"CLASS_FEATURE_ROGUE_EVASION_TEXT": "La tua agilità istintiva ti permette di schivare alcuni effetti ad area, come il soffio di fulmini di un drago blu o un incantesimo di Palla di fuoco. Quando sei soggetto a un effetto che ti permette di fare un tiro salvezza sulla Destrezza per dimezzare i danni, non subisci danni se riesci nel tiro salvezza e dimezzi i danni se lo fallisci.",
|
||||
"CLASS_FEATURE_ROGUE_EXPERTISE": "Perizia",
|
||||
"CLASS_FEATURE_ROGUE_EXPERTISE_TEXT": "Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.",
|
||||
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT": "Reliable Talent",
|
||||
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT": "You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.",
|
||||
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND": "Slippery Mind",
|
||||
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT": "You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.",
|
||||
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK": "Sneak Attack",
|
||||
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT": "You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.",
|
||||
"CLASS_FEATURE_ROGUE_EXPERTISE_TEXT": "Scegli due delle tue competenze nelle abilità, o una delle tue competenze nelle abilità e la tua competenza con gli attrezzi da ladro. Il tuo bonus di competenza è raddoppiato per ogni prova di caratteristica che esegui in una delle due competenze scelte.\nAl livello 6, puoi scegliere due ulteriori competenze (nelle abilità o negli attrezzi da ladro) che guadagnano questo beneficio.",
|
||||
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT": "Dote affidabile",
|
||||
"CLASS_FEATURE_ROGUE_RELIABLE_TALENT_TEXT": "Hai affinato le tue qualifiche prescelte quasi alla perfezione. Ogni volta che devi compiere una prova di caratteristica che ti permette di sommare il tuo bonus di competenza, puoi trattare il risultato di 9 o meno su un d20 come fosse 10.",
|
||||
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND": "Mente sfuggente",
|
||||
"CLASS_FEATURE_ROGUE_SLIPPERY_MIND_TEXT": "Acquisisci competenza nei tiri salvezza Saggezza.",
|
||||
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK": "Attacco furtivo",
|
||||
"CLASS_FEATURE_ROGUE_SNEAK_ATTACK_TEXT": "A partire dal 1° livello, un ladro sa come colpire con precisione sfruttando le distrazioni di un avversario. Una volta per turno, il ladro può infliggere 1d6 danni extra a una creatura che colpisce con un attacco, se dispone di vantaggio al tiro per colpire. L'attacco deve utilizzare un'arma accurata o un'arma a distanza. Il ladro non necessita di vantaggio al tiro per colpire se un altro nemico del bersaglio si trova entro 1,5 metri da esso (purché tale nemico non sia incapacitato) e se il tiro per colpire del ladro non subisce svantaggio. L'ammontare di danni extra aumenta man mano che il ladro acquisisce livelli, come indicato nella colonna Attacco Furtivo della tabella.",
|
||||
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK": "Colpo di fortuna",
|
||||
"CLASS_FEATURE_ROGUE_STROKE_OF_LUCK_TEXT": "You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.",
|
||||
"CLASS_FEATURE_ROGUE_THIEVES_CANT": "Thieves’ Cant",
|
||||
@@ -450,7 +450,7 @@
|
||||
"CRITICAL_DAMAGE_IS_MAXIMIZED": "Il danno critico è massimizzato",
|
||||
"CRIT_ATTACHER_TOOLTIP": "Seleziona una o più categorie e critici ulteriori per mostrare questo messaggio solo quando si verifica un critico in quella categoria. Non funziona per Freeform.",
|
||||
"CRIT_RANGE": "Minaccia Crit.",
|
||||
"CURRENCY": "Currency",
|
||||
"CURRENCY": "Moneta",
|
||||
"CURRENT": "Attuale",
|
||||
"CUSTOM": "Personalizzato",
|
||||
"CUSTOM_CLASSES": "Classi personalizzate",
|
||||
@@ -463,12 +463,12 @@
|
||||
"DARKVISION": "Scurovisione",
|
||||
"DC": "CD",
|
||||
"DEAFENED": "Assordato",
|
||||
"DEAFENED_1": "A deafened creature can’t hear and automatically fails any ability check that requires hearing.",
|
||||
"DEAFENED_1": "Una creatura assordata non può sentire e fallisce automaticamente qualsiasi prova di caratteristica che richieda udito.",
|
||||
"DEATH": "Morte",
|
||||
"DEATH_SAVES": "TS vs Morte",
|
||||
"DEATH_SAVING_THROW": "Tiro salvezza vs morte",
|
||||
"DEATH_SAVING_THROWS": "Tiri salvezza vs morte",
|
||||
"DEATH_SAVING_THROW_CHANCES": "Death saving throw chances",
|
||||
"DEATH_SAVING_THROW_CHANCES": "Numero tiri salvezza contro morte",
|
||||
"DECEPTION": "Raggirare",
|
||||
"DEX": "Des",
|
||||
"DEXTERITY": "Destrezza",
|
||||
@@ -476,7 +476,7 @@
|
||||
"DEX_MAX_X": "Dex (max X)",
|
||||
"DICE": "Dadi",
|
||||
"DICE_MODIFIERS": "Modificatori dei dadi",
|
||||
"DICE_SYSTEM": "Dice system",
|
||||
"DICE_SYSTEM": "Sistema dadi",
|
||||
"DIE": "Dado",
|
||||
"DISADVANTAGE": "Svantaggio",
|
||||
"DISADVANTAGE-": "Svantaggio-",
|
||||
@@ -490,7 +490,7 @@
|
||||
"DISPLAY_AUDITORY_OLFACTORY_MATERIAL": "Auditory, Olfactory, Material",
|
||||
"DISPLAY_AUDITORY_VISUAL": "Auditory, Visual",
|
||||
"DISPLAY_AUDITORY_VISUAL_MATERIAL": "Auditory, Visual, Material",
|
||||
"DISPLAY_MATERIAL": "Material",
|
||||
"DISPLAY_MATERIAL": "Materiali",
|
||||
"DISPLAY_MENTAL": "Mental",
|
||||
"DISPLAY_MENTAL_MATERIAL": "Mental, Material",
|
||||
"DISPLAY_MENTAL_OLFACTORY": "Mental, Olfactory",
|
||||
@@ -516,12 +516,12 @@
|
||||
"EMOTE": "Emote",
|
||||
"ENCHANTMENT": "Ammaliamento",
|
||||
"ENCUMBERED": "Sovraccarico",
|
||||
"ENCUMBERED_FEET": "Speed reduced by 10 feet",
|
||||
"ENCUMBERED_FEET": "Velocità ridotta di 10 piedi",
|
||||
"ENCUMBERED_HEAVILY": "Sovraccarico+",
|
||||
"ENCUMBERED_HEAVILY_2": "You have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.",
|
||||
"ENCUMBERED_HEAVILY_FEET": "Speed reduced by 20 feet",
|
||||
"ENCUMBERED_HEAVILY_METERS": "Speed reduced by 6 meters",
|
||||
"ENCUMBERED_METERS": "Speed reduced by 3 meters",
|
||||
"ENCUMBERED_HEAVILY_2": "Hai svantaggio alle prove di abilità, ai tiri per colpire e ai tiri salvezza che usano Forza, Destrezza o Costituzione.",
|
||||
"ENCUMBERED_HEAVILY_FEET": "Velocità ridotta di 20 piedi",
|
||||
"ENCUMBERED_HEAVILY_METERS": "Velocità ridotta di 6 metri",
|
||||
"ENCUMBERED_METERS": "Velocità ridotta di 3 metri",
|
||||
"ENCUMBRANCE_MULTIPLIER": "Moltiplicatore di ingombro",
|
||||
"ENGINEERING": "Ingegneria",
|
||||
"EP": "ME",
|
||||
@@ -548,8 +548,8 @@
|
||||
"FEATS": "Talenti",
|
||||
"FEATURES": "Caratteristiche",
|
||||
"FEATURES_AND_TRAITS": "Caratteristiche e tratti",
|
||||
"FEET": "Feet",
|
||||
"FEET_ABBREVIATION": "ft.",
|
||||
"FEET": "Piedi",
|
||||
"FEET_ABBREVIATION": "ft.\n",
|
||||
"FIELD": "Campo",
|
||||
"FIGHTER": "Guerriero",
|
||||
"FILTERS": "Filtri",
|
||||
@@ -566,8 +566,8 @@
|
||||
"FREEFORM": "Freeform",
|
||||
"FREETEXT": "Testo",
|
||||
"FRIGHTENED": "Spaventato",
|
||||
"FRIGHTENED_1": "A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.",
|
||||
"FRIGHTENED_2": "The creature can’t willingly move closer to the source of its fear.",
|
||||
"FRIGHTENED_1": "Una creatura spaventata ha svantaggio alle prove di caratteristica e ai tiri per colpire mentre la fonte della sua paura è entro la linea di vista.",
|
||||
"FRIGHTENED_2": "La creatura non può avvicinarsi volontariamente alla fonte della sua paura.",
|
||||
"GARGANTUAN": "Gigantesco",
|
||||
"GENDER": "Sesso",
|
||||
"GENERATE": "Generate",
|
||||
@@ -576,9 +576,9 @@
|
||||
"GOLD": "Oro",
|
||||
"GP": "MO",
|
||||
"GRAPPLED": "Afferrato",
|
||||
"GRAPPLED_1": "A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.",
|
||||
"GRAPPLED_2": "The condition ends if the grappler is incapacitated (see the condition).",
|
||||
"GRAPPLED_3": "The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.",
|
||||
"GRAPPLED_1": "La velocità di una creatura in combattimento diventa 0 e non può beneficiare di alcun bonus alla sua velocità.",
|
||||
"GRAPPLED_2": "La condizione termina se colui che afferra è incapacitato (vedi condizione).",
|
||||
"GRAPPLED_3": "La condizione termina anche se un effetto rimuove la creatura in combattimento dalla portata del lottatore o l'effetto di lotta, come quando una creatura viene scagliata via dall'incantesimo Onda Tonante.",
|
||||
"HAIR": "Capelli",
|
||||
"HALF": "Metà",
|
||||
"HALFLING_LUCK": "Fortuna halfling",
|
||||
@@ -591,7 +591,7 @@
|
||||
"HEIGHT": "Altezza",
|
||||
"HIDE": "Nascondi",
|
||||
"HIDE_INFO": "Nascondi info",
|
||||
"HIDE_INFO_ABILITY_CHECKS": "Nasc. check d iabilità",
|
||||
"HIDE_INFO_ABILITY_CHECKS": "Nasc. check di abilità",
|
||||
"HIDE_INFO_ATTACK": "Nasc. attacco",
|
||||
"HIDE_INFO_CONTENT": "Nasc. contenuto",
|
||||
"HIDE_INFO_COST": "Nasc. costo",
|
||||
@@ -618,7 +618,7 @@
|
||||
"HIT_POINTS_ROLLED": "Punti ferita tirati",
|
||||
"HIT_POINTS_TEMP": "PF temp.",
|
||||
"HIT_POINTS_TEMPORARY": "Punti ferita temporanei",
|
||||
"HIT_POINT_MAXIMUM_REDUCED_BY": "Hit point maximum reduced by",
|
||||
"HIT_POINT_MAXIMUM_REDUCED_BY": "Punti ferita massimi ridotti di",
|
||||
"HON": "Ono",
|
||||
"HONOR": "Onore",
|
||||
"HONOR_SAVING_THROW": "Tiro salvezza di Onore",
|
||||
@@ -631,10 +631,10 @@
|
||||
"ILLUSION": "Illusione",
|
||||
"IMPORT": "Importa",
|
||||
"INCAPACITATED": "Incapacitato",
|
||||
"INCAPACITATED_1": "An incapacitated creature can’t take actions or reactions.",
|
||||
"INCAPACITATED_1": "Una creatura incapace non può compiere azioni o reazioni.",
|
||||
"INFLUENCE": "Influenza",
|
||||
"INITIATIVE": "Iniziativa",
|
||||
"INNATE_SPELLCASTING": "Innate Spellcasting",
|
||||
"INNATE_SPELLCASTING": "Incantesimi Innati",
|
||||
"INNATE_SPELLCASTING_NO_MATERIAL": "non richiede componenti materiali",
|
||||
"INNATE_SPELLCASTING_ONLY_VERBAL": "richiede solo componenti verbali",
|
||||
"INNATE_SPELLCASTING_TEXT_1": "The",
|
||||
@@ -651,8 +651,8 @@
|
||||
"INTIMIDATION": "Intimidazione",
|
||||
"INVESTIGATION": "Investigare",
|
||||
"INVISIBLE": "Invisibile",
|
||||
"INVISIBLE_1": "An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.",
|
||||
"INVISIBLE_2": "Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.",
|
||||
"INVISIBLE_1": "Una creatura invisibile è impossibile da vedere senza l'aiuto della magia o di un senso speciale. Allo scopo di nascondersi, la creatura è fortemente oscurata. La posizione della creatura può essere rilevata da qualsiasi rumore che emette o dalle tracce che lascia.",
|
||||
"INVISIBLE_2": "I tiri per colpire contro la creatura hanno vantaggio e i tiri per colpire della creatura hanno svantaggio.",
|
||||
"JACK_OF_ALL_TRADES": "Tuttofare",
|
||||
"KI": "Ki",
|
||||
"KILOGRAMS": "Chilogrammi",
|
||||
@@ -679,20 +679,20 @@
|
||||
"LONGSWORD": "Spada lunga",
|
||||
"LONG_REST": "Rip. lungo",
|
||||
"LUC": "Luc",
|
||||
"LUCK": "Luck",
|
||||
"LUCK_SAVING_THROW": "Luck saving throw",
|
||||
"LUCK": "Fortuna",
|
||||
"LUCK_SAVING_THROW": "Tiro salvezza fortuna",
|
||||
"MACROS": "Macro",
|
||||
"MANA": "Mana",
|
||||
"MANIPULATION": "Manipolazione",
|
||||
"MANUAL": "Manual",
|
||||
"MANUAL": "Manuale",
|
||||
"MAX": "Max",
|
||||
"MEASUREMENT_SYSTEMS": "Measurement systems",
|
||||
"MEASUREMENT_SYSTEMS": "Sistemi di misura",
|
||||
"MEDICINE": "Medicina",
|
||||
"MEDIUM": "Media",
|
||||
"MEDIUM_ARMOR": "Armatura media",
|
||||
"MEDIUM_ARMOR_MAX_DEX": "Armatura media max DES",
|
||||
"MELEE": "Mischia",
|
||||
"MELEE_OR_RANGED_WEAPON_ATTACK": "Melee or Ranged Weapon Attack",
|
||||
"MELEE_OR_RANGED_WEAPON_ATTACK": "Attacco con arma da mischia o a distanza",
|
||||
"MELEE_SPELL_ATTACK": "Melee Spell Attack",
|
||||
"MELEE_WEAPON": "Arma da mischia",
|
||||
"MELEE_WEAPON_ATTACK": "Attacco di arma da mischia",
|
||||
@@ -716,50 +716,50 @@
|
||||
"NO": "No",
|
||||
"NORMAL": "Normale",
|
||||
"NOTHING_RECHARGED": "Nothing recharged",
|
||||
"NO_CONCENTRATION": "No concentration",
|
||||
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE": "No extra damage on a critical hit from the default damage",
|
||||
"NO_CONCENTRATION": "Senza Concentrazione",
|
||||
"NO_CRITICAL_DAMAGE_FROM_DEFAULT_DAMAGE": "Nessun danno extra su un colpo critico dal danno base",
|
||||
"NPC": "PNG",
|
||||
"OFFENSE": "Offesa",
|
||||
"OFFENSE": "Attacco",
|
||||
"ONE_CREATURE": "una creatura",
|
||||
"ONE_TARGET": "un bersaglio",
|
||||
"OR": "o",
|
||||
"OTHER": "Altro",
|
||||
"OTHER_ARMOR": "Altra armatura",
|
||||
"OTHER_DAMAGE": "Other damage",
|
||||
"OTHER_DAMAGE": "Altro danno",
|
||||
"OTHER_PROFICIENCIES_AND_LANGUAGES": "Altre competenze e lingue",
|
||||
"OTHER_TYPE": "Other (AoE, Cone, Line)",
|
||||
"OTHER_TYPE": "Altro (AoE, Cono, Linea)",
|
||||
"OUTPUT": "Output",
|
||||
"PALADIN": "Paladino",
|
||||
"PARALYZED": "Paralizzato",
|
||||
"PARALYZED_1": "A paralyzed creature is incapacitated (see the condition) and can’t move or speak.",
|
||||
"PARALYZED_2": "The creature automatically fails Strength and Dexterity saving throws.",
|
||||
"PARALYZED_3": "Attack rolls against the creature have advantage.",
|
||||
"PARALYZED_4": "Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.",
|
||||
"PARALYZED_1": "Una creatura paralizzata è incapacitata (vedi la condizione) e non può muoversi o parlare.",
|
||||
"PARALYZED_2": "La creatura fallisce automaticamente i tiri salvezza di Forza e Destrezza.",
|
||||
"PARALYZED_3": "I tiri per colpire contro la creatura hanno vantaggio.",
|
||||
"PARALYZED_4": "Qualsiasi attacco che colpisce la creatura è un colpo critico se l'attaccante si trova entro 1,5 metri dalla creatura.",
|
||||
"PASSIVE": "Passivo",
|
||||
"PASSIVE_ABILITY_CHECK": "Prova passiva di caratteristica",
|
||||
"PASSIVE_SKILLS": "Passive skills",
|
||||
"PASSIVE_SKILLS": "Abilità passive",
|
||||
"PC": "PG",
|
||||
"PERCEPTION": "Percezione",
|
||||
"PERFORMANCE": "Performance",
|
||||
"PERSONALITY_TRAITS": "Tratti personalità",
|
||||
"PERSUASION": "Persuasione",
|
||||
"PER_LEVEL": "per livello",
|
||||
"PER_USE": "per use",
|
||||
"PER_USE": "per uso",
|
||||
"PETRIFIED": "Pietrificato",
|
||||
"PETRIFIED_1": "A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.",
|
||||
"PETRIFIED_2": "The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.",
|
||||
"PETRIFIED_3": "Attack rolls against the creature have advantage.",
|
||||
"PETRIFIED_4": "The creature automatically fails Strength and Dexterity saving throws.",
|
||||
"PETRIFIED_5": "The creature has resistance to all damage.",
|
||||
"PETRIFIED_6": "The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.",
|
||||
"PETRIFIED_1": "Una creatura pietrificata si trasforma, insieme a qualsiasi oggetto non magico che indossa o trasporta, in una solida sostanza inanimata (di solito pietra). Il suo peso aumenta di un fattore dieci e cessa di invecchiare.",
|
||||
"PETRIFIED_2": "La creatura è incapacitata (vedi la condizione), non può muoversi o parlare e non è consapevole di ciò che la circonda.",
|
||||
"PETRIFIED_3": "I tiri per colpire contro la creatura hanno vantaggio.",
|
||||
"PETRIFIED_4": "La creatura fallisce automaticamente i tiri salvezza di Forza e Destrezza.",
|
||||
"PETRIFIED_5": "La creatura ha resistenza a tutti i danni.",
|
||||
"PETRIFIED_6": "La creatura è immune a veleni e malattie, sebbene un veleno o una malattia già nel suo sistema rimangano in sospeso, non neutralizzati.",
|
||||
"PIERCING": "perforante",
|
||||
"PLATINUM": "Platino",
|
||||
"PLUS": "plus",
|
||||
"POINTS": "Points",
|
||||
"POINTS": " Punti",
|
||||
"POINTS_OF_ORIGIN": "Punti di origine",
|
||||
"POISON": "veleno",
|
||||
"POISONED": "Avvelenato",
|
||||
"POISONED_1": "A poisoned creature has disadvantage on attack rolls and ability checks.",
|
||||
"POISONED_1": "Una creatura avvelenata ha svantaggio ai tiri per colpire e alle prove di caratteristica.",
|
||||
"POTION": "Pozione",
|
||||
"POTION_OF_HEALING": "Pozione di Guarigione",
|
||||
"POUNDS": "Pounds",
|
||||
@@ -769,17 +769,17 @@
|
||||
"PREPARED_MATTERS": "Prepared matters",
|
||||
"PROCESSING_CLOSE_MESSAGE": "If this does not close after a few seconds (max 15 seconds for complex cases) then an error has occurred. In that case please open an issue on the issue tracker detailing the steps to reproduce (ideally showing the error in the browser's console).",
|
||||
"PROCESSING_MESSAGE": "While the sheet is processing do not close the sheet.",
|
||||
"PROCESSING_TITLE": "Processing",
|
||||
"PROCESSING_TITLE": "Processando",
|
||||
"PROF": "Comp.",
|
||||
"PROFICIENCIES": "Competenze",
|
||||
"PROFICIENCY_BONUS": "Bonus competenza",
|
||||
"PROFICIENCY_DICE": "Proficiency dice",
|
||||
"PROFICIENCY_DICE": "Bonus competenza",
|
||||
"PROFICIENT": "Competente",
|
||||
"PROFICIENT_ARMOR_WEIGHS": "Armor that you are proficient in weighs",
|
||||
"PROFICIENT_ARMOR_WEIGHS": "Peso Armatura in cui sei competente",
|
||||
"PRONE": "Prono",
|
||||
"PRONE_1": "A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.",
|
||||
"PRONE_2": "The creature has disadvantage on attack rolls.",
|
||||
"PRONE_3": "An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.",
|
||||
"PRONE_1": "L'unica opzione di movimento di una creatura prona è strisciare, a meno che non si alzi in piedi e quindi metta fine alla condizione.",
|
||||
"PRONE_2": "La creatura ha svantaggio ai tiri per colpire.",
|
||||
"PRONE_3": "Un tiro per colpire contro la creatura ha vantaggio se l'attaccante si trova entro 1,5 metri dalla creatura. Altrimenti, il tiro per colpire ha svantaggio.",
|
||||
"PSI": "Psi",
|
||||
"PSION": "Psion",
|
||||
"PSIONICS": "Psionics",
|
||||
@@ -790,9 +790,9 @@
|
||||
"PSI_POINTS": "Psi Points",
|
||||
"PSYCHIC": "psichico",
|
||||
"PUBLIC_FOR_ALL": "Visibile a tutti",
|
||||
"QUERY": "Query",
|
||||
"QUERY_ADVANTAGE_DEFAULT": "Query (Advantage default)",
|
||||
"QUERY_DISADVANTAGE_DEFAULT": "Query (Disadvantage default)",
|
||||
"QUERY": "Chiedi",
|
||||
"QUERY_ADVANTAGE_DEFAULT": "Chiedi (Vantaggio di base)",
|
||||
"QUERY_DISADVANTAGE_DEFAULT": "Chiedi (Svantaggio di base)",
|
||||
"QUICK": "Veloce",
|
||||
"RACE": "Razza",
|
||||
"RACIAL_FEATURE_POWERFUL_BUILD": "Corporatura possente",
|
||||
@@ -800,7 +800,7 @@
|
||||
"RADIANT": "radiante",
|
||||
"RANGE": "Portata",
|
||||
"RANGED": "A distanza",
|
||||
"RANGED_SPELL_ATTACK": "Ranged Spell Attack",
|
||||
"RANGED_SPELL_ATTACK": "Incantesimo a distanza",
|
||||
"RANGED_WEAPON": "Arma a distanza",
|
||||
"RANGED_WEAPON_ATTACK": "Attacco con arma a distanza",
|
||||
"RANGED_WEAPON_ATTACK_MODIFIER": "Modificatore d'attacco arma a distanza",
|
||||
@@ -819,8 +819,8 @@
|
||||
"RECHARGE_6": "Ricarica 6",
|
||||
"RECHARGE_AFTER_LONG_REST": "Si ricarica dopo riposo lungo",
|
||||
"RECHARGE_AFTER_SHORT_OR_LONG_REST": "Si ricarica dopo un riposo breve o lungo",
|
||||
"RECOVERED": "recovered",
|
||||
"REDUCED_TO": "reduced to",
|
||||
"RECOVERED": "guarigione",
|
||||
"REDUCED_TO": "ridotto a",
|
||||
"REF": "Ref",
|
||||
"REFLEX": "Riflessi",
|
||||
"REFLEX_SAVING_THROW": "Tiro salvezza di Riflessi",
|
||||
@@ -829,45 +829,45 @@
|
||||
"RELIGION": "Religione",
|
||||
"REMARKABLE_ATHLETE": "Atleta impressionante",
|
||||
"REPEAT": "Ripetere",
|
||||
"REPORT_AN_ISSUE": "Report an issue",
|
||||
"REPORT_AN_ISSUE": "Segnala un problema",
|
||||
"REQUIRES_API": "Questa opzione richiede l’API",
|
||||
"RESET": "reset",
|
||||
"RESISTANCES_AND_IMMUNITIES": "Resistenze e immunità",
|
||||
"RESOURCES": "Risorse",
|
||||
"REST": "Riposo",
|
||||
"RESTRAINED": "Legato",
|
||||
"RESTRAINED_1": "A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.",
|
||||
"RESTRAINED_2": "Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.",
|
||||
"RESTRAINED_3": "The creature has disadvantage on Dexterity saving throws.",
|
||||
"RESTRAINED": "Afferrato",
|
||||
"RESTRAINED_1": "La velocità di una creatura in combattimento diventa 0 e non può beneficiare di alcun bonus alla sua velocità.",
|
||||
"RESTRAINED_2": "I tiri per colpire contro la creatura hanno vantaggio e i tiri per colpire della creatura hanno svantaggio.",
|
||||
"RESTRAINED_3": "La creatura ha svantaggio ai tiri per colpire.",
|
||||
"RING": "Anello",
|
||||
"RITUAL": "Rituale",
|
||||
"ROGUE": "Furfante",
|
||||
"ROGUE": "Ladro",
|
||||
"ROLL": "Tiro",
|
||||
"ROLL_2": "Tira 2",
|
||||
"ROLL_OPTIONS": "Opzioni tiro",
|
||||
"ROLL_TEMPLATE": "Template tiro",
|
||||
"SAN": "San",
|
||||
"SANITY": "Sanity",
|
||||
"SANITY_SAVING_THROW": "Sanity saving throw",
|
||||
"SAVE": "Save",
|
||||
"SAVE_DC": "Save DC",
|
||||
"SANITY": "Sanità",
|
||||
"SANITY_SAVING_THROW": "Tiro salvezza Sanità",
|
||||
"SAVE": "Tiro Salvezza",
|
||||
"SAVE_DC": "CD Tiro Salvezza",
|
||||
"SAVING_DC": "CD salvezza",
|
||||
"SAVING_THROW": "Tiro salvezza",
|
||||
"SAVING_THROWS": "Tiri salvezza",
|
||||
"SAVING_THROWS_BONUS": "Saving throws bonus",
|
||||
"SAVING_THROWS_QUERY": "Query tiri salvezza",
|
||||
"SAVING_THROW_BONUS": "saving throw bonus",
|
||||
"SAVING_THROWS_BONUS": "Bonus ai Tiri Salvezza",
|
||||
"SAVING_THROWS_QUERY": "Chiedi tiri salvezza",
|
||||
"SAVING_THROW_BONUS": "Bonus tiro Salvezza",
|
||||
"SAVING_THROW_DC": "CD tiro salvezza",
|
||||
"SAVING_THROW_FAILURE": "Saving throw failure",
|
||||
"SAVING_THROW_FAILURE": "Fallimento tiro Salvezza",
|
||||
"SAVING_THROW_MODIFIER": "Modificatore tiro salvezza",
|
||||
"SAVING_THROW_SUCCESS": "Saving throw success",
|
||||
"SCORE": "Score",
|
||||
"SAVING_THROW_SUCCESS": "Successo tiro Salvezza",
|
||||
"SCORE": "Punteggio",
|
||||
"SECOND_DAMAGE": "Secondo danno",
|
||||
"SELF": "Self",
|
||||
"SELF": "Privato",
|
||||
"SENSES": "Sensi",
|
||||
"SHEET": "Scheda",
|
||||
"SHEET_OUTPUT": "Output scheda",
|
||||
"SHEET_SETTING": "Sheet setting",
|
||||
"SHEET_SETTING": "Impostazioni Scheda PG",
|
||||
"SHIELD": "Scudo",
|
||||
"SHORT_OR_LONG_REST": "Riposo breve o lungo",
|
||||
"SHORT_REST": "Rip. breve",
|
||||
@@ -909,14 +909,14 @@
|
||||
"SKILL_SHEET_SETTING": "– Sheet setting",
|
||||
"SKIN": "Pelle",
|
||||
"SLASHING": "Da taglio",
|
||||
"SLEIGHTOFHAND": "Mano lesta",
|
||||
"SLEIGHTOFHAND": "Rapidità di Mano",
|
||||
"SLOT": "Slot",
|
||||
"SLOTS": "Slots",
|
||||
"SMALL": "Piccola",
|
||||
"SOCIETY": "Società",
|
||||
"SORCERER": "Stregone",
|
||||
"SORCERY": "Sorcery",
|
||||
"SORCERY_POINTS": "Sorcery Points",
|
||||
"SORCERY_POINTS": "Punti stregoneria",
|
||||
"SOULKNIFE": "Soulknife",
|
||||
"SOURCE": "Fonte",
|
||||
"SOURCE_TO_TARGET": "Fonte → Bersaglio",
|
||||
@@ -930,12 +930,12 @@
|
||||
"SPELLCASTING_TEXT_1": "The",
|
||||
"SPELLCASTING_TEXT_2": "is a",
|
||||
"SPELLCASTING_TEXT_3": "spellcaster. Its spellcasting ability is",
|
||||
"SPELLCASTING_TEXT_4": "has the following",
|
||||
"SPELLCASTING_TEXT_5": "spells prepared",
|
||||
"SPELLCASTING_TEXT_4": "ha le seguenti",
|
||||
"SPELLCASTING_TEXT_5": "incantesimi preparati",
|
||||
"SPELLS": "Incantesimi",
|
||||
"SPELLS_ON_CORE": "Show spells on the core page",
|
||||
"SPELLS_TAB": "Spells tab",
|
||||
"SPELL_ATTACK": "Spell attack",
|
||||
"SPELL_ATTACK": "Attacco magico",
|
||||
"SPELL_ATTACK_MODIFIER": "Spell attack modifier",
|
||||
"SPELL_DAMAGE_MODIFIER": "Spell damage modifier",
|
||||
"SPELL_DC": "Spell DC",
|
||||
@@ -958,9 +958,9 @@
|
||||
"STR_13": "For 13",
|
||||
"STR_15": "For 15",
|
||||
"STUNNED": "Stordito",
|
||||
"STUNNED_1": "A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.",
|
||||
"STUNNED_2": "The creature automatically fails Strength and Dexterity saving throws.",
|
||||
"STUNNED_3": "Attack rolls against the creature have advantage.",
|
||||
"STUNNED_1": "Una creatura stordita è incapacitata (vedi la condizione), non può muoversi e può parlare solo farfugliando.",
|
||||
"STUNNED_2": "La creatura fallisce automaticamente i tiri salvezza di Forza e Destrezza.",
|
||||
"STUNNED_3": "I tiri per colpire contro la creatura hanno vantaggio.",
|
||||
"SUCCESSES": "Successi",
|
||||
"SUMMONER": "Evocatore",
|
||||
"SURVIVAL": "Sopravvivenza",
|
||||
@@ -986,19 +986,19 @@
|
||||
"TYPE": "Tipo",
|
||||
"UNARMORED": "Senza armatura",
|
||||
"UNCONSCIOUS": "Svenuto",
|
||||
"UNCONSCIOUS_1": "An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.",
|
||||
"UNCONSCIOUS_2": "The creature drops whatever it’s holding and falls prone.",
|
||||
"UNCONSCIOUS_3": "The creature automatically fails Strength and Dexterity saving throws.",
|
||||
"UNCONSCIOUS_4": "Attack rolls against the creature have advantage.",
|
||||
"UNCONSCIOUS_5": "Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.",
|
||||
"UNITS": "Units",
|
||||
"UNCONSCIOUS_1": "La creatura è incapacitata (vedi la condizione), non può muoversi o parlare e non è consapevole di ciò che la circonda.",
|
||||
"UNCONSCIOUS_2": "La creatura lascia cadere qualunque cosa stia trattenendo e cade prona.",
|
||||
"UNCONSCIOUS_3": "La creatura fallisce automaticamente i tiri salvezza di Forza e Destrezza.",
|
||||
"UNCONSCIOUS_4": "I tiri per colpire contro la creatura hanno vantaggio.",
|
||||
"UNCONSCIOUS_5": "Qualsiasi attacco che colpisce la creatura è un colpo critico se l'attaccante si trova entro 1,5 metri dalla creatura.",
|
||||
"UNITS": "Unità di Misura",
|
||||
"UNPROFICIENT": "Non competente",
|
||||
"UNTIL_DISPELLED": "Finché non è dissolto",
|
||||
"UNTIL_DISPELLED_OR_TRIGGERED": "Finché non è dissolto o attivato",
|
||||
"USES": "Usi",
|
||||
"USES": "Utilizzi",
|
||||
"USE_CUSTOM_SAVING_THROWS": "Usa tiri salvezza personalizzati",
|
||||
"UTILITY": "Utilità",
|
||||
"VALUE": "Value",
|
||||
"VALUE": "Valore",
|
||||
"VERSATILE": "Versatile",
|
||||
"VS": "vs",
|
||||
"VS_FIEND_OR_UNDEAD": "vs non morti o immondi",
|
||||
|
||||
@@ -167,9 +167,9 @@
|
||||
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT": "Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It is immune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
|
||||
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE": "Soul of Artifice",
|
||||
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT": "Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
|
||||
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT": "Superior Attunement",
|
||||
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT": "Üstün Uyum",
|
||||
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT": "Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.",
|
||||
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE": "Tool Expertise",
|
||||
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE": "Alet Uzmanlığı",
|
||||
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT": "Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
|
||||
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION": "Wondrous Invention",
|
||||
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT": "You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
|
||||
@@ -177,9 +177,9 @@
|
||||
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT": "You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE": "Danger Sense",
|
||||
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT": "You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK": "Extra Attack (Barbarian)",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK": "Ekstra Saldırı (Barbar)",
|
||||
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT": "Fast Movement",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT": "Hızlı Hareket",
|
||||
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT": "Your speed increases by 10 feet while you aren’t wearing heavy armor.",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT": "Feral Instinct",
|
||||
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT": "Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
|
||||
@@ -189,7 +189,7 @@
|
||||
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT": "Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.",
|
||||
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION": "Primal Champion",
|
||||
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT": "You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
|
||||
"CLASS_FEATURE_BARBARIAN_RAGE": "Rage",
|
||||
"CLASS_FEATURE_BARBARIAN_RAGE": "Öfke",
|
||||
"CLASS_FEATURE_BARBARIAN_RAGE_TEXT": "On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
|
||||
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK": "Reckless Attack",
|
||||
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT": "When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
|
||||
@@ -222,11 +222,11 @@
|
||||
"CLASS_FEATURE_DRUID_ARCHDRUID_TEXT": "Yabani Şekil marifetinizi sınırsız sayıda kullanabilirsiniz.\nEk olarak, Druid büyülerinizin sözel ve bedensel bileşenlerini ve maliyeti olmayan ve bir büyü tarafından tüketilmeyen materyal bileşenlerini kullanmanız gerekmez. Bu avantajı hem normal formunuzda hem de Yabani Şekilden gelen yaratık formunuzda kullanabilirsiniz.",
|
||||
"CLASS_FEATURE_DRUID_BEAST_SPELLS": "Hayvan Büyüleri",
|
||||
"CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT": "You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
|
||||
"CLASS_FEATURE_DRUID_DRUIDIC": "Druidic",
|
||||
"CLASS_FEATURE_DRUID_DRUIDIC": "Druidik",
|
||||
"CLASS_FEATURE_DRUID_DRUIDIC_TEXT": "You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
|
||||
"CLASS_FEATURE_DRUID_TIMELESS_BODY": "Timeless Body",
|
||||
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT": "The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE": "Wild Shape",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE": "Yabani Şekil",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING": "that doesn’t have a flying speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING": "that doesn’t have a flying or swimming speed",
|
||||
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT": "You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
|
||||
|
||||
@@ -0,0 +1,100 @@
|
||||
{
|
||||
"name-u": "NAME",
|
||||
"nation-u": "NATION",
|
||||
"player-u": "PLAYER",
|
||||
"religion-u": "RELIGION",
|
||||
"wounds": "Wounds",
|
||||
"dramatic-wounds": "Dramatic Wounds",
|
||||
"traits-skills": "Traits and Skills",
|
||||
"prime": "Prime",
|
||||
"details": "Details",
|
||||
"story": "Story",
|
||||
"ship": "Ship",
|
||||
"all": "All",
|
||||
"traits": "Traits",
|
||||
"brawn": "Brawn",
|
||||
"finesse": "Finesse",
|
||||
"resolve": "Resolve",
|
||||
"wits": "Wits",
|
||||
"panache": "Panache",
|
||||
"advantages": "Advantages",
|
||||
"show": "Show",
|
||||
"dice": "Dice",
|
||||
"normal": " Normal ",
|
||||
"exploding": " Exploding ",
|
||||
"reroll": "Reroll",
|
||||
"plus-2-dice": "Plus 2 Dice",
|
||||
"plus-3-dice": "Plus 3 Dice",
|
||||
"plus-4-dice": "Plus 4 Dice",
|
||||
"skills": "Skills",
|
||||
"trait-u": "TRAIT",
|
||||
"rank-u": "RANK",
|
||||
"aim": "Aim",
|
||||
"none": "None",
|
||||
"athletics": "Athletics",
|
||||
"brawl": "Brawl",
|
||||
"convince": "Convince",
|
||||
"empathy": "Empathy",
|
||||
"hide": "Hide",
|
||||
"intimidate": "Intimidate",
|
||||
"notice": "Notice",
|
||||
"perform": "Perform",
|
||||
"ride": "Ride",
|
||||
"sailing": "Sailing",
|
||||
"scholarship": "Scholarship",
|
||||
"tempt": "Tempt",
|
||||
"theft": "Theft",
|
||||
"warfare": "Warfare",
|
||||
"weaponry": "Weaponry",
|
||||
"backgrounds": "Backgrounds",
|
||||
"background": "Background",
|
||||
"arcana": "Arcana",
|
||||
"virtue": "Virtue",
|
||||
"hubris": "Hubris",
|
||||
"reputation": "Reputation",
|
||||
"reputation-rating": "Reputation Rating",
|
||||
"cost": "Cost",
|
||||
"wealth": "Wealth",
|
||||
"profession": "Profession",
|
||||
"sorcery": "Sorcery",
|
||||
"rank": "Rank",
|
||||
"dueling-style-bonus": "Dueling Style Bonus",
|
||||
"dueling": "Dueling",
|
||||
"secret-society": "Secret Society",
|
||||
"society": "Society",
|
||||
"favor": "Favor",
|
||||
"languages": "Languages",
|
||||
"corruption": "Corruption",
|
||||
"connections": "Connections",
|
||||
"contact-name": "Contact Name",
|
||||
"relation": "Relation",
|
||||
"country-city": "Country, City",
|
||||
"stories": "Stories",
|
||||
"steps": "Steps",
|
||||
"reward": "Reward",
|
||||
"ship-name-u": "SHIP'S NAME",
|
||||
"class-u": "CLASS",
|
||||
"captain-u": "CAPTAIN",
|
||||
"origin-u": "ORIGIN",
|
||||
"hits-u": "HITS",
|
||||
"critical-hits-u": "CRITICAL HITS",
|
||||
"ship-details": " Expanded Ship Details",
|
||||
"class": "Class",
|
||||
"crew": "Crew",
|
||||
"cargo": "Cargo",
|
||||
"guns": "Guns",
|
||||
"treasury": "Treasury",
|
||||
"special-features": "Special Features",
|
||||
"feature": "Feature",
|
||||
"adventures": "Adventures",
|
||||
"adventure": "Adventure",
|
||||
"position": "Position",
|
||||
"name": "Name",
|
||||
"lieutenant-first-mate": "Lieutenant/First Mate",
|
||||
"master-of-sail": "Master of Sail",
|
||||
"sail": "Sail",
|
||||
"boatswan": "Boatswan",
|
||||
"master-gunner": "Master Gunner",
|
||||
"surgeon-doctor": "Surgeon/Doctor",
|
||||
"out-of": "out of"
|
||||
}
|
||||
@@ -0,0 +1,72 @@
|
||||
{
|
||||
"up_to_half_the_range": "Up to half the Range",
|
||||
"past_half_the_range": "Past Half the Range",
|
||||
"+roll": "+Roll",
|
||||
"k": "k",
|
||||
"weapon": "Weapon",
|
||||
"knack_rating": "Knack Rating",
|
||||
"name": "Name",
|
||||
"player": "Player",
|
||||
"nationality": "Nationality",
|
||||
"memberships": "Memberships",
|
||||
"experience": "Experience",
|
||||
"profession": "Profession",
|
||||
"skills": "Skills",
|
||||
"mastery": "Mastery",
|
||||
"basic": "Basic",
|
||||
"combat": "Combat",
|
||||
"equipment": "Equipment",
|
||||
"notes": "Notes",
|
||||
"old_skills": "Old Skills",
|
||||
"character_information": "Character Information",
|
||||
"traits": "Traits",
|
||||
"brawn": "Brawn",
|
||||
"finesse": "Finesse",
|
||||
"wits": "Wits",
|
||||
"resolve": "Resolve",
|
||||
"panache": "Panache",
|
||||
"background": "Background",
|
||||
"advantages": "Advantages",
|
||||
"reputation": "Reputation",
|
||||
"sorcerous_heritages": "Sorcerous Heritages",
|
||||
"trait": "Trait",
|
||||
"knack_name": "Knack Name",
|
||||
"rating": "Rating",
|
||||
"cast!": "Cast!",
|
||||
"en_garde": "En Garde!",
|
||||
"static": "Static",
|
||||
"crippled": "Crippled",
|
||||
"on_guard": "On Guard",
|
||||
"skilled": "Skilled",
|
||||
"swordsman_schools": "Swordsman Schools",
|
||||
"special_abilities": "Special Abilities",
|
||||
"type": "Type",
|
||||
"damage": "Damage",
|
||||
"dice": "Dice",
|
||||
"static_bonus": "Static Bonus",
|
||||
"keep": "Keep",
|
||||
"attack": "Attack",
|
||||
"range": "Range",
|
||||
"short": "Short",
|
||||
"long": "Long",
|
||||
"reload": "Reload",
|
||||
"melee": "Melee",
|
||||
"yes": "Yes",
|
||||
"no": "No",
|
||||
"defend!": "Defend!",
|
||||
"active": "Active",
|
||||
"passive": "Passive",
|
||||
"wounds": "Wounds",
|
||||
"dramatic_wounds": "Dramatic Wounds",
|
||||
"flesh_wounds": "Flesh Wounds",
|
||||
"roll": "Roll",
|
||||
"knocked_out": "Knocked Out",
|
||||
"defence_knacks": "Defence Knacks",
|
||||
"first": "First",
|
||||
"second": "Second",
|
||||
"third": "Third",
|
||||
"fourth": "Fourth",
|
||||
"fifth": "Fifth",
|
||||
"sixth": "Sixth",
|
||||
"seventh": "Seventh"
|
||||
}
|
||||
@@ -9,7 +9,7 @@
|
||||
"player": "Giocatore",
|
||||
"nationality": "Nationality",
|
||||
"memberships": "Memberships",
|
||||
"experience": "Experience",
|
||||
"experience": "Esperienza",
|
||||
"profession": "Profession",
|
||||
"skills": "Abilità",
|
||||
"mastery": "Mastery",
|
||||
|
||||
@@ -0,0 +1,913 @@
|
||||
{
|
||||
"zero_mode": "◇",
|
||||
"coin_mode": "⬘",
|
||||
"hellstone_mode": "◆",
|
||||
"faction_the_8th_cavalry": "The 8th Cavalry",
|
||||
"faction_ironware_metal_goods": "Ironware & Metal Goods",
|
||||
"faction_northern_rail_transport": "Northern Rail & Transport",
|
||||
"faction_the_thunder_raven_tribe": "The Thunder Raven Tribe",
|
||||
"faction_fells_wargo": "Fells & Wargo",
|
||||
"faction_horizon_credit_union": "Horizon Credit Union",
|
||||
"faction_good_health_association": "Good Health Association",
|
||||
"faction_eastwest_rail": "East-West Rail",
|
||||
"faction_diamond_trust": "Diamond Trust",
|
||||
"faction_the_pony_express": "The Pony Express",
|
||||
"faction_the_twins": "The Twins",
|
||||
"faction_the_inquisition": "The Inquisition",
|
||||
"faction_mr_wongs_family_business": "Mr. Wong’s Family Business",
|
||||
"faction_the_house_of_roses": "The House of Roses",
|
||||
"faction_fine_energy_enterprise": "Fine Energy Enterprise",
|
||||
"faction_lord_dorian_lockwoodtate": "Lord Dorian Lockwood-Tate",
|
||||
"faction_first_church_of_saint_michael": "First Church of Saint Michael",
|
||||
"faction_rattlesnake_gang": "Rattlesnake Gang",
|
||||
"faction_the_shadow_valley_gang": "The Shadow Valley Gang",
|
||||
"faction_explorers_society": "Explorers Society",
|
||||
"faction_the_mother_of_bones": "The Mother of Bones",
|
||||
"faction_the_black_rider": "The Black Rider",
|
||||
"faction_miners_union": "Miners’ Union",
|
||||
"faction_southern_refugees": "Southern Refugees",
|
||||
"faction_native_tribes_from_session_one": "Native Tribes from Session One",
|
||||
"hellstone_scavengers": "Hellstone Scavengers",
|
||||
"crew_hellstone_scavengers_xp_condition": "Acquired Hellstone or an artifact, executed a successful scavenge operation or kept trespassers at bay.",
|
||||
"outlaw_posse": "Outlaw Posse",
|
||||
"crew_outlaw_posse_xp_condition": "Execute a successful battle, robbery, thievery, murder or jailbreak.",
|
||||
"bounty_hunters": "Bounty Hunters",
|
||||
"crew_bounty_hunters_xp_condition": "Execute a successful bounty or treasure hunt.",
|
||||
"tribe": "Tribe",
|
||||
"crew_tribe_xp_condition": "Execute a successful hunt, raid, or a spiritual conquest.",
|
||||
"modus": "Modus",
|
||||
"equilibrium": "Equi-librium",
|
||||
"crew_ability_veteran": "Veteran",
|
||||
"crew_ability_veteran_description": "Choose a special ability from another Posse. May be chosen as often as you like, even as your first Special Ability.",
|
||||
"crew_ability_veteran_revenant": "Veteran",
|
||||
"crew_ability_veteran_revenant_description": "Choose appropriate special ability from another source.",
|
||||
"crew_ability_patron": "Patron",
|
||||
"crew_ability_patron_description": "When you advance your Tier, it costs half the Coin it normally would. Who is your patron? Why do they help you?",
|
||||
"crew_ability_bloundhounds": "Bloodhounds",
|
||||
"crew_ability_bloundhounds_description": "Each PC may add +1 action rating to Command, Sling, or Hunt (up to a max rating of 3).",
|
||||
"crew_ability_a_walking_rogues_gallery": "A Walking Rogues’ Gallery",
|
||||
"crew_ability_a_walking_rogues_gallery_description": "When your Posse has the chance to mull it over you will recognize any outlaw / lawman you've seen either in person or in a likeness. You know if there is a bounty on their head and its value.",
|
||||
"crew_ability_life_line": "Life Line",
|
||||
"crew_ability_life_line_description": "You bring ‘em in alive. You may choose that your target is only incapacitated instead of dead. There’s always a little bit of life left in them.",
|
||||
"crew_ability_an_eye_for_it": "An Eye For It",
|
||||
"crew_ability_an_eye_for_it_description": "You may read artifacts or Hellstone weapons to find out what they do and how they are dangerous. With that you always get good details.",
|
||||
"crew_ability_really_useful": "Really Useful",
|
||||
"crew_ability_really_useful_description": "Sometimes friends are as good as territory. You may count up to three +3 Faction statuses you hold as if they are claims.",
|
||||
"crew_ability_lucky_fellows": "Lucky Fellows",
|
||||
"crew_ability_lucky_fellows_description": "When you roll Rider Events, roll twice and keep the one you want. When you reduce Doom on the Posse, take +1d.",
|
||||
"crew_ability_heigh_ho": "Heigh-Ho",
|
||||
"crew_ability_heigh_ho_description": "Each PC may add +1 action rating to Attune, Disable, or Prowl (up to a max rating of 3).",
|
||||
"crew_ability_transporter": "Transporter",
|
||||
"crew_ability_transporter_description": "When you execute a Travel Plan to start your run or Hellstone Scavenge, take +1d to the engagement roll.",
|
||||
"crew_ability_dig_dug": "Dig Dug",
|
||||
"crew_ability_dig_dug_description": "No way to rip you off. When you acquire mining equipment or explosives, you get +1 result level to your roll.",
|
||||
"crew_ability_leverage": "Leverage",
|
||||
"crew_ability_leverage_description": "Your Posse supplies 'found stuff' for other Factions. Your success is good for them. Whenever you gain rep, gain +1 rep. Which Factions? Who’s angry about this arrangement? Which quality rating of which location is affected by this arrangement?",
|
||||
"crew_ability_got_used_to_the_strange_life": "Got Used to the Strange Life",
|
||||
"crew_ability_got_used_to_the_strange_life_description": "You get +1d to resistance rolls against supernatural threats including Delving too Deep. You get +1d to healing rolls when you have supernatural harm.",
|
||||
"crew_ability_undue_hellish_confidence": "Undue Hellish Confidence",
|
||||
"crew_ability_undue_hellish_confidence_description": "No one can beat your Posse as long you have Hellstone around (at least it feels this way). Once per run you may regain 1 Grit if you make a Mutation Roll.",
|
||||
"crew_ability_deadly_serious": "Deadly Serious",
|
||||
"crew_ability_deadly_serious_description": "Each PC may add +1 action rating to Command, Sling, or Brawl (up to a max rating of 3).",
|
||||
"crew_ability_blood_brothers": "Blood Brothers",
|
||||
"crew_ability_blood_brothers_description": "When you fight alongside your cohorts in combat, they get +1d for teamwork rolls (setup and group actions). All of your cohorts get the Thugs type for free (if they're already Thugs, add another type).",
|
||||
"crew_ability_straightforward": "Straightforward",
|
||||
"crew_ability_straightforward_description": "When you execute an assault plan, take +1d to the Engagement roll.",
|
||||
"crew_ability_fiends": "Fiends",
|
||||
"crew_ability_fiends_description": "Fear is as good as respect. You may count each active Rider as if it was a claim.",
|
||||
"crew_ability_forged_in_the_fire": "Forged in the Fire",
|
||||
"crew_ability_forged_in_the_fire_description": "Each PC has been toughened by cruel experience. You get +1d to resistance rolls.",
|
||||
"crew_ability_war_dogs": "War Dogs",
|
||||
"crew_ability_war_dogs_description": "When you’re in a feud (-3 Faction status), your Posse does not suffer -1 hold and PCs still get two downtime activities, instead of just one.",
|
||||
"crew_ability_watchers": "Watchers",
|
||||
"crew_ability_watchers_description": "Each PC may add +1 action rating to Attune, Hunt, or Survey (up to a max rating of 3).",
|
||||
"crew_ability_into_the_burning_beyond": "Into the Burning Beyond",
|
||||
"crew_ability_into_the_burning_beyond_description": "The spirits showed you the shifting paths into the Burning Beyond and back. You may attune to visit places of the Beyond if you respect the inhabitants and bring appropriate offerings. You don’t have to leave the way you came.",
|
||||
"crew_ability_horseback_is_home": "Horseback is Home",
|
||||
"crew_ability_horseback_is_home_description": "You get +1d while on horseback. You speak the language of horses. You may ask them to gather information with +1 effect. You lose 3 Grit when your horse dies.",
|
||||
"crew_ability_one_with_the_land": "One with the Land",
|
||||
"crew_ability_one_with_the_land_description": "You may command the spirits of the land or ask kindly for their help or advice. You may ignore one consequence if the spirits chose to provide cover. Or you may gain +1d if they chose to help you on your path.",
|
||||
"crew_ability_one_with_the_people": "One with the People",
|
||||
"crew_ability_one_with_the_people_description": "When you have a downtime in your people’s territory, your tribe has one additional downtime action and gains +1d to Acquire Asset. Describe how this can be.",
|
||||
"crew_ability_stalkers_of_demons": "Stalkers of Demons",
|
||||
"crew_ability_stalkers_of_demons_description": "You were taught to sense the weakness of demons using taboo magic. If you successfully attune to a demon the GM will tell you its weakness and how it may be destroyed. On a CRIT you may learn its true name. Which taboo must be broken?",
|
||||
"crew_ability_theyre_with_us": "They're With Us",
|
||||
"crew_ability_theyre_with_us_description": "You carry a symbol of your people / land; describe it and the grim bounding ritual. As long as you carry it, your Tribe gets +1d against Delving too Deep and +1d resistance against creatures from the Burning Beyond or other spirits as well as against dread or despair. If you lose the symbol or it is destroyed, all get 3 level harm 'disheartened'. May only be healed by restoring the symbol somehow.",
|
||||
"crew_upgrade_bounty_rigging": "Bounty Rigging (2 free load for weapons or documents)",
|
||||
"crew_upgrade_scavenger_rigging": "Scavenger Rigging (2 free load for tools or weapons)",
|
||||
"crew_upgrade_outlaw_rigging": "Outlaw Rigging (2 free load for weapons or armor)",
|
||||
"crew_upgrade_tribe_rigging": "Tribe Rigging (2 free load for weapons or implements)",
|
||||
"crew_upgrade_elite_thugs": "Elite Thugs",
|
||||
"crew_upgrade_elite_rooks": "Elite Rooks",
|
||||
"crew_upgrade_elite_scouts": "Elite Scouts",
|
||||
"crew_upgrade_elite_movers": "Elite Movers",
|
||||
"crew_upgrade_fine_carriages": "Fine Carriages",
|
||||
"crew_upgrade_mobile_hideout": "Mobile Hideout",
|
||||
"crew_upgrade_get_out_of_jail_free_card": "'Get out of jail free' card",
|
||||
"crew_upgrade_gateway_to_the_burning_beyond": "Gateway to the Burning Beyond",
|
||||
"crew_upgrade_hardened": "Hardened (+1 Grit Box)",
|
||||
"crew_upgrade_steady": "Steady (+1 Grit Box)",
|
||||
"crew_upgrade_ruthless": "Ruthless (+1 Grit Box)",
|
||||
"crew_hellstone_scavengers_contact_0": "Bill 'Scar' Morgan, a judge",
|
||||
"crew_hellstone_scavengers_contact_1": "'Railroad' Gilliam, a marshal",
|
||||
"crew_hellstone_scavengers_contact_2": "Sweet Dave, a piano player",
|
||||
"crew_hellstone_scavengers_contact_3": "Grover McIntyre, hardware store owner ",
|
||||
"crew_hellstone_scavengers_contact_4": "Ling Lee, a collector",
|
||||
"crew_hellstone_scavengers_contact_5": "Old Man Bruford, gin mill owner",
|
||||
"crew_outlaw_posse_contact_0": "Bill 'Scar' Morgan, a judge",
|
||||
"crew_outlaw_posse_contact_1": "'the Cheat' Murray, an arms dealer",
|
||||
"crew_outlaw_posse_contact_2": "'Silent' Bob, a blacksmith",
|
||||
"crew_outlaw_posse_contact_3": "Moe, a saloon owner",
|
||||
"crew_outlaw_posse_contact_4": "Sam Malone, a smuggler",
|
||||
"crew_outlaw_posse_contact_5": "Old Man Bruford, gin mill owner",
|
||||
"crew_bounty_hunters_contact_0": "Bill 'Scar' Morgan, a judge",
|
||||
"crew_bounty_hunters_contact_1": "'Railroad' Gilliam, a marshal",
|
||||
"crew_bounty_hunters_contact_2": "'Silent' Bob, a blacksmith",
|
||||
"crew_bounty_hunters_contact_3": "Moe, a saloon owner",
|
||||
"crew_bounty_hunters_contact_4": "Madam Zona, a fortune teller",
|
||||
"crew_bounty_hunters_contact_5": "Xiang, an occultist",
|
||||
"crew_tribe_contact_0": "'the Cheat' Murray, an arms dealer",
|
||||
"crew_tribe_contact_1": "Hawk, a feral spirit",
|
||||
"crew_tribe_contact_2": "Kills Many, the threshold",
|
||||
"crew_tribe_contact_3": "Free Cloud Raining, medicine man",
|
||||
"crew_tribe_contact_4": "Seeker, a guide",
|
||||
"crew_tribe_contact_5": "'Coin' Slate, a merchant",
|
||||
"scarred": "Scarred",
|
||||
"corrupted": "Corrupted",
|
||||
"visions": "Visions",
|
||||
"gloryhound": "Gloryhound",
|
||||
"voices": "Voices",
|
||||
"cursed": "Cursed",
|
||||
"numb": "Numb",
|
||||
"hunted": "Hunted",
|
||||
"shamed": "Shamed",
|
||||
"carriage": "Carriage",
|
||||
"upgrade_carriage_description": "You have a carriage, two horses to pull it, and a stable. A second upgrade improves the carriage with armor and four larger, swifter horses.",
|
||||
"escape_tunnel": "Escape Tunnel",
|
||||
"upgrade_escape_tunnel_description": "Your hideout has a hidden tunnel, its exit some distance away from your hideout. You may escape unseen if your hideout is under attack.",
|
||||
"hellstone_storage": "Hellstone Storage",
|
||||
"upgrade_hellstone_storage_description": "Your Storage and your Vault have proper Hellstone storage facilities. This does not give you extra capacities but makes the storing of Hellstone a safe proposition.",
|
||||
"hidden": "Hidden",
|
||||
"upgrade_hidden_description": "Your hideout has a secret location and is disguised to hide it from view. If your hideout is discovered, use two downtime activities and pay Coin equal to your Tier to relocate it and hide it once again.",
|
||||
"documents": "Documents",
|
||||
"upgrade_documents_description": "+1 quality for Documents.",
|
||||
"gear": "Gear",
|
||||
"upgrade_gear_description": "+1 quality for Gear.",
|
||||
"implements": "Implements",
|
||||
"upgrade_implements_description": "+1 quality for Implements.",
|
||||
"supplies": "Supplies",
|
||||
"upgrade_supplies_description": "+1 quality for Supplies.",
|
||||
"weapons": "Weapons",
|
||||
"upgrade_weapons_description": "+1 quality for Weapons.",
|
||||
"tools": "Tools",
|
||||
"upgrade_tools_description": "+1 quality for Tools.",
|
||||
"hellstone": "Hellstone",
|
||||
"upgrade_hellstone_description": "Fine Hellstone is Hellstone that has been treated properly (some say wisely) during mining, processing, and storage etc. So it doesn’t fall under the ’Exploited Hellstone’ rule and does not generate Doom when sold.",
|
||||
"horses": "Horses",
|
||||
"upgrade_horses_description": "+1 quality for horses.",
|
||||
"quarters": "Quarters",
|
||||
"upgrade_quarters_description": "Your hideout includes living quarters for the Posse. Without this upgrade, each PC sleeps elsewhere, and is vulnerable when they do so.",
|
||||
"rail_connection": "Rail Connection",
|
||||
"upgrade_rail_connection_description": "Your hideout is accessible via a special rail track. If your hideout is also hidden this applies to your rail track as well.",
|
||||
"secure": "Secure",
|
||||
"upgrade_secure_description": "Your hideout has locks, alarms, and traps to thwart intruders. A second upgrade improves the defences to include arcane measures that work against spirits, ghosts and maybe undead. You might roll your Posse’s Tier if these measures are ever put to the test, to see how well they thwart an intruder.",
|
||||
"vault": "Vault",
|
||||
"upgrade_vault_description": "Your hideout has a secure vault, increasing your storage capacity for Coin or Hellstone to 8. A second upgrade increases your capacity to 16. Note that for safe storage of Hellstone you have to get the 'Hellstone Storage' upgrade as well. A separate part of your vault can be used as a holding cell.",
|
||||
"workshop": "Workshop",
|
||||
"upgrade_workshop_description": "Your hideout has a workshop appointed with tools for crafting, as well as a small library of books, documents, and maps. You may accomplish long-term projects with these assets without leaving your hideout.",
|
||||
"contacts_title": "Contacts",
|
||||
"the_fist": "The Fist",
|
||||
"playbook_the_fist_description": "Like a cobra ready to strike",
|
||||
"playbook_the_fist_xp_condition": "You addressed a challenge with force or physical expression.",
|
||||
"playbook_the_fist_friend_0": "Jim-Bob Thornton, a rancher",
|
||||
"playbook_the_fist_friend_1": "Jane, a saloon girl",
|
||||
"playbook_the_fist_friend_2": "Octavius Slone, a doctor",
|
||||
"playbook_the_fist_friend_3": "Master Lee",
|
||||
"playbook_the_fist_friend_4": "Sergeant Meyers, Fort Hubert",
|
||||
"playbook_item_fine_hand_weapon": "Fine Hand Weapon",
|
||||
"playbook_item_fine_hand_weapon_description": "A personal weapon of high quality. A stone or metal tomahawk, a sable, a bayonet. A BIG knife. A brass knuckle with a name.",
|
||||
"playbook_item_fine_heavy_weapon": "Fine Heavy Weapon",
|
||||
"playbook_item_fine_heavy_weapon_description": "A finely crafted two-handed melee or ranged weapon of your choice. A rifle, a bow, a sable, a greatsword, a battleaxe, a heavy tomahawk.",
|
||||
"playbook_item_scary_weapon_or_tool": "Scary Weapon or Tool",
|
||||
"playbook_item_scary_weapon_or_tool_description": "A scary-looking hand weapon or tool. This item grants increased effect when you intimidate. Does not increase harm in combat.",
|
||||
"playbook_item_picture_of_a_lost_love": "Picture of a Lost Love",
|
||||
"playbook_item_picture_of_a_lost_love_description": "A link to the past. 'Lost' does not necessarily mean 'dead'.",
|
||||
"playbook_item_bottle_of_whiskey": "Bottle of Whiskey",
|
||||
"playbook_item_bottle_of_whiskey_description": "Liquid courage. A distillation to steel your nerves. Potent both in its alcohol and its ability to get someone to talk and give away a secret.",
|
||||
"playbook_item_pack_of_bandages": "Pack of Bandages",
|
||||
"playbook_item_pack_of_bandages_description": "Cloth strips to stop the bleeding. Maybe also useful to tie hands, gag or blindfold somebody.",
|
||||
"the_shot": "The Shot",
|
||||
"playbook_the_shot_description": "A deadly gunslinger & showman",
|
||||
"playbook_the_shot_xp_condition": "You addressed a challenge with speed or flair.",
|
||||
"playbook_the_shot_friend_0": "Arthur Fog, a fake native or showman",
|
||||
"playbook_the_shot_friend_1": "Ralph 'Bad Egg' Horn, a gun smith",
|
||||
"playbook_the_shot_friend_2": "Sam 'Lucky Eye' Freeman, a cowboy",
|
||||
"playbook_the_shot_friend_3": "Black Hoof, a native chief or hunter",
|
||||
"playbook_the_shot_friend_4": "The Great Lo Scalzo",
|
||||
"playbook_item_fine_and_flashy_pair_of_pistols": "Fine & Flashy Pair of Pistols",
|
||||
"playbook_item_fine_and_flashy_pair_of_pistols_description": "A finely crafted, decorated and distinctive pair of pistols. Potent both in hurting and impressing people. Maybe also useful to impress creatures that like shiny things.",
|
||||
"playbook_item_fine_rifle": "Fine Rifle",
|
||||
"playbook_item_fine_rifle_description": "A finely crafted two-handed repeating rifle (Henry or Winchester for example). Maybe a customization or custom-built for a specific purpose.",
|
||||
"playbook_item_lightning_a_fine_horse": "'Lightning', a Fine Horse",
|
||||
"playbook_item_lightning_a_fine_horse_description": "A reliable ally and mean of transportation. May provide Potency for quickness / endurance or when performing a spectacle.",
|
||||
"playbook_item_special_ammunition": "Special Ammunition",
|
||||
"playbook_item_special_ammunition_description": "Some bullets for a special purpose. Maybe useful against demons, ghosts, undead or spirits. Maybe useful in the Burning Beyond. Maybe useful for trick shots. Describe what makes them special and how they look like.",
|
||||
"playbook_item_fine_disguise_kit": "Fine Disguise Kit",
|
||||
"playbook_item_fine_disguise_kit_description": "A theatrical make-up kit equipped with an impressive array of expert appliances to fool the eye. The fine quality of this kit may increase the effect of your deceptive actions.",
|
||||
"playbook_item_a_message_from_an_admirer": "A Message from an Admirer",
|
||||
"playbook_item_a_message_from_an_admirer_description": "A text, symbol or object which states a message. Who's the admirer? What do they want? What did you promise? Is a third party able to understand the message, too?",
|
||||
"the_law": "The Law",
|
||||
"playbook_the_law_description": "A lawman & enforcer",
|
||||
"playbook_the_law_xp_condition": "You addressed a challenge with authority or stamina.",
|
||||
"playbook_the_law_friend_0": "Levi 'Ambush' Boyle, a ranger",
|
||||
"playbook_the_law_friend_1": "Gladis 'Blood' Wells, a bounty hunter",
|
||||
"playbook_the_law_friend_2": "Karl 'No Teeth' McCann, a killer",
|
||||
"playbook_the_law_friend_3": "Carlos Vasquez, an outlaw boss",
|
||||
"playbook_the_law_friend_4": "Hunter, a vengeful spirit",
|
||||
"playbook_item_fine_pair_of_pistols": "Fine Pair of Pistols",
|
||||
"playbook_item_fine_pair_of_pistols_description": "A matched pair of distinctive sixshooters, made for greater accuracy and impact. How do they stand out from the average handgun?",
|
||||
"playbook_item_fine_shotgun": "Fine Shotgun",
|
||||
"playbook_item_fine_shotgun_description": "A finely crafted shotgun, deadly at close range, losing accuracy and impact at longer range. May hit more than one target at close range. Did you make personal modifications?",
|
||||
"playbook_item_badge_of_authority": "Badge of Authority",
|
||||
"playbook_item_badge_of_authority_description": "An outfit that appears to be of such fine make as to pass you off as an upper class or very rich member of the community.",
|
||||
"playbook_item_fine_documents": "Fine Documents",
|
||||
"playbook_item_fine_documents_description": "A set of documents, a mandate, an official order, a wanted poster, a warrant, a reference, a letter of recommendation.",
|
||||
"playbook_item_manacle_and_chains": "Manacle & Chains",
|
||||
"playbook_item_manacle_and_chains_description": "A set of heavy manacles and chain, suitable for restraining a prisoner. Multiple sets connect to form a chain-gang.",
|
||||
"playbook_item_a_keepsake": "A Keepsake",
|
||||
"playbook_item_a_keepsake_description": "An emotional/sentimental thing from the past. What is it you don't want to forget?",
|
||||
"the_gamble": "The Gamble",
|
||||
"playbook_the_gamble_description": "A subtle manipulator & sly trickster",
|
||||
"playbook_the_gamble_xp_condition": "You addressed a challenge with deception or audacity.",
|
||||
"playbook_the_gamble_friend_0": "Zane Cooper, a croupier",
|
||||
"playbook_the_gamble_friend_1": "Mrs. Millie, a madam",
|
||||
"playbook_the_gamble_friend_2": "'Dandy Jim' Buckley, a con artist",
|
||||
"playbook_the_gamble_friend_3": "Sly Eddison, a cardsharp",
|
||||
"playbook_the_gamble_friend_4": "Owen O’Neill, a moonshiner",
|
||||
"playbook_item_fine_extravagant_melee_weapon": "A Fine Extravagant Melee Weapon",
|
||||
"playbook_item_fine_extravagant_melee_weapon_description": "A finely crafted exotic melee weapon. How did you get it? Did it come from a strange land? Is it difficult to handle?",
|
||||
"playbook_item_fine_playing_cards_and_dice": "Fine Playing Cards & Dice",
|
||||
"playbook_item_fine_playing_cards_and_dice_description": "Gambling accouterments subtly altered to favor particular outcomes. The fine quality of this kit may increase the effect of your deceptive actions when you use it.",
|
||||
"playbook_item_fine_clothes_and_jewelry": "Fine Clothes and Jewelry",
|
||||
"playbook_item_a_set_of_won_valuable_documents": "A Set of Won Valuable Documents",
|
||||
"playbook_item_a_set_of_won_valuable_documents_description": "A valuable document like a deed, a map, a certificate, an ancient book. Who did you win it from? Will they keep looking for it?",
|
||||
"playbook_a_fine_story": "A Fine Story",
|
||||
"playbook_a_fine_story_description": "A plausible story with sufficient details to explain something or to impress somebody. The fine quality may increase the effect of your deceptive actions.",
|
||||
"playbook_item_a_small_token_of_luck": "A Small Token of Luck",
|
||||
"playbook_item_a_small_token_of_luck_description": "It did not fail you in the past and as long as you own it, better times will come again. What does it look like? How did it come into your possession? Is there a taboo that will ruin its effect if not respected?",
|
||||
"the_scout": "The Scout",
|
||||
"playbook_the_scout_description": "A stealthy tracker & hunter",
|
||||
"playbook_the_scout_xp_condition": "You addressed a challenge with tracking or stealth.",
|
||||
"playbook_the_scout_friend_0": "Sherman Townsend, store owner",
|
||||
"playbook_the_scout_friend_1": "He Who Talks, a free spirit",
|
||||
"playbook_the_scout_friend_2": "Small Fox Hunting, a tribesman",
|
||||
"playbook_the_scout_friend_3": "'Bullettooth' Jackson, a ranger",
|
||||
"playbook_the_scout_friend_4": "'Trouble', a pain in the neck",
|
||||
"playbook_item_fine_hunting_knife": "Fine Hunting Knife",
|
||||
"playbook_item_fine_hunting_knife_description": "A trusted tool, equally suited for killing and hunting. The fine quality may increase the effect of hunting or combat actions when you use it.",
|
||||
"playbook_item_fine_rifle_or_bow": "Fine Rifle or Bow",
|
||||
"playbook_item_fine_rifle_or_bow_description": "A finely crafted hunting rifle or bow, deadly at long range, unwieldy in close combat. Bow is a silent hunter. Did you craft it yourself?",
|
||||
"playbook_item_fine_leather_clothes": "Fine Leather Clothes",
|
||||
"playbook_item_fine_leather_clothes_description": "Perfect protective clothing for staying outdoors. The fine quality helps in resisting certain environmental effects. May help against edged weapons and blades. What animal hide was used to make your garments?",
|
||||
"playbook_item_traps": "Traps",
|
||||
"playbook_item_traps_description": "Two animal traps of various sizes, suitable to kill smaller creatures and cripple larger ones. A snare, a bear trap. May come with camouflage or cover to avoid early spotting.",
|
||||
"playbook_item_fine_horse_with_saddle": "Fine Horse with Saddle",
|
||||
"playbook_item_fine_horse_with_saddle_description": "Not only your reliable ally and mean of transportation, but also able to communicate with you up to a certain extend. May provide Potency for quickness- or endurance-related actions. What breed is your steed? Bronco / Mustang / Pinto / Shire / Palomino / Arabian / Turkoman / Andalusian / Thoroughbred / Nakota / Appaloosa.",
|
||||
"playbook_item_outdoor_survival_kit": "Outdoor Survival Kit",
|
||||
"playbook_item_outdoor_survival_kit_description": "A blanket, eating utensils, preserved meat, supplies, a filled waterskin, a telescope / spyglas, firestarter, a compass, a saw, a mirror, a rope.",
|
||||
"the_outlaw": "The Outlaw",
|
||||
"playbook_the_outlaw_description": "A maverick & desperado beyond rules",
|
||||
"playbook_the_outlaw_xp_condition": "You addressed a challenge with breaking the rules or daringness.",
|
||||
"playbook_the_outlaw_friend_0": "Polly Gains, a dealer",
|
||||
"playbook_the_outlaw_friend_1": "Father Mathew, a priest",
|
||||
"playbook_the_outlaw_friend_2": "'The Kid', a bounty hunter",
|
||||
"playbook_the_outlaw_friend_3": "a Friend you still owe money",
|
||||
"playbook_the_outlaw_friend_4": "Adolphus Vasquez, railroad worker",
|
||||
"playbook_the_outlaw_friend_5": "Rufus Johnson, a coachman",
|
||||
"playbook_item_a_fine_pistol": "A Fine Pistol",
|
||||
"playbook_item_a_fine_pistol_description": "A finely crafted and distinctive pistol. Who did you buy, steal or swindle it from?",
|
||||
"playbook_item_a_fine_rifle_or_shotgun": "A Fine Rifle or Shotgun",
|
||||
"playbook_item_a_fine_rifle_or_shotgun_description": "A shotgun, deadly at close range, losing accuracy and impact at longer range. May hit more than one target at close range. Or a Rifle deadly at long range, not so good at close quarters. Who did you buy, steal or swindle it from?",
|
||||
"playbook_item_a_fine_poncho_or_sombrero": "A Fine Poncho or Sombrero",
|
||||
"playbook_item_a_fine_poncho_or_sombrero_description": "Weather-resistant piece of clothing not only helpful in the wild but also to conceal bulky pieces of equipment.",
|
||||
"playbook_item_a_guitar_case": "A Guitar Case",
|
||||
"playbook_item_a_guitar_case_description": "You may store a guitar in it or other 'equipment' hidden in plain sight.",
|
||||
"playbook_item_a_fine_spirit_bane": "A Fine Spirit Bane",
|
||||
"playbook_item_a_fine_spirit_bane_description": "Like a normal bane with potential more effect on spirits, ghosts and undead. How does it look like when you channel your willpower through it? What is its origin? Is a sacrifice tied to its use?",
|
||||
"playbook_item_a_small_piece_of_hellstone": "A Small Piece of Hellstone",
|
||||
"playbook_item_a_small_piece_of_hellstone_description": "So, why would a sane being carry that around and keep it close?",
|
||||
"the_thunderheart": "The Thunderheart",
|
||||
"playbook_the_thunderheart_description": "A totem- fighter born from the land",
|
||||
"playbook_the_thunderheart_xp_condition": "You addressed a challenge with athletics or spiritual power.",
|
||||
"playbook_the_thunderheart_friend_0": "The Petrified Tree",
|
||||
"playbook_the_thunderheart_friend_1": "Maxwell, a scout",
|
||||
"playbook_the_thunderheart_friend_2": "Black Hoof, a native chief/hunter",
|
||||
"playbook_the_thunderheart_friend_3": "Red Horse, a medicine man",
|
||||
"playbook_the_thunderheart_friend_4": "Hunter, a spirit of the land",
|
||||
"playbook_item_fine_bow_with_arrows": "Fine Bow with Arrows",
|
||||
"playbook_item_fine_bow_with_arrows_description": "A finely crafted bow, deadly at long range, unwieldy in close combat. Capable of shooting arrows extremely silent. Did you craft it by yourself? Did the spirits help you or gift it to you? Does it need special arrows?",
|
||||
"playbook_item_fine_weapon": "Fine Weapon",
|
||||
"playbook_item_fine_weapon_description": "A melee or throwing weapon of high quality. A stone or metal tomahawk, a captured sabre. A gunstock war club. A decorated lance. A bowie knife. How does it stand out from the average weapon?",
|
||||
"playbook_item_spirit_bane_or_charm": "A Spirit Bane or Charm",
|
||||
"playbook_item_spirit_bane_or_charm_description": "A small symbol or trinket that spirits, ghosts and maybe undead prefer to avoid or find attractive. Describe its appearance. What is it origin? Is a taboo tied to its use?",
|
||||
"playbook_item_taboco_poison_medicine": "Tabacco / Poison / Medicine",
|
||||
"playbook_item_taboco_poison_medicine_description": "Tobacco and a peace pipe for its calming effect on body and mind, or a potent poison, or other medicine.",
|
||||
"playbook_item_a_totems_gift": "A Totem's Gift",
|
||||
"playbook_item_a_totems_gift_description": "A gift from a totem. How did you get it? Does it help with something? What price did/do you pay for the permission to use it? Is a sacrifice tied to its use?",
|
||||
"the_speaker": "The Speaker",
|
||||
"playbook_the_speaker_description": "A spiritual guide & protector",
|
||||
"playbook_the_speaker_xp_condition": "You addressed a challenge with conviction or sacrifice.",
|
||||
"playbook_the_speaker_friend_0": "Nathaniel, an atoned sinner",
|
||||
"playbook_the_speaker_friend_1": "Patience, a lawyer",
|
||||
"playbook_the_speaker_friend_2": "Cyrus, a gunslinger",
|
||||
"playbook_the_speaker_friend_3": "Mistress Bethia, an entertainer",
|
||||
"playbook_the_speaker_friend_4": "Speaks with the Wind",
|
||||
"playbook_item_symbol_of_your_faith": "A Symbol of Your Faith",
|
||||
"playbook_item_symbol_of_your_faith_description": "A symbol used as connection to your faith and as an external sign to impress folks. Was it given to you? How does it look like? Do you truly believe in its power?",
|
||||
"playbook_item_instrument_of_your_faith": "An Instrument of Your Faith",
|
||||
"playbook_item_instrument_of_your_faith_description": "An instrument to bring your faith into this world. Who gave it to you or did you create it by yourself? How does it look like? Do you truly believe in its power?",
|
||||
"playbook_item_blessed_implements_for_a_ritual": "Blessed Implements for a Ritual",
|
||||
"playbook_item_blessed_implements_for_a_ritual_description": "Potent implements useable in rituals and sacred acts, like healing herbs, magnificent cologne, holy water, a page from a book, words, carved bones, special Hellstone, specific blood.",
|
||||
"playbook_item_a_confession_of_old": "A Confession of Old",
|
||||
"playbook_item_a_confession_of_old_description": "Some sins are too dreadful even for the wicked. Knowledge or a confession about an inglorious past or other despicable acts. How does it look like? What did you promise to the sinner? Will others believe it?",
|
||||
"playbook_item_fine_garments_of_ceremony": "Fine Garments of Ceremony",
|
||||
"playbook_item_fine_garments_of_ceremony_description": "The right clothing for all ceremonial occasions. Gives an aura of spiritual authority and clearly stands out in a crowd.",
|
||||
"playbook_item_concealed_palm_pistol_or_blade": "Concealed Palm Pistol or Blade",
|
||||
"playbook_item_concealed_palm_pistol_or_blade_description": "A small derringer with a weak charge and limited range. A small but sharp blade for very close combat. Both easily concealed in a sleeve, boot, or garment.",
|
||||
"the_plan": "The Plan",
|
||||
"playbook_the_plan_description": "A well-connected mastermind",
|
||||
"playbook_the_plan_xp_condition": "You addressed a challenge with calculation or negotiation.",
|
||||
"playbook_the_plan_friend_0": "John P. Little, a cattle baron",
|
||||
"playbook_the_plan_friend_1": "'The Dutch', an executor",
|
||||
"playbook_the_plan_friend_2": "Pepper, a lucky charm",
|
||||
"playbook_the_plan_friend_3": "Captain Hodgens, Fort Hubert",
|
||||
"playbook_the_plan_friend_4": "Horatio Freeman, a sheriff",
|
||||
"playbook_the_plan_friend_5": "Sylvester Stubbs, an official",
|
||||
"playbook_item_a_concealed_hold_out_pistol": "A Concealed Holdout Pistol",
|
||||
"playbook_item_a_concealed_hold_out_pistol_description": "A Derringer or Pepperbox with a weak charge and limited range. Easily concealed in a sleeve, a boot, flowing hair or dress.",
|
||||
"playbook_item_fine_status_symbol": "Fine Status Symbol",
|
||||
"playbook_item_fine_status_symbol_description": "A descret or obvious symbol of high status. A golden watch, snake leather boots, a specific weapon, a bespoke suit, an unusual hat, a feather, a rare book, an aged bottle of liquor, an ornate pipe etc.",
|
||||
"playbook_item_blackmail_information": "Blackmail Information",
|
||||
"playbook_item_blackmail_information_description": "A dirty or dark secret of one of the prestigious citizens of Mudwater or other location. How did you get it? Who may be hurt when you use it? Is someone willing to kill for it?",
|
||||
"playbook_item_fine_ornamented_carriage": "Fine Ornamented Carriage",
|
||||
"playbook_item_fine_ornamented_carriage_description": "A finely crafted, prestigious and easy recognizable carriage including horses.",
|
||||
"playbook_item_spirit_charm": "A Spirit Charm",
|
||||
"playbook_item_spirit_charm_description": "A small symbol or trinket that spirits, ghosts and maybe undead find attractive. How does it look like? What is it origin? Does it need a sacrifice?",
|
||||
"the_gentle_touch": "The Gentle Touch",
|
||||
"playbook_the_gentle_touch_description": "An empathic light in a dark world",
|
||||
"playbook_the_gentle_touch_xp_condition": "You addressed a challenge with influence or empathy.",
|
||||
"playbook_the_gentle_touch_friend_0": "Mitch Cochran, an entrepreneur",
|
||||
"playbook_the_gentle_touch_friend_1": "Janet Irsinghausen, a scholar",
|
||||
"playbook_the_gentle_touch_friend_2": "Mr. Rosenberg, a commissioner",
|
||||
"playbook_the_gentle_touch_friend_3": "Joe Sawyer, a farmer",
|
||||
"playbook_the_gentle_touch_friend_4": "Ron Maddox, a surgeon",
|
||||
"playbook_item_fine_concealed_palm_pistol": "Fine Concealed Palm Pistol",
|
||||
"playbook_item_fine_concealed_palm_pistol_description": "High quality Derringer or Pepperbox with a weak charge and limited range. Easily concealed in a sleeve, a boot, flowing hair or dress.",
|
||||
"playbook_item_fine_bedside_manners": "Fine Bedside Manners",
|
||||
"playbook_item_fine_bedside_manners_description": "May grant Potency in social, non-hostile interactions. What does it look like? Do you use a specific method?",
|
||||
"playbook_item_fine_doctors_bag_and_apron": "Fine Doctors Bag and Apron",
|
||||
"playbook_item_fine_doctors_bag_and_apron_description": "Well-crafted instruments to tend your fellow human beings. You're not only a doctor but you look the part, too. May increase the effect of your healing or authority.",
|
||||
"playbook_item_fine_and_very_strong_cough_syrup": "Fine and Very Strong Cough Syrup",
|
||||
"playbook_item_fine_and_very_strong_cough_syrup_description": "Something to dull the pain and other sorrows. Alcohol, laudanum, opium, heroin.",
|
||||
"playbook_item_a_comforting_song": "A Comforting Song",
|
||||
"playbook_item_a_comforting_song_description": "A well-known song, sang from the heart. May have influence even on hard-boiled outlaws, animals or monsters.",
|
||||
"playbook_item_an_old_favor": "An Old Favor",
|
||||
"playbook_item_an_old_favor_description": "A debt to claim. How did you get it? Who may be hurt when you use it?",
|
||||
"the_wrench_and_saw": "The Wrench & Saw",
|
||||
"playbook_the_wrench_and_saw_description": "Mad scientist Hellstone otaku",
|
||||
"playbook_the_wrench_and_saw_xp_condition": "You addressed a challenge with technical skill or ingenuity.",
|
||||
"playbook_the_wrench_and_saw_friend_0": "Ignaz Toodlebrock, an inventor",
|
||||
"playbook_the_wrench_and_saw_friend_1": "A voice in your head",
|
||||
"playbook_the_wrench_and_saw_friend_2": "A favorite tool named ________",
|
||||
"playbook_the_wrench_and_saw_friend_3": "Virex, a failed experiment",
|
||||
"playbook_the_wrench_and_saw_friend_4": "Dakota, your fiancé",
|
||||
"playbook_item_fine_crafting_tools": "Fine Crafting Tools",
|
||||
"playbook_item_fine_crafting_tools_description": "Like normal crafting tools but you can expect better results when wielded by a person who knows her trade.",
|
||||
"playbook_item_fine_experimental_rifle": "Fine Experimental Rifle",
|
||||
"playbook_item_fine_experimental_rifle_description": "A finely crafted two-handed rifle with an experimental (possibly Hellstone-powered) feature. Custom-built for a specific purpose.",
|
||||
"playbook_item_fine_useful_parts": "Fine Useful Parts",
|
||||
"playbook_item_fine_useful_parts_description": "Useful (crafting) parts of high quality. May increase the effect of crafting actions. Who else may find them useful?",
|
||||
"playbook_item_hellstone_googles": "Hellstone Goggles",
|
||||
"playbook_item_hellstone_googles_description": "Hellstone-powered googles with special features. What do they look like? Who has noticed?",
|
||||
"playbook_item_an_unopened_box": "An Unopened Box",
|
||||
"playbook_item_an_unopened_box_description": "Some strange box with unknown content. Is it a dark secret? Who would pay good money to get it? Can it be closed again once it has been opened?",
|
||||
"playbook_item_a_disturbing_truth": "A Disturbing Truth",
|
||||
"playbook_item_a_disturbing_truth_description": "A truth too dark to be in the open. How did you get it? Who may be hurt when you use it? Who is willing to kill so that it stays hidden?",
|
||||
"the_revenant": "The Revenant",
|
||||
"playbook_the_revenant_description": "A vengeful spirit in a dead body",
|
||||
"playbook_the_revenant_xp_condition": "You pursuit your quest for revenge no matter what.",
|
||||
"playbook_item_a_memento": "A Memento",
|
||||
"playbook_item_a_memento_description": "A memento of your former life or a lost love. Tell us, what this memento is or keep it a secret and we play to find out.",
|
||||
"a_consequence": "a consequence",
|
||||
"ability_description": "Ability description",
|
||||
"ability_name": "Ability Name",
|
||||
"playbook_ability_is_that_all_you_got": "Is That All You Got?",
|
||||
"playbook_ability_is_that_all_you_got_description": "You may expend your special armor to avoid harm from an attack in combat, or to push yourself during a fight.",
|
||||
"playbook_ability_everybodys_kung_fu_fighting": "Everybody's Kung Fu Fighting",
|
||||
"playbook_ability_everybodys_kung_fu_fighting_description": "You can push yourself to do one of the following: perform a feat of body control or physical force that verges on the superhuman - engage a small gang on equal footing in close combat.",
|
||||
"playbook_ability_where_does_that_come_from": "Where Does That Come From?",
|
||||
"playbook_ability_where_does_that_come_from_description": "Once per run you may have a 1 load item left regardless of previously used load. If you can use the surprise to your advantage gain the initiative even vs. experts.",
|
||||
"playbook_ability_st_anger": "St. Anger",
|
||||
"playbook_ability_st_anger_description": "When you open your body and soul to the Burning Beyond you may imbue your hands, melee weapons, or tools with spirit energy. You gain Potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them.",
|
||||
"playbook_ability_health_is_better_than_wealth": "Health Is Better Than Wealth",
|
||||
"playbook_ability_health_is_better_than_wealth_description": "You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.",
|
||||
"playbook_ability_man_of_honor": "Man Of Honor",
|
||||
"playbook_ability_man_of_honor_description": "You gain an additional xp trigger: You fought for your or someone else's honor at cost to yourself. If your Posse has problems due to this, also mark Posse xp.",
|
||||
"playbook_ability_bad_ass_kata": "Badass Kata",
|
||||
"playbook_ability_bad_ass_kata_description": "Describe how you show off and impress with your physical abilities. If you can exploit this performance for your next move, take improved position or +1 effect (your choice).",
|
||||
"playbook_ability_veteran": "Veteran",
|
||||
"playbook_ability_veteran_description": "Choose a special ability from another source (except from The Revenant).",
|
||||
"playbook_ability_smoke_and_mirrors": "Smoke & Mirrors",
|
||||
"playbook_ability_smoke_and_mirrors_description": "You may expend your special armor to resist harm from combat or appearing to die (fall off a vehicle, disappear in an explosion, etc.) only to reappear in a location of your choosing with a +1d to your next action.",
|
||||
"playbook_ability_fancy_dead_eye": "Fancy Dead Eye",
|
||||
"playbook_ability_fancy_dead_eye_description": "You can push yourself to do one of the following: make a ranged attack at extreme distance - perform an impossible shot (ricochet around the corner, trick shots, shot into/through a group of people) - have one last bullet no one counted for.",
|
||||
"playbook_ability_eastwood": "Eastwood",
|
||||
"playbook_ability_eastwood_description": "Before weapons are drawn you may lock eyes with someone forcing them to hesitate or flinch. Both of you know that you can interrupt whatever they do next. Take +1d for your next action against them.",
|
||||
"playbook_ability_lightning_nerves_of_steal": "Lightning Nerves Of Steel",
|
||||
"playbook_ability_lightning_nerves_of_steal_description": "You may always shoot first and you may wait 'til the latest possible moment and still be the first to (re-)act.",
|
||||
"playbook_ability_silver_bullets": "Silver Bullets",
|
||||
"playbook_ability_silver_bullets_description": "You may enrich your shots with spirit energy. Your shots gain Potency in combat vs. the supernatural.",
|
||||
"playbook_ability_fill_the_air_with_lead": "Fill The Air With Lead",
|
||||
"playbook_ability_fill_the_air_with_lead_description": "Expend your Special Ammunition to do one of the following: unleash a barrage of rapid fire to suppress the enemy - attack a group with +1 scale.",
|
||||
"playbook_ability_stunning_performance": "Stunning Performance",
|
||||
"playbook_ability_stunning_performance_description": "You can perform a flashy show with your weapons or horse that leaves your audience stunned and speechless. Take +1 effect to act on this impressed folks or on escape.",
|
||||
"playbook_ability_i_am_the_law": "I Am The Law",
|
||||
"playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
|
||||
"playbook_ability_a_story_to_tell": "A Story To Tell",
|
||||
"playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
|
||||
"playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
|
||||
"playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
|
||||
"playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
|
||||
"playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
|
||||
"playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
|
||||
"playbook_ability_s_only_a_flesh_wound_description": "Penalties from harm are one level less severe (though level 4 harm is still fatal). When you accept level 2 or 3 harm instead of resisting clear 1 Grit.",
|
||||
"playbook_ability_moral_compass": "Moral Compass",
|
||||
"playbook_ability_moral_compass_description": "You gain an additional xp trigger: You did the right thing at cost to yourself. If your Posse has problems due to this, also mark Posse xp.",
|
||||
"playbook_ability_tactical_genius": "Tactical Genius",
|
||||
"playbook_ability_tactical_genius_description": "You always know the best position during a fight or hunt. If you're able to occupy this position gain +1 Effect for you and everybody who’s there with you.",
|
||||
"playbook_ability_all_eyes_on_me": "All Eyes On... Me!",
|
||||
"playbook_ability_all_eyes_on_me_description": "You may expend your special armor to resist an allied characters consequence from detection or to push yourself to impress others. You can always make a grand entrance.",
|
||||
"playbook_ability_gamblers_gift": "Gamblers Gift",
|
||||
"playbook_ability_gamblers_gift_description": "When someone fools you or takes you by surprise, gain a free 1 Grit flashback. When you gather information while partying or gambling, gain +1 Effect.",
|
||||
"playbook_ability_cutting_cards": "Cutting Cards",
|
||||
"playbook_ability_cutting_cards_description": "Your skill with cards is mesmerizing. While you perform a card trick, you may alter a memory, implant suggestion or sow a doubt. You may use your playing cards as dangerous throwing weapons.",
|
||||
"playbook_ability_heart_of_the_cards": "Heart Of The Cards",
|
||||
"playbook_ability_heart_of_the_cards_description": "When you accept Position and Effect given by the GM for a roll as is and just let the dice decide, don't spend any Grit or push the situation (you can still accept a Devil's Bargain), regain 1 Grit.",
|
||||
"playbook_ability_fight_with_panache": "Fight With Panache",
|
||||
"playbook_ability_fight_with_panache_description": "When you fight in a duel, bystanders won’t interfere. If you use Sling while being in close combat, gain +1 Effect.",
|
||||
"playbook_ability_saloon_swagger": "Saloon Swagger",
|
||||
"playbook_ability_saloon_swagger_description": "Gain +1d in situations where your appearance would be an advantage. If you try to sway someone with a profitable proposition or challenge others to a duel, gain Potency.",
|
||||
"playbook_ability_miss_fortune": "Miss Fortune",
|
||||
"playbook_ability_miss_fortune_description": "Some call you lucky but truth to be told, bad shit just happens to folk who try to mess with you. You may win every game of chance. Spend 1 Grit to cause a minor accident (a jammed gun), 2 for a major one (an exploding stick of dynamite) or 3 for a catastrophe (a collapsing mineshaft). During Payout, gain +Doom equal to the highest amount of Grit spend this way.",
|
||||
"playbook_ability_darken_than_the_shadows": "Darker Than The Shadows",
|
||||
"playbook_ability_darken_than_the_shadows_description": "You may expend your special armor to resist a consequence from detection, or to push yourself for a feat of hunting or stealth.",
|
||||
"playbook_ability_silent_hunter": "Silent Hunter",
|
||||
"playbook_ability_silent_hunter_description": "When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camouflage, you get +1d to rolls to avoid detection.",
|
||||
"playbook_ability_survivor": "Survivor",
|
||||
"playbook_ability_survivor_description": "From hard won experience or specialized training, you are able to subsist on what any environment provides and you can function on the barest sustenance. You get +1 Grit box.",
|
||||
"playbook_ability_learned_my_trade_from_the_best": "Learned My Trade From The Best",
|
||||
"playbook_ability_learned_my_trade_from_the_best_description": "When you attack from hiding or spring a trap, you get +1d.",
|
||||
"playbook_ability_youre_my_game": "You're My Game",
|
||||
"playbook_ability_youre_my_game_description": "You can smell their blood. When you hunt a target you’ve previously tracked or wounded, you gain +1 effect level. Whenever you gather information on a weakness or vulnerability, you get at least standard effect.",
|
||||
"playbook_ability_like_a_brother": "Like A Brother",
|
||||
"playbook_ability_like_a_brother_description": "Explain how your mount is helpful in what you’re trying to achieve and gain +1 effect level or +1d. Your mount always knows the way home.",
|
||||
"playbook_ability_see_another_day": "See Another Day",
|
||||
"playbook_ability_see_another_day_description": "You gain an additional xp trigger: You let your prey escape because it was worthy to see another day. If your Posse has problems due to this, also mark Posse xp.",
|
||||
"playbook_ability_listen_to_the_land": "Listen To The Land",
|
||||
"playbook_ability_listen_to_the_land_description": "Outside of civilization you always know where you are and how to care for yourself and your mount. You always Read the weather with a Great result.",
|
||||
"playbook_ability_one_of_those_days": "One Of Those Days",
|
||||
"playbook_ability_one_of_those_days_description": "You may expend your special armor to resist a consequence from a desperate roll, or to escape from whatever (or to wherever) you want... for now.",
|
||||
"playbook_ability_now_now_now": "Now! Now! Now!",
|
||||
"playbook_ability_now_now_now_description": "When you push yourself, you may spend +1 Grit (so 3 Grit total) to gain both +1 effect and +1d instead of one or the other.",
|
||||
"playbook_ability_didnt_saw_that_coming": "Didn't Saw That Coming",
|
||||
"playbook_ability_didnt_saw_that_coming_description": "When you make a surprising move that disregards propriety or other convention, you get +1d or +1 effect (your choice, as appropriate).",
|
||||
"playbook_ability_daredevil": "Daredevil",
|
||||
"playbook_ability_daredevil_description": "When you roll a desperate action, you get +1d to your roll if you also take -1d to any resistance rolls against consequences from your action.",
|
||||
"playbook_ability_vengeful": "Vengeful",
|
||||
"playbook_ability_vengeful_description": "You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your Posse helped you get payback, also mark Posse xp.",
|
||||
"playbook_ability_some_fine_reputation": "Some Fine Reputation",
|
||||
"playbook_ability_some_fine_reputation_description": "Entering a location you may tell us what the people have heard about you. When you reveal your name and exploit your reputation you gain improved position or +1 effect (whatever makes sense).",
|
||||
"playbook_ability_blaze_of_glory": "Blaze Of Glory",
|
||||
"playbook_ability_blaze_of_glory_description": "When you mark a Stigma and utter a dying malediction you may retaliate against any and all enemies within range. Say how you bring ruin to your foes before they take you down. You may mark a Stigma prematurely to use this ability.",
|
||||
"playbook_ability_guided_by_the_totem": "Guided By The Totem",
|
||||
"playbook_ability_guided_by_the_totem_description": "You may expend your special armor to resist a supernatural consequence, or to push yourself for a feat of athletics or hunt.",
|
||||
"playbook_ability_totems_vessel": "Totem's Vessel",
|
||||
"playbook_ability_totems_vessel_description": "When you push yourself and open body and soul as a conduit for your totem, choose one of the following additional benefits: perform a feat of athletics or stealth that verges on the superhuman - maneuver to confuse your enemies so they mistakenly attack each other - sense your prey (gather Information with at least Standard result) wherever it is.",
|
||||
"playbook_ability_protector_of_the_people": "Protector Of The People",
|
||||
"playbook_ability_protector_of_the_people_description": "When you protect a teammate or your people, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect.",
|
||||
"playbook_ability_a_devil_with_a_blade": "A Devil With A Blade",
|
||||
"playbook_ability_a_devil_with_a_blade_description": "You’re very effective at finding vital organs with your blade. When using Sling to throw or fight with a blade you gain Potency and may choose to do it absolutely silently. On a miss you don’t get any positive result.",
|
||||
"playbook_ability_gruesome_warpaint": "Gruesome Warpaint",
|
||||
"playbook_ability_gruesome_warpaint_description": "Enemies falter, hesitate or flinch when attacked by you in close combat. You have an air of menace and danger obvious to even the most oblivious. You gain Potency when trying to intimidate someone. If done immediately after a show of force, also take +1d.",
|
||||
"playbook_ability_totem_sense": "Totem Sense",
|
||||
"playbook_ability_totem_sense_description": "Pick an animal sense matching to your totem. This sense is sharpened beyond human range to animal sensitivity.",
|
||||
"playbook_ability_lone_wolf": "Lone Wolf",
|
||||
"playbook_ability_lone_wolf_description": "You gain an additional xp trigger: You made things harder by acting alone. If your Posse has problems due to this, also mark Posse xp.",
|
||||
"playbook_ability_walk_through_the_valley": "Walk Through the Valley",
|
||||
"playbook_ability_walk_through_the_valley_description": "You may expend your special armor to resist a supernatural consequence, or to push yourself when dealing with Hell's forces.",
|
||||
"playbook_ability_shepherd": "Shepherd",
|
||||
"playbook_ability_shepherd_description": "You can push yourself to do one of the following: perform a feat of social grace, swaying a crowd or capturing the attention of the Divine.",
|
||||
"playbook_ability_a_dogs_nose": "A Dog's Nose",
|
||||
"playbook_ability_a_dogs_nose_description": "You always sense the tainted. Take +1d when you gather info to uncover corruption or find the corrupted.",
|
||||
"playbook_ability_hallow": "Hallow",
|
||||
"playbook_ability_hallow_description": "You can push yourself to imbue an object or a place with divine power. Gain Potency when it comes up against the supernatural.",
|
||||
"playbook_ability_curandero": "Curandero",
|
||||
"playbook_ability_curandero_description": "When you receive an earnest oath from someone to follow one of your Faith's precepts, they may clear any level of severity of harm, immediately or safely over a short while, you decide. Should they ever break the precept, they take level 2 harm, 'Bedamned'.",
|
||||
"playbook_ability_eli": "Eli",
|
||||
"playbook_ability_eli_description": "One of your senses is so attuned to the world around you, that it can stand in for any one of your others. Get +1d to any action you can mount as a surprise of this unexpected ability or where others are found lacking.",
|
||||
"playbook_ability_premonition": "Premonition",
|
||||
"playbook_ability_premonition_description": "Have one flashback per session to a vision, dream, prayer or meditation that now comes together and has prepared you for this very moment. The first Grit spent this way is free.",
|
||||
"playbook_ability_god_save_me_from_friends": "God Save Me From Friends",
|
||||
"playbook_ability_god_save_me_from_friends_description": "You may expend your special armor to resist a consequence for a teammate, or to push yourself when you gather information or work on a long-term project. When you use it to resist you don't have to be present to use this ability, say how you prepared for this situation in the past.",
|
||||
"playbook_ability_foresight": "Foresight",
|
||||
"playbook_ability_foresight_description": "Two times per run you can assist a teammate without paying Grit. When you run out of Grit, instead of suffering a Stigma you may choose to come back with 1 Grit left. Either way tell us how you prepared for this.",
|
||||
"playbook_ability_planning_is_everything": "Planning Is Everything",
|
||||
"playbook_ability_planning_is_everything_description": "Due to your careful planning, during downtime, you may give yourself or another Posse member +1 downtime action.",
|
||||
"playbook_ability_runs_in_the_family": "Runs In The Family",
|
||||
"playbook_ability_runs_in_the_family_description": "During downtime, you get +1 result level when you acquire an asset or reduce Doom. You may choose 'distant cousin' as an asset arriving by train.",
|
||||
"playbook_ability_weaving_the_web": "Weaving The Web",
|
||||
"playbook_ability_weaving_the_web_description": "'By failing to prepare, you are preparing to fail.' You gain +1d to Consort when you gather information on a target for a run. You get +1d to the engagement roll for that operation. When the engagement roll is 6, gain 1 Grit.",
|
||||
"playbook_ability_old_friends_everywhere": "Old Friends Everywhere",
|
||||
"playbook_ability_old_friends_everywhere_description": "When you come to a new town or settlement, name a Friend, Connection, Vice Purveyor or Enemy you have here. Tell us a story about how you met and about your relationship.",
|
||||
"playbook_ability_fingers_in_every_pie": "Fingers In Every Pie",
|
||||
"playbook_ability_fingers_in_every_pie_description": "At the end of each downtime phase, you earn +2 Ablass.",
|
||||
"playbook_ability_snakeoil_miracles": "Snakeoil Miracles",
|
||||
"playbook_ability_snakeoil_miracles_description": "When you assist or engage in a group action with someone, they may also ignore one harm penalty.",
|
||||
"playbook_ability_influential": "Influential",
|
||||
"playbook_ability_influential_description": "You provide a valuable service to the town and are welcome even in dangerous places. Get +1 result level when you speak on behalf of a local community, acquire an asset or reduce Doom.",
|
||||
"playbook_ability_little_vultures": "Little Vultures",
|
||||
"playbook_ability_little_vultures_description": "Cohorts you command gain Potency to gather information and have special armor to resist a consequence of detection or deception.",
|
||||
"playbook_ability_well_travelled": "Well Travelled",
|
||||
"playbook_ability_well_travelled_description": "You speak a multitude of languages and are broadly educated. When you gather information in a weird or foreign place, take +1d to your roll.",
|
||||
"playbook_ability_fandango": "Fandango",
|
||||
"playbook_ability_fandango_description": "When you indulge your vice, you may adjust the dice outcome by 1 or 2 (up or down). An ally who joins your vice may do the same.",
|
||||
"playbook_ability_quick_witted": "Quick-Witted",
|
||||
"playbook_ability_quick_witted_description": "You may expend your special armor to resist a consequence of persuasion or suspicion. When you resist with Wits, take +1d.",
|
||||
"playbook_ability_viper": "Viper",
|
||||
"playbook_ability_viper_description": "When you invent, craft or try to apply a poison or narcotics, take +1d to your roll. You begin the game with one additional formula already known.",
|
||||
"playbook_ability_in_good_hands": "In Good Hands",
|
||||
"playbook_ability_in_good_hands_description": "When you provide meaningful insight or heartfelt advice (to another PC), you both clear 1 Grit. Everyone in your Posse gets +1d to their healing treatment rolls.",
|
||||
"playbook_ability_driven": "Driven",
|
||||
"playbook_ability_driven_description": "During downtime, you get 2 ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan. While reading, push yourself for 1 Grit instead of 2.",
|
||||
"playbook_ability_skillful": "Skillful",
|
||||
"playbook_ability_skillful_description": "You may expend your special armor to resist a consequence from breaking machines or experimenting with Hellstone, or to push yourself when working on weird science or handling Hellstone.",
|
||||
"playbook_ability_mad_scientist": "Mad Scientist",
|
||||
"playbook_ability_mad_scientist_description": "When you invent or craft a creation with steampunk or Hellstone features, take +1 result level to your roll. You begin with one special design already known.",
|
||||
"playbook_ability_spiritmancer": "Spiritmancer",
|
||||
"playbook_ability_spiritmancer_description": "When you invent or craft a creation with arcane, spiritual or demonic features, take +1 result level to your roll. You begin with one special formula already known.",
|
||||
"playbook_ability_listening_to_their_voices": "Listening To Their Voices",
|
||||
"playbook_ability_listening_to_their_voices_description": "When you touch them you may consort with machines to gather information with +1 result level. After that, you may push yourself to give it a feature or task it was not constructed for.",
|
||||
"playbook_ability_speaking_their_tongue": "Speaking Their Tongue",
|
||||
"playbook_ability_speaking_their_tongue_description": "You may attune yourself to any machine to activate or disable it.",
|
||||
"playbook_ability_blood_sweat_and_gears": "Blood, Sweat & Gears",
|
||||
"playbook_ability_blood_sweat_and_gears_description": "You gain an additional xp trigger: If you achieved a breakthrough on a meaningful invention or scientific problem, mark xp. If your project caused trouble for your Posse, also mark Posse xp.",
|
||||
"playbook_ability_right_time_right_tool": "Right Time, Right Tool",
|
||||
"playbook_ability_right_time_right_tool_description": "You may use one of your items for a purpose of which it was not designed for. Fine items stay fine. Describe how you do it and how this is helpful.",
|
||||
"playbook_ability_one_step_beyond": "One Step Beyond",
|
||||
"playbook_ability_one_step_beyond_description": "You are affected by spirit bane charms (lose 2 Passion to overcome the repulsion). Whenever you would lose Grit, lose Passion instead. When you would take Stigma, take Decay instead. ",
|
||||
"playbook_ability_angel_of_vengeance": "Angel Of Vengeance",
|
||||
"playbook_ability_angel_of_vengeance_description": "You may expend your special armor to terrify or impress an enemy, or to push yourself when you Attune to the Burning Beyond.",
|
||||
"playbook_ability_touched_by_the_burning_beyond": "Touched By The Burning Beyond",
|
||||
"playbook_ability_touched_by_the_burning_beyond_description": "You can push yourself to do one of the following: Talk in tongues - terrorize a group of people - captured the attention of a ghost or demon.",
|
||||
"playbook_ability_hellfire_torch": "Hellfire Torch",
|
||||
"playbook_ability_hellfire_torch_description": "Your body burns with a non-consuming flame and it looks like you & your stuff is on fire. Take +1d or improved position in situations where being on fire is helpful.",
|
||||
"playbook_ability_unholy_mount": "Unholy Mount",
|
||||
"playbook_ability_unholy_mount_description": "Your horse or animal companion is equally frightening as you are. It has Potency when tracking or fighting the supernatural. For 1 Passion it has a temporary mind-link with you.",
|
||||
"playbook_ability_like_johan": "Like Johan",
|
||||
"playbook_ability_like_johan_description": "For 1 Passion you’re able to dissipate your body and all your stuff to become a cloud of vapor. This cloud may resemble your living body and clothes if you wish. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings. For +1 additional Passion you chill the area around you and are terrifying for the living to behold.",
|
||||
"playbook_ability_superiority": "Superiority",
|
||||
"playbook_ability_superiority_description": "Lose 1 Passion to sense beyond human limits. ‘Hear‘ a subject's true thoughts or feelings, see in pitch darkness, sense the presence of invisible things, intuit the location of a hidden object.",
|
||||
"a_pistol": "A Pistol",
|
||||
"a_pistol_description": "A sixshooter, a Smith & Wesson revolver, a Colt Dragoon or Buntline, a Navy or Army Colt. A double-action Peacemaker or Thunderer. An antique blackpouder breachloading heavy pistol.",
|
||||
"a_2nd_pistol": "A 2nd Pistol",
|
||||
"a_melee_weapon": "A Melee Weapon",
|
||||
"a_melee_weapon_description": "A Bowie knife or Arkansas Toothpick. A butcher or skinning knife. A stiletto, rapier or sable. A hatchet, a tomahawk, a club, brass knuckles. Some sharpened piece of metal or equipment.",
|
||||
"a_second_melee_weapon": "A 2nd Melee Weapon",
|
||||
"lantern": "Lantern",
|
||||
"lantern_description": "An oil lantern, a Hellstone lantern or some other light source.",
|
||||
"throwing_knifes": "Throwing Knifes",
|
||||
"throwing_knifes_description": "A set of light and well balanced knifes or a single Arkansas Toothpick.",
|
||||
"armor": "Armor",
|
||||
"armor_description": "Thick leather vest or waistcoat. A metal plate just at the right spot. An armored vest with Hellstone hardening.",
|
||||
"a_large_weapon": "A Large Weapon",
|
||||
"a_large_weapon_description": "A two-handed weapon. A spear, a hunting or buffalo rifle, a smoothbore musket, a crossbow, a bow, a polearm, a battle ax.",
|
||||
"an_unusual_weapon": "An Unusual Weapon",
|
||||
"an_unusual_weapon_description": "A curiosity or tool turned into a weapon. A weapon with high need of expertise. A whip, a lasso, bolas, a pitchfork, a sling, a viper.",
|
||||
"a_horse_with_saddle": "A Horse with Saddle",
|
||||
"a_horse_with_saddle_description": "Your reliable ally and mean of transportation out there in the wild. Does your horse has a name?",
|
||||
"a_rope": "A Rope",
|
||||
"a_rope_description": "A coil of rope, a lasso.",
|
||||
"documents_description": "A collection of possibly useful documents. Some interesting/rough maps. Some blank pages. A pen, pencil or piece of coal. Who taught you to read and write?",
|
||||
"arcane_ingredients": "Arcane Ingredients",
|
||||
"arcane_ingredients_description": "A vial of quicksilver, blood or perfume. Peyote. A pouch of black salt, bone dust or grated Hellstone. A small stone or bone with a carved rune. A holy symbol. Hair or fingernails of a dead man. A sand timer. Dried frog skin. Have a look at the list of Ritual Ingredients.",
|
||||
"subterfuge_supplies": "Subterfuge Supplies",
|
||||
"subterfuge_supplies_description": "A theatrical makeup kit. Faked gold nugget or Hellstone. A forged badge of authority or symbol of faith. A selection of blank documents, ready for the forger’s hand.",
|
||||
"demolition_tools": "Demolition Tools",
|
||||
"demolition_tools_description": "A stick of dynamite, a nail bomb, a heavy hammer, a crowbar, a drill. A vial of nitroglycerin. Explain how you managed to avoid blowing yourself up 'til now.",
|
||||
"crafting_tools": "Crafting Tools",
|
||||
"crafting_tools_description": "An assortment for blacksmiths, carpenters, Hellstone mechanist work: A loupe, a scalpel, tweezers, a big/small hammer, pliers, screwdriver, file, saw, hatchet, a Hellstone fork, a battery.",
|
||||
"a_spirit_bane": "A Spirit Bane",
|
||||
"a_spirit_bane_description": "A small pendant, trinket, rock or bone that spirits, ghosts and maybe undead prefer to avoid. How does it look like? What is its origin?",
|
||||
"an_useful_item": "An Useful Item",
|
||||
"an_useful_item_description": "Some useful item you need right now. Snake leather boots? Guitar / banjo / harmonica? Magnificent Cologne? A piece of (faked) Hellstone? A Hellstone detector? A pipe? Explain why it is useful and why you brought it along.",
|
||||
"add_abilities": "Add abilities",
|
||||
"add_contacts": "Add contacts",
|
||||
"add_friends": "Add friends",
|
||||
"add_items": "Add items",
|
||||
"add_type": "Add Type: 2",
|
||||
"add_upgrades": "Add upgrades",
|
||||
"alchemicals": "Alchemicals",
|
||||
"alias": "Alias",
|
||||
"an_upgrade": "An upgrade",
|
||||
"armor_uses": "Armor uses",
|
||||
"assault": "Assault",
|
||||
"assist_a_teammate": "<strong>Assist</strong> a teammate",
|
||||
"attune": "Attune",
|
||||
"attune_description": "Attune to supernatural beings like spirits, demons and undead or to the Burning Beyond; channel supernatural energy to achieve effects; communicate with ghosts or undead; understand the Beyond.",
|
||||
"autofill_reminder_crew": "To generate posse abilities, upgrades, contacts, and claims, enter the name of the posse type above:",
|
||||
"autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:",
|
||||
"background": "Background",
|
||||
"background_info": "Big Town - Ranch - Fort - Tribe - Loner - Immigrant - Frontier Town",
|
||||
"bandoliers": "Bandoliers",
|
||||
"bold": "bold",
|
||||
"bonus_die": "Bonus Die",
|
||||
"bonusdice": "Bonus dice",
|
||||
"brawl": "Brawl",
|
||||
"brawl_description": "Brawl with someone, cry havoc or wrestle with an opponent in close combat; assault or hold a position; do some serious damage, no matter where.",
|
||||
"broken": "Broken",
|
||||
"character_mode": "Character Mode",
|
||||
"chat_image": "Image to show alongside chat rolls",
|
||||
"clock_name": "Clock Name",
|
||||
"clocks": "Clocks",
|
||||
"clocks_only": "Show clocks only",
|
||||
"cohort": "Cohort",
|
||||
"cohort_quality": "Cohort Quality",
|
||||
"cohorts": "Cohorts",
|
||||
"coin": "Coin",
|
||||
"command": "Command",
|
||||
"command_description": "Command obedience with your force of personality; intimidate or threaten; lead an action with one of the Posse's gangs.",
|
||||
"consequence": "Consequence",
|
||||
"consort": "Consort",
|
||||
"consort_description": "Consort with fellow beings from your heritage or background, friends, or rivals to gain access to resources, information, people, or places.",
|
||||
"contact_name": "Contact name",
|
||||
"controlled": "Controlled",
|
||||
"craft": "Craft",
|
||||
"craft_description": "Craft mechanisms (create, modify, disable, or repair); reinforce or enhance constructions; understand and use steam - or Hellstone - devices to your advantage.",
|
||||
"crew": "Posse",
|
||||
"crew_advancement": "Posse Advancement",
|
||||
"crew_description": "A short posse description",
|
||||
"crew_mode": "Posse Mode",
|
||||
"crew_sheet": "Posse sheet",
|
||||
"crew_tier": "Posse Tier",
|
||||
"crew_upgrades": "Posse Upgrades",
|
||||
"deception": "Deception",
|
||||
"description": "Description",
|
||||
"desperate": "Desperate",
|
||||
"detail_assault": "Point of attack",
|
||||
"detail_deception": "Method",
|
||||
"detail_occult": "Arcane power",
|
||||
"detail_social": "Connection",
|
||||
"detail_stealth": "Entry point",
|
||||
"detail_transport": "Route",
|
||||
"devils_bargain": "Devil's Bargain",
|
||||
"disable": "Disable",
|
||||
"disable_description": "Disable a trap, pick a lock, or crack a safe subtlety or with force; break an item, or obstacle with force or carefully applied sabotage; breach defenses with force; create distractions and chaos.",
|
||||
"edges": "Edges",
|
||||
"effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
|
||||
"elite": "Elite",
|
||||
"engagement": "Engagement",
|
||||
"entanglement": "Riders",
|
||||
"expert": "Expert",
|
||||
"faction_mode": "Faction Mode",
|
||||
"faction_notes": "Faction notes",
|
||||
"factions1": "Status Quo",
|
||||
"factions2": "Newcomers",
|
||||
"factions_title": "Factions of Mudwater & Beyond",
|
||||
"locations_header1": "Locations",
|
||||
"locations_header2": "Wealth - Law&Order - Outlaw&Chaos - Supernatural",
|
||||
"wealth": "Wealth",
|
||||
"law_order": "Law & Order",
|
||||
"outlaw_chaos": "Outlaw & Chaos",
|
||||
"supernatural": "Super- natural",
|
||||
"fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or posse type",
|
||||
"flaws": "Flaws",
|
||||
"flexible_width": "Flexible character sheet width (adapts to container)",
|
||||
"fortune": "Fortune",
|
||||
"fortune_roll": "Fortune roll",
|
||||
"friend_name": "Friend name",
|
||||
"friends": "Friends",
|
||||
"gang": "Gang",
|
||||
"gang_type": "<Gang Type>",
|
||||
"gather_information": "Gather Information",
|
||||
"gatherinfo_how_can_i_hurt_them": "How can I hurt them?",
|
||||
"gatherinfo_whos_most_afraid_of_me": "Who's most afraid of me?",
|
||||
"gatherinfo_whos_most_dangerous_here": "Who's most dangerous here?",
|
||||
"gatherinfo_what_do_they_intend_to_do": "What do they intend to do?",
|
||||
"gatherinfo_how_can_i_get_them_to_x": "How can I get them to [X]?",
|
||||
"gatherinfo_are_they_telling_the_truth": "Are they telling the truth?",
|
||||
"gatherinfo_whats_going_on": "What's really going on here?",
|
||||
"gatherinfo_what_happened_here_recently": "What happend here recently?",
|
||||
"gatherinfo_what_do_the_spirits_counsel": "What do the spirits counsel?",
|
||||
"gatherinfo_how_can_i_discover_x": "How can I discover [X]?",
|
||||
"gatherinfo_how_can_i_get_to_place_x": "How can I get to place [X]?",
|
||||
"gatherinfo_what_should_i_look_out_for": "What should I look out for?",
|
||||
"gatherinfo_where_should_i_strike": "Where should I strike?",
|
||||
"gatherinfo_where_is_the_critical_point": "Where is the critical point to shoot?",
|
||||
"gatherinfo_whos_most_impressed_by_me": "Who's most impressed by me?",
|
||||
"gatherinfo_where_are_they_vulnerable": "Where are they vulnerable?",
|
||||
"gatherinfo_what_do_they_expect": "What do they expect to see next?",
|
||||
"gatherinfo_who_is_really_in_charge_here": "Who is really in charge here?",
|
||||
"gatherinfo_whos_the_most_lawabiding_here": "Who's the most law-abiding here?",
|
||||
"gatherinfo_how_can_i_get_them": "How can I get them to [X]?",
|
||||
"gatherinfo_who_should_i_look_out_for": "What should I look out for?",
|
||||
"gatherinfo_what_are_they_not_noticing": "What are they not noticing?",
|
||||
"gatherinfo_what_do_they_really_care_about": "What do they really care about?",
|
||||
"gatherinfo_how_can_i_stand_out_here": "How can I stand out here?",
|
||||
"gatherinfo_what_is_the_best_path": "What is the best path to [X]?",
|
||||
"gatherinfo_what_is_hidden_or_lost_here": "What is hidden or lost here?",
|
||||
"gatherinfo_how_where_can_i_discover_x": "How / Where can I discover [X]?",
|
||||
"gatherinfo_who_what_is_most_dangerous_here": "Who / What's most dangerous?",
|
||||
"gatherinfo_how_will_the_environment_change": "How will the environment change?",
|
||||
"gatherinfo_where_are_they_it_vulnerable": "Where are they/it vulnerable?",
|
||||
"gatherinfo_where_should_i_go_flee": "Where should I go / flee?",
|
||||
"gatherinfo_who_is_most_dangerous_here": "Who's most dangerous here?",
|
||||
"gatherinfo_what_might_happen_if_i_x": "What might happen if I [X]?",
|
||||
"gatherinfo_what_do_i_covet": "What do they covet?",
|
||||
"gatherinfo_how_can_i_help_them_confess": "How can I help them confess?",
|
||||
"gatherinfo_where_lies_the_corruption": "Where lies the corruption?",
|
||||
"gatherinfo_what_can_i_trust_them_to_do": "What can I trust them to do?",
|
||||
"gatherinfo_what_do_they_want_most": "What do they want most?",
|
||||
"gatherinfo_wheres_the_leverage_here": "Where's the leverage here?",
|
||||
"gatherinfo_how_can_i_get_x": "How can I get [X]?",
|
||||
"gatherinfo_what_is_foreign_or_weird_here": "What is foreign or weird here?",
|
||||
"gatherinfo_how_can_i_ease_their_suffering": "How can I ease their suffering?",
|
||||
"gatherinfo_how_can_i_use_to_my_advantage": "How can I use [X] to my advantage?",
|
||||
"gatherinfo_what_here_is_talking_to_me": "What here is talking to me?",
|
||||
"gatherinfo_what_can_i_improve_here": "What can I improve here?",
|
||||
"gatherinfo_might_happen_if_i_x": "What might happen if I [X]?",
|
||||
"gatherinfo_how_can_i_find_x": "How can I find [X]?",
|
||||
"gatherinfo_who_here_is_guilty": "Who here is guilty?",
|
||||
"gatherinfo_whats_supernatural_here": "What's supernatural here?",
|
||||
"gatherinfo_what_do_they_fear": "What do they fear?",
|
||||
"generate_factions": "Generate Factions",
|
||||
"guts": "Guts",
|
||||
"guts_description": "Resist consequences from mental strain or willpower.",
|
||||
"harm": "Harm",
|
||||
"haunted": "Haunted",
|
||||
"healing": "Healing",
|
||||
"heat": "Doom",
|
||||
"heavy": "Heavy",
|
||||
"heritage": "Heritage",
|
||||
"heritage_info": "African — Far East — European — Southern — Native — Mysterious",
|
||||
"hold": "Hold",
|
||||
"how_many_boxes": "How many boxes?",
|
||||
"how_much_load": "How much load?",
|
||||
"hunt": "Hunt",
|
||||
"hunt_description": "Hunt a target; gather information about its location and movements; find the trail it left behind; attack with precision whilst shooting from a distance; do some serious damage by hitting exactly the right spot.",
|
||||
"hunter": "Hunter",
|
||||
"hunting_grounds": "Hunting Grounds",
|
||||
"hunting_grounds_description": "Robbery",
|
||||
"hunting_pet": "Hunting Pet",
|
||||
"impaired": "Impaired",
|
||||
"indulge_vice": "Indulge Vice",
|
||||
"wits": "Wits",
|
||||
"wits_description": "Use your Wits to resist consequences from deception or understanding.",
|
||||
"italics_dont_count": "(italics don't count for load)",
|
||||
"item_name": "A useful item",
|
||||
"items": "Items",
|
||||
"lair": "Hideout",
|
||||
"lead_a_group_action": "Lead a <strong>group action</strong>",
|
||||
"less_effect": "Less Effect",
|
||||
"light": "Light",
|
||||
"list_crews": "Hellstone Scavengers, Outlaw Posse, Bounty Hunters, or Tribe.",
|
||||
"list_playbooks": "The Fist, The Shot, The Law, The Gamble, The Scout, The Outlaw, The Thunderheart, The Speaker, The Plan, The Gentle Touch, The Wrench & Saw, or The Revenant.",
|
||||
"load": "load",
|
||||
"load:": "Load:",
|
||||
"look": "Look",
|
||||
"mark_xp:": "Mark XP:",
|
||||
"mastery": "Mastery",
|
||||
"minus1d": "-1D",
|
||||
"name": "Name",
|
||||
"need_help": "Need Help",
|
||||
"new_cohort": "New Cohort: 2",
|
||||
"normal": "Normal",
|
||||
"notes": "Notes",
|
||||
"number_stress_boxes": "Number of grit boxes",
|
||||
"numberofdice": "Number of dice",
|
||||
"obsessed": "Obsessed",
|
||||
"occult": "Beyond",
|
||||
"ok": "OK",
|
||||
"paranoid": "Paranoid",
|
||||
"personal": "Personal",
|
||||
"planning_load": "Planning & Load",
|
||||
"planningdesc": "Choose a <strong>plan</strong>, provide the <strong><em>detail</em></strong>. Choose your <strong><em>load</em></strong> limit for the operation.",
|
||||
"playbook": "playbook",
|
||||
"playbook_advancement": "Playbook Advancement",
|
||||
"playbook_description": "A short playbook description",
|
||||
"position": "Position",
|
||||
"progress_clock": "progress clock",
|
||||
"protect_a_teammate": "<strong>Protect</strong> a teammate",
|
||||
"prowess": "Prowess",
|
||||
"prowess_description": "Resist consequences from physical strain or injury.",
|
||||
"prowl": "Prowl",
|
||||
"prowl_description": "Prowl about unseen and traverse obstacles; climb, swim, run, jump, and tumble; ambush with close violence - a backstab, throat cutting, etc.",
|
||||
"push_yourself": "Push yourself",
|
||||
"push_yourself_desc": "(lose 2 grit) — or — accept a",
|
||||
"quality": "Quality",
|
||||
"quality_abbreviated": "Q:",
|
||||
"query_for_consequence": "Query for consequence name when resisting",
|
||||
"read": "Read",
|
||||
"read_description": "Read a person, text, document, or item with close scrutiny to gather information and apply knowledge, first aid or healing; recite text or gain a deeper understanding; do research.",
|
||||
"reckless": "Reckless",
|
||||
"recovery": "Recovery",
|
||||
"recoveryblurb": "Get treatment in downtime to activate your healing project clock",
|
||||
"rep": "Rep",
|
||||
"reputation": "Reputation",
|
||||
"reset?": "reset?",
|
||||
"resist_instructions": "Lose <strong>6 grit minus the highest die result.</strong> When you roll a critical on resistance, gain 1 grit.",
|
||||
"resistance_bonus": "Resistance bonus:",
|
||||
"resists": "resists",
|
||||
"risky": "Risky",
|
||||
"roll-inf": "roll",
|
||||
"roll": "roll",
|
||||
"roll_engagement": "Roll Engagement",
|
||||
"roll_for": "roll for",
|
||||
"roll_fortune": "Roll Fortune",
|
||||
"roll_their": "roll their",
|
||||
"rolls": "rolls",
|
||||
"rolls_for": "rolls for",
|
||||
"rolls_their": "rolls their",
|
||||
"send_details_to_chat": "Send details to chat",
|
||||
"set_up_a_teammate": "<strong>Set up</strong> a teammate",
|
||||
"short": "short",
|
||||
"show_broadcast": "Show broadcast buttons for sending information to chat",
|
||||
"show_cohort_section": "Show cohort section on character sheet",
|
||||
"show_extra_trauma_box": "Show an extra stigma box",
|
||||
"show_extra_xp_condition": "Show an extra xp condition",
|
||||
"show_item_description": "Item/upgrade descriptions",
|
||||
"show_outline": "Show outline for active input fields",
|
||||
"sling": "Sling",
|
||||
"sling_description": "Sling a pistol in a shoot-out, throw a blade, a lasso or item; pick an item from someone's pocket; employ subtle misdirection or sleight-of-hand; handle a vehicle or a mount.",
|
||||
"social": "Social",
|
||||
"soft": "Soft",
|
||||
"special": "Special",
|
||||
"special_abilities": "Special Abilities",
|
||||
"special_ability": "Special Ability",
|
||||
"stash": "Ablass",
|
||||
"status": "Status",
|
||||
"stealth": "Stealth",
|
||||
"stress": "Grit",
|
||||
"strong": "Strong",
|
||||
"survey": "Survey",
|
||||
"survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.",
|
||||
"sway": "Sway",
|
||||
"sway_description": "Sway someone with charm, logic, deception, disguise, or bluff; perform on stage; change attitudes or behaviour with manipulation or seduction.",
|
||||
"teamwork": "Teamwork",
|
||||
"tier": "Tier",
|
||||
"training": "Training",
|
||||
"transport": "Travel",
|
||||
"trauma": "Stigma",
|
||||
"turf": "Claim",
|
||||
"unstable": "Unstable",
|
||||
"upgrade": "Upgrade",
|
||||
"upgrade_costs": "Upgrade Costs",
|
||||
"upgrade_wits_description": "Earn 2 xp when training Wits during downtime.",
|
||||
"upgrade_mastery_description": "Your posse has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.",
|
||||
"upgrade_personal_description": "Earn 2 xp when training playbook during downtime.",
|
||||
"upgrade_prowess_description": "Earn 2 xp when training Prowess during downtime.",
|
||||
"upgrade_guts_description": "Earn 2 xp when training Guts during downtime.",
|
||||
"upon_crew_advance": "Upon posse advance, each PC gets Ablass = Tier+2",
|
||||
"use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)",
|
||||
"vaults": "Vaults",
|
||||
"version": "Version",
|
||||
"vice": "Vice",
|
||||
"vice_info": "Faith — Gambling — Luxury — Obligation — Pleasure — Stupor — Weird",
|
||||
"vice_instructions": "<strong>Gain an amount of grit equal to the highest die result.</strong> If the result of your vice roll means you gain more than 9 grit, you <strong>overindulge</strong>.",
|
||||
"vice_purveyor": "Vice / Purveyor",
|
||||
"viceroll1": "(who currently has ",
|
||||
"viceroll2": ") indulges",
|
||||
"vicious": "Vicious",
|
||||
"wanted": "Riders",
|
||||
"wantedroll1": "(who currently have ",
|
||||
"wantedroll2": ") roll for",
|
||||
"war": "Feud",
|
||||
"warblurb1": "When you're having a feud with any number of factions (status -3), the following penalties apply:",
|
||||
"warblurb2": "Lose 1 hold (temporarily, while the feud persists). This may knock you down a Tier.",
|
||||
"warblurb3": "PCs get only one free downtime action instead of two.",
|
||||
"warblurb4": "Take -1 Coin and +1 Doom from each run.",
|
||||
"warblurb5": "Your Hellstone Claims produce only half their normal income (round down).",
|
||||
"weak": "Weak",
|
||||
"when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:",
|
||||
"with": "with",
|
||||
"xp_beliefs": "You expressed your beliefs, drives, heritage, or background.",
|
||||
"xp_bolster": "Bolster your posse's reputation or develop a new one.",
|
||||
"xp_contend": "Contend with challenges above your current station.",
|
||||
"xp_crew_specific": "Enter your posse's specific way to mark XP here.",
|
||||
"xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.",
|
||||
"xp_express": "Express the goals, drives, inner conflict, or essential nature of the posse.",
|
||||
"xp_specific": "Enter your playbook's specific way to mark XP here.",
|
||||
"xp_specific_extra": "Enter another specific way to mark XP here.",
|
||||
"xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
|
||||
"xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
|
||||
"zerodice": "Zero Dice — take the lowest result above"
|
||||
}
|
||||
@@ -0,0 +1,245 @@
|
||||
{
|
||||
"info-ability": "Info & Abilities",
|
||||
"intrigue-combat": "Intrigue & Combat",
|
||||
"character-details": "Character Details",
|
||||
"npcs": "NPCs",
|
||||
"armies": "Armies",
|
||||
"journal": "Journal",
|
||||
"name": "Name :",
|
||||
"player-name": "Player Name",
|
||||
"house": "House:",
|
||||
"motto": "Motto",
|
||||
"age": "Age",
|
||||
"gender": "Gender",
|
||||
"height": "Height",
|
||||
"weight": "Weight",
|
||||
"hair-color": "Hair Color",
|
||||
"eye-color": "Eye Color",
|
||||
"custom-roll": "Custom Roll",
|
||||
"agility": "Agility",
|
||||
"acrobatics": "Acrobatics",
|
||||
"balance": "Balance",
|
||||
"contortions": "Contortions",
|
||||
"dodge": "Dodge",
|
||||
"quickness": "Quickness",
|
||||
"animal-handling": "Animal Handling",
|
||||
"charm": "Charm",
|
||||
"drive": "Drive",
|
||||
"ride": "Ride",
|
||||
"train": "Train",
|
||||
"athletics": "Athletics",
|
||||
"climb": "Climb",
|
||||
"jump": "Jump",
|
||||
"run": "Run",
|
||||
"strength": "Strength",
|
||||
"swim": "Swim",
|
||||
"Throw": "Throw",
|
||||
"awareness": "Awareness",
|
||||
"empathy": "Empathy",
|
||||
"notice": "Notice",
|
||||
"cunning": "Cunning",
|
||||
"decipher": "Decipher",
|
||||
"logic": "Logic",
|
||||
"memory": "Memory",
|
||||
"deception": "Deception",
|
||||
"act": "Act",
|
||||
"bluff": "Bluff",
|
||||
"cheat": "Cheat",
|
||||
"disguise": "Disguise",
|
||||
"endurance": "Endurance",
|
||||
"resilience": "Resilience",
|
||||
"stamina": "Stamina",
|
||||
"fighting": "Fighting",
|
||||
"axes": "Axes",
|
||||
"bluggeons": "Bludgeons",
|
||||
"brawling": "Brawling",
|
||||
"fencing": "Fencing",
|
||||
"long-blade": "Long Blades",
|
||||
"polearms": "Polearms",
|
||||
"shields": "Shields",
|
||||
"short-blade": "Short Blades",
|
||||
"spears": "Spears",
|
||||
"healing": "Healing",
|
||||
"diagnose": "Diagnose",
|
||||
"treat-ailment": "Treat Ailment",
|
||||
"treat-injury": "Treat Injury",
|
||||
"laguage": "Language",
|
||||
"roll": "Roll",
|
||||
"knowledge": "Knowledge",
|
||||
"education": "Education",
|
||||
"research": "Research",
|
||||
"streetwise": "Streetwise",
|
||||
"marksmanship": "Marksmanship",
|
||||
"bows": "Bows",
|
||||
"crossbows": "Crossbows",
|
||||
"siege": "Siege",
|
||||
"thrown": "Thrown",
|
||||
"persuasuion": "Persuasion",
|
||||
"bargain": "Bargain",
|
||||
"convince": "Convince",
|
||||
"incite": "Incite",
|
||||
"intimidate": "Intimidate",
|
||||
"seduce": "Seduce",
|
||||
"taunt": "Taunt",
|
||||
"status": "Status",
|
||||
"breeding": "Breeding",
|
||||
"reputation": "Reputation",
|
||||
"stewardship": "Stewardship",
|
||||
"tournaments": "Tournaments",
|
||||
"stealth": "Stealth",
|
||||
"blend-in": "Blend In",
|
||||
"sneak": "Sneak",
|
||||
"survival": "Survival",
|
||||
"forage": "Forage",
|
||||
"hunt": "Hunt",
|
||||
"orientation": "Orientation",
|
||||
"track": "Track",
|
||||
"thievery": "Thievery",
|
||||
"pick-lock": "Pick Lock",
|
||||
"sleight-of-hand": "Sleight of Hand",
|
||||
"steal": "Steal",
|
||||
"warfare": "Warfare",
|
||||
"command": "Command",
|
||||
"strategy": "Strategy",
|
||||
"tactics": "Tactics",
|
||||
"will": "Will",
|
||||
"courage": "Courage",
|
||||
"coordonate": "Coordinate",
|
||||
"dedication": "Dedication",
|
||||
"initiative": "Initiative",
|
||||
"defense": "Defense",
|
||||
"defense-bonus": "Defense Bonus",
|
||||
"composure": "Composure Bonus",
|
||||
"current": "Current",
|
||||
"max": "Max",
|
||||
"frustration": "Frustration:",
|
||||
"d-malus-deception-persuation": "–1D on Deception and Persuasion",
|
||||
"health": "Health",
|
||||
"1-on-all-tests": "–1 on all tests",
|
||||
"armor": "Armor",
|
||||
"armor-rating": "Armor Rating",
|
||||
"armor-penalty": "Armor Penalty",
|
||||
"armor-bulk": "Armor Bulk",
|
||||
"injuries-wounds": "Injuries & Wounds",
|
||||
"injuries": "Injuries",
|
||||
"injuries-impose": "Injuries impose -1 to all tests.",
|
||||
"wounds": "Wounds:",
|
||||
"wounds-impose": "Wounds impose -1D to all tests.",
|
||||
"destiny-point": "Destiny Points",
|
||||
"avaible": "Available:",
|
||||
"maximum": "Maximum",
|
||||
"base": "Base",
|
||||
"invested": "Invested",
|
||||
"bonus": "Bonus",
|
||||
"yds": "yds",
|
||||
"move-speed": "Move Speed",
|
||||
"sprint-multi": "Sprint Multi",
|
||||
"sprint-speed": "Sprint Speed",
|
||||
"bulk": "Bulk",
|
||||
"equiped-weapons": "Equipped Weapons",
|
||||
"type": "Type: ",
|
||||
"intrigue": "Intrigue",
|
||||
"combat": "Combat",
|
||||
"fatigue": "Fatigue:",
|
||||
"movement": "Movement",
|
||||
"melee": "Melee",
|
||||
"ranged": "Ranged",
|
||||
"specialty": "Specialty:",
|
||||
"axe": "Axes",
|
||||
"bludgeons": "Bludgeons",
|
||||
"long-blades": "Long Blades",
|
||||
"short-blades": "Short Blades",
|
||||
"training": "Training :",
|
||||
"damage": "Damage",
|
||||
"damage-mod": "Damage Mod:",
|
||||
"qualities": "Qualities",
|
||||
"hit": "Hit",
|
||||
"possessions": "Possessions",
|
||||
"equipment-gear": "Equipment & Gear",
|
||||
"item-name": "Item Name",
|
||||
"value": "Value",
|
||||
"mount-livestock": "Mounts & Livestock",
|
||||
"animal": "Animal",
|
||||
"currency": "Currency",
|
||||
"copper-pennies": "Copper Pennies:",
|
||||
"silver-stags": "Silver Stags:",
|
||||
"gold-dragons": "Gold Dragons:",
|
||||
"silver-stags-to-pennies": "Silver Stag = 56 Pennies",
|
||||
"gold-dragon-to-stags": "Gold Dragon = 210 Stags (11,760 Pennies)",
|
||||
"character-information": "Character Information",
|
||||
"experience": "Experience",
|
||||
"total": "Total:",
|
||||
"spent": "Spent:",
|
||||
"expenditures": "Expenditures",
|
||||
"glory": "Glory",
|
||||
"benefits": "Benefits",
|
||||
"effect": "Effect",
|
||||
"drawbacks": "Drawbacks",
|
||||
"virtues": "Virtues",
|
||||
"vices": "Vices",
|
||||
"goals": "Goals",
|
||||
"motivations": "Motivations",
|
||||
"mannerisms": "Mannerisms",
|
||||
"distinguishing-features": "Distinguishing Features",
|
||||
"retainers": "Retainers",
|
||||
"allies": "Allies",
|
||||
"enemies": "Enemies",
|
||||
"Oaths": "Oaths",
|
||||
"personnal-history": "Personal History",
|
||||
"notable-npc": "Notable NPCs",
|
||||
"realm": "Realm:",
|
||||
"liege": "Liege:",
|
||||
"appearance": "Appearance:",
|
||||
"disposition": "Disposition (Deceive/Persuade):",
|
||||
"mine": "Mine:",
|
||||
"affectionate": "Affectionate (-2/+5)",
|
||||
"friendly": "Friendly (-1/+3)",
|
||||
"amiable": "Amiable (0/+1)",
|
||||
"indifferent": "Indifferent (0/0)",
|
||||
"dislike": "Dislike (+1/-2)",
|
||||
"unfriendly": "Unfriendly (+2/-4)",
|
||||
"malicious": "Malicious (+3/-6)",
|
||||
"theirs": "Theirs:",
|
||||
"notes": "Notes:",
|
||||
"unit-type": "Unit Type:",
|
||||
"archers": "Archers",
|
||||
"cavalery": "Cavalery",
|
||||
"criminals": "Criminals",
|
||||
"crusaders": "Crusaders",
|
||||
"engineers": "Engineers",
|
||||
"garrison": "Garrison",
|
||||
"guerillas": "Guerillas",
|
||||
"infantry": "Infantry",
|
||||
"mercenaries": "Mercenaries",
|
||||
"peasant-levies": "Peasant Levies",
|
||||
"personal-guards": "Personal Guards",
|
||||
"raiders": "Raiders",
|
||||
"sailors": "Sailors",
|
||||
"scouts": "Scouts",
|
||||
"special": "Special",
|
||||
"support": "Support",
|
||||
"warship": "Warship",
|
||||
"green": "Green",
|
||||
"trained": "Trained",
|
||||
"veteran": "Veteran",
|
||||
"elite": "Elite",
|
||||
"armystatus": "Status :",
|
||||
"organize": "Organize",
|
||||
"disorganize": "Disorganize",
|
||||
"rally": "Rally",
|
||||
"routed": "Routed",
|
||||
"abilities": "Abilities",
|
||||
"discipline": "Discipline",
|
||||
"fight-damage": "Fight Damage",
|
||||
"marksmanship-damage": "Marksman Damage",
|
||||
"mvt": "Mvt",
|
||||
"fight-dam-mod": "Fight Dam. Mod.",
|
||||
"marksmanship-dam-mod": "Marksman Dam. Mod.",
|
||||
"defense-mod": "Defense Mod.",
|
||||
"available": "Available:",
|
||||
"defense-sante": "DEFENSE & HEALTH",
|
||||
"malus-disorganize": "Malus Disorganized",
|
||||
"armyhero": "Hero :",
|
||||
"nohero": "Without Hero",
|
||||
"hero": "With Hero"
|
||||
}
|
||||
+10854
-1814
File diff suppressed because one or more lines are too long
+120
-13
@@ -196,7 +196,7 @@ input[type="number"].sheet-nobut::-webkit-inner-spin-button {
|
||||
box-shadow: none;
|
||||
background-color: transparent;
|
||||
display: inline;
|
||||
cursor: context-menu;
|
||||
cursor: text;
|
||||
}
|
||||
|
||||
.charsheet input.sheet-version-right {
|
||||
@@ -207,10 +207,10 @@ input[type="number"].sheet-nobut::-webkit-inner-spin-button {
|
||||
|
||||
.charsheet input.sheet-version-large {
|
||||
font-size:24px;
|
||||
font-weight: bold;
|
||||
font-weight: 800;
|
||||
color: black;
|
||||
padding: 0;
|
||||
margin-bottom: 3px;
|
||||
margin-bottom: 6px;
|
||||
}
|
||||
|
||||
input.sheet-arrow
|
||||
@@ -952,7 +952,7 @@ button {
|
||||
.sheet-rolltemplate-2Echeck div.sheet-template-body,
|
||||
.sheet-rolltemplate-2Egrenademiss div.sheet-template-body,
|
||||
.sheet-rolltemplate-2Esave div.sheet-template-body {
|
||||
border: 1px solid black;
|
||||
border: 3px solid black;
|
||||
border-bottom-right-radius: 8px;
|
||||
border-bottom-left-radius: 8px;
|
||||
background: #727272;
|
||||
@@ -966,7 +966,7 @@ button {
|
||||
.sheet-rolltemplate-2Echeck div.sheet-check-head,
|
||||
.sheet-rolltemplate-2Egrenademiss div.sheet-grenade-head,
|
||||
.sheet-rolltemplate-2Esave div.sheet-save-head {
|
||||
border: 1px solid #000000;
|
||||
border: 3px solid #000000;
|
||||
border-top-right-radius: 8px;
|
||||
border-top-left-radius: 8px;
|
||||
padding: 5px 3px 3px;
|
||||
@@ -977,6 +977,27 @@ button {
|
||||
.sheet-rolltemplate-2Edefault div.sheet-default-head {
|
||||
background: #093a01;
|
||||
}
|
||||
.sheet-rolltemplate-2Edefault div.sheet-default-head.sheet-red {
|
||||
background: #f55242;
|
||||
}
|
||||
.sheet-rolltemplate-2Edefault div.sheet-default-head.sheet-yellow {
|
||||
background: #cdcd00;
|
||||
}
|
||||
.sheet-rolltemplate-2Edefault div.sheet-default-head.sheet-blue {
|
||||
background: #06aedc;
|
||||
}
|
||||
.sheet-rolltemplate-2Edefault div.sheet-default-head.sheet-orange {
|
||||
background: #e67e22;
|
||||
}
|
||||
.sheet-rolltemplate-2Edefault div.sheet-default-head.sheet-gray {
|
||||
background: #7f8c8d;
|
||||
}
|
||||
.sheet-rolltemplate-2Edefault div.sheet-default-head.sheet-brown {
|
||||
background: #935116;
|
||||
}
|
||||
.sheet-rolltemplate-2Edefault div.sheet-default-head.sheet-purple {
|
||||
background: #bb07d8;
|
||||
}
|
||||
|
||||
.sheet-rolltemplate-2Edefault td.sheet-default-c1 {
|
||||
font-size: 9pt;
|
||||
@@ -1337,16 +1358,20 @@ table.sheet-default-header-every-third-column td:nth-child(3n+1),
|
||||
.sheet-centering,
|
||||
.sheet-centering-padding-2,
|
||||
.sheet-centering-padding-5,
|
||||
table.sheet-centering-column1 td:nth-child(1),
|
||||
table.sheet-centering-column1 th:nth-child(1),
|
||||
table.sheet-centering-column2 td:nth-child(2),
|
||||
table.sheet-centering-column1 td:nth-child(1),
|
||||
table.sheet-centering-column2 th:nth-child(2),
|
||||
table.sheet-centering-column3 td:nth-child(3),
|
||||
table.sheet-centering-column2 td:nth-child(2),
|
||||
table.sheet-centering-column3 th:nth-child(3),
|
||||
table.sheet-centering-column3 td:nth-child(3),
|
||||
table.sheet-centering-column4 th:nth-child(4),
|
||||
table.sheet-centering-column4 td:nth-child(4),
|
||||
table.sheet-centering-padding-5-column2 th:nth-child(2),
|
||||
table.sheet-centering-padding-5-column2 td:nth-child(2),
|
||||
table.sheet-centering-padding-5-column3 th:nth-child(3),
|
||||
table.sheet-centering-padding-5-column3 td:nth-child(3) {
|
||||
table.sheet-centering-padding-5-column3 td:nth-child(3),
|
||||
table.sheet-centering-padding-5-column4 th:nth-child(4),
|
||||
table.sheet-centering-padding-5-column4 td:nth-child(4) {
|
||||
text-align: center;
|
||||
vertical-align: middle;
|
||||
}
|
||||
@@ -1373,12 +1398,18 @@ table.sheet-centering-padding-5-column2 th:nth-child(2),
|
||||
table.sheet-centering-padding-5-column2 td:nth-child(2),
|
||||
table.sheet-centering-padding-5-column3 th:nth-child(3),
|
||||
table.sheet-centering-padding-5-column3 td:nth-child(3),
|
||||
table.sheet-centering-padding-5-column4 th:nth-child(4),
|
||||
table.sheet-centering-padding-5-column4 td:nth-child(4),
|
||||
.sheet-centering-padding-5 {
|
||||
padding-left: 5px;
|
||||
padding-right: 5px;
|
||||
}
|
||||
|
||||
.sheet-padding-right {
|
||||
.sheet-padding-right,
|
||||
table.sheet-padding-right-column1 th:nth-child(1),
|
||||
table.sheet-padding-right-column1 td:nth-child(1),
|
||||
table.sheet-padding-right-column2 th:nth-child(2),
|
||||
table.sheet-padding-right-column2 td:nth-child(2) {
|
||||
padding-right: 5px;
|
||||
}
|
||||
|
||||
@@ -1481,7 +1512,12 @@ details > summary:first-of-type {
|
||||
.sheet-spell-points-wiz,
|
||||
.sheet-spell-points-pri,
|
||||
.sheet-spell-sphere-pri,
|
||||
.sheet-announcement {
|
||||
.sheet-announcement,
|
||||
.sheet-toast,
|
||||
.sheet-success,
|
||||
.sheet-info,
|
||||
.sheet-warning,
|
||||
.sheet-error {
|
||||
display: none;
|
||||
}
|
||||
|
||||
@@ -1489,7 +1525,12 @@ input.sheet-show-worn-equipment:checked ~ .sheet-worn-equipment,
|
||||
input.sheet-show-spell-points-wiz:checked ~ .sheet-spell-points-wiz,
|
||||
input.sheet-show-spell-points-pri:checked ~ .sheet-spell-points-pri,
|
||||
input.sheet-show-spell-spheres-pri:checked ~ .sheet-spell-sphere-pri,
|
||||
input.sheet-show-announcement:checked ~ .sheet-announcement
|
||||
input.sheet-show-announcement:checked ~ .sheet-announcement,
|
||||
input.sheet-show-toast:checked ~ .sheet-toast,
|
||||
input.sheet-show-toast-success:checked ~ .sheet-success,
|
||||
input.sheet-show-toast-info:checked ~ .sheet-info,
|
||||
input.sheet-show-toast-warning:checked ~ .sheet-warning,
|
||||
input.sheet-show-toast-error:checked ~ .sheet-error
|
||||
{
|
||||
display: block;
|
||||
}
|
||||
@@ -1522,4 +1563,70 @@ img.expandable:hover {
|
||||
-webkit-transform:scale(3); /* or some other value */
|
||||
transform:scale(3);
|
||||
}
|
||||
/* Announcement styling end */
|
||||
/* Announcement styling end */
|
||||
/*#region Toast styling*/
|
||||
.sheet-toast {
|
||||
position: fixed;
|
||||
right: 30px;
|
||||
bottom: -13px;
|
||||
text-align: center;
|
||||
width: 300px;
|
||||
height: 150px;
|
||||
}
|
||||
|
||||
.sheet-toast div {
|
||||
position: absolute;
|
||||
top: 0;
|
||||
right: 0;
|
||||
border: 2px solid;
|
||||
border-radius: 10px;
|
||||
cursor: text;
|
||||
}
|
||||
|
||||
.sheet-toast .sheet-success {
|
||||
border-color: #badbcc;
|
||||
background-color: #d1e7dd;
|
||||
}
|
||||
|
||||
.sheet-toast .sheet-info {
|
||||
border-color: #b6d4fe;
|
||||
background-color: #cfe2ff;
|
||||
}
|
||||
|
||||
.sheet-toast .sheet-warning {
|
||||
border-color: #ffecb5;
|
||||
background-color: #fff3cd;
|
||||
}
|
||||
|
||||
.sheet-toast .sheet-error {
|
||||
border-color: #f5c2c7;
|
||||
background-color: #f8d7da;
|
||||
}
|
||||
|
||||
.sheet-toast input {
|
||||
text-align: center;
|
||||
font-size: 18px;
|
||||
font-weight: bold;
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
.sheet-toast input,
|
||||
.sheet-toast textarea {
|
||||
border: 0;
|
||||
background-color: transparent;
|
||||
pointer-events: none;
|
||||
margin-bottom: 0;
|
||||
resize: none;
|
||||
}
|
||||
|
||||
.sheet-hide-toast {
|
||||
position: absolute;
|
||||
top: -10px;
|
||||
right: -12px;
|
||||
z-index: 1;
|
||||
border-radius: 20px;
|
||||
border-color: black;
|
||||
background-color: white;
|
||||
font-weight: bold;
|
||||
}
|
||||
/*#endregion Toast styling end*/
|
||||
@@ -1,12 +1,28 @@
|
||||
const pug = require('pug');
|
||||
const fs = require('fs');
|
||||
console.log('---- Generating spells datalists ----');
|
||||
const path = require('path');
|
||||
const jsFolder = path.join(__dirname, '..', 'javascript');
|
||||
const pugFolder = path.join(__dirname, '..', 'pug');
|
||||
const htmlFolder = path.join(__dirname, '..', 'html');
|
||||
|
||||
console.log('---- Generating dynamicDatalists ----');
|
||||
const spellsJs = ['wizardSpells.js', 'priestSpells.js'];
|
||||
let html = '';
|
||||
|
||||
spellsJs.forEach(jsFile => {
|
||||
console.log(jsFile);
|
||||
const spells = require(`../javascript/${jsFile}`);
|
||||
html += pug.renderFile('../pug/spellsDatalists.pug', {pretty: true, data: spells});
|
||||
const spells = require(path.join(jsFolder, jsFile));
|
||||
html += pug.renderFile(path.join(pugFolder, 'spellsDatalists.pug'), {pretty: true, data: spells});
|
||||
});
|
||||
fs.writeFileSync('../html/spellsDatalists.html', html);
|
||||
|
||||
console.log('weapons.js')
|
||||
const weapons = require(path.join(jsFolder, 'weapons.js'));
|
||||
const weaponsProficiencies = require(path.join(jsFolder, 'weaponProficiencies.js'));
|
||||
html += pug.renderFile(path.join(pugFolder, 'weaponsDatalists.pug'), {pretty: true, data: weapons, proficiencies: weaponsProficiencies});
|
||||
|
||||
console.log('nonweaponProficiencies.js')
|
||||
const nonweaponProficiencies = require(path.join(jsFolder, 'nonweaponProficiencies.js'));
|
||||
html += pug.renderFile(path.join(pugFolder, 'nonweaponProficienciesDatalists.pug'), {pretty: true, data: nonweaponProficiencies});
|
||||
|
||||
fs.writeFileSync(path.join(htmlFolder, 'dynamicDatalists.html'), html);
|
||||
console.log('');
|
||||
@@ -1,9 +1,11 @@
|
||||
& 'D:\git\roll20-character-sheets\ADnD 2E Revised\build\sanitizeFiles.ps1'
|
||||
$sanitizeScript = Join-Path $PSScriptRoot "sanitizeFiles.ps1"
|
||||
& $sanitizeScript
|
||||
|
||||
"---- Combining files ----"
|
||||
$inputFile = 'D:\git\roll20-character-sheets\ADnD 2E Revised\html\2ESheet-base.html'
|
||||
$sourceFolder = 'D:\git\roll20-character-sheets\ADnD 2E Revised'
|
||||
$outputFile = 'D:\git\roll20-character-sheets\ADnD 2E Revised\2ESheet.html'
|
||||
|
||||
$sourceFolder = Join-Path $PSScriptRoot ".."
|
||||
$inputFile = Join-Path $sourceFolder "html" "2ESheet-base.html"
|
||||
$outputFile = Join-Path $sourceFolder '2ESheet.html'
|
||||
|
||||
$replaceConstant = '#REPLACE{0}#'
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
$htmlFolder = 'D:\git\roll20-character-sheets\ADnD 2E Revised\html'
|
||||
$javascriptFolder = 'D:\git\roll20-character-sheets\ADnD 2E Revised\javascript'
|
||||
$htmlFolder = Join-Path $PSScriptRoot ".." "html"
|
||||
$javascriptFolder = Join-Path $PSScriptRoot ".." "javascript"
|
||||
|
||||
"---- Sanitize Javascript files ----"
|
||||
Get-ChildItem $javascriptFolder | ForEach-Object {
|
||||
@@ -14,7 +14,8 @@ Get-ChildItem $javascriptFolder | ForEach-Object {
|
||||
}
|
||||
""
|
||||
|
||||
node buildPug.js
|
||||
$buildPug = Join-Path $PSScriptRoot "buildPug.js"
|
||||
node $buildPug
|
||||
|
||||
"---- Sanitize HTML files ----"
|
||||
Get-ChildItem $htmlFolder | ForEach-Object {
|
||||
|
||||
@@ -15,16 +15,30 @@
|
||||
Follower classes
|
||||
|
||||
AD&D 2E Book release order
|
||||
The Complete Fighter's Handbook December 1989
|
||||
The Complete Thief's Handbook December 1989
|
||||
The Complete Priest's Handbook May 1990
|
||||
The Complete Wizard's Handbook June 1990
|
||||
Tome of Magic May 1991
|
||||
The Complete Bard's Handbook March 1992
|
||||
The Complete Ranger's Handbook December 1993
|
||||
The Complete Paladin's Handbook May 1994
|
||||
The Complete Druid's Handbook August 1994
|
||||
The Complete Book of Necromancers March 1995
|
||||
Player's Option: Combat & Tactics June 1995
|
||||
Player's Option: Skills & Powers July 1995
|
||||
Player's Option: Spells & Magic May 1996
|
||||
The Complete Fighter's Handbook 1989 December
|
||||
The Complete Thief's Handbook 1989 December
|
||||
The Complete Priest's Handbook 1990 May
|
||||
The Complete Wizard's Handbook 1990 June
|
||||
The Complete Psionics Handbook 1991 January
|
||||
|
||||
Tome of Magic 1991 May
|
||||
Arms and Equipment Guide 1991 July
|
||||
|
||||
The Complete Book of Dwarves 1991 October
|
||||
The Complete Bard's Handbook 1992 March
|
||||
The Complete Book of Elves 1992 December
|
||||
The Complete Book of Gnomes & Halflings 1993 February -- no content
|
||||
The Complete Book of Humanoids 1993 April
|
||||
The Complete Ranger's Handbook 1993 December
|
||||
The Complete Book of Villains 1994 April -- no content
|
||||
The Complete Paladin's Handbook 1994 May
|
||||
The Complete Druid's Handbook 1994 August
|
||||
The Complete Barbarian's Handbook 1995 January
|
||||
The Complete Book of Necromancers 1995 March
|
||||
|
||||
Player's Option: Combat & Tactics 1995 June
|
||||
Player's Option: Skills & Powers 1995 July
|
||||
|
||||
The Complete Ninja's Handbook 1995 August
|
||||
|
||||
Player's Option: Spells & Magic 1996 May
|
||||
File diff suppressed because it is too large
Load Diff
@@ -64,6 +64,7 @@
|
||||
<option value="Padded Armor">Thief/Bard</option>
|
||||
<option value="Studded Leather">Thief/Bard</option>
|
||||
<option value="Elven Chain Mail">Thief/Bard</option>
|
||||
<option value="Silenced Elven Chain Mail">Thief/Bard</option>
|
||||
<option value="Ring Mail">Bard</option>
|
||||
<option value="Hide Armor">Bard</option>
|
||||
<option value="Brigandine Armor">Bard</option>
|
||||
@@ -107,140 +108,6 @@
|
||||
<option value="(21-ceil(@{level-class1}/2))">Rogue</option>
|
||||
<option value="(21-ceil(@{level-class1}/2))">Psionic</option>
|
||||
</datalist>
|
||||
<datalist id="weapon-proficiencies">
|
||||
<option value="Arquebus"></option>
|
||||
<option value="Battle axe"></option>
|
||||
<option value="Blowgun"></option>
|
||||
<option value="Short bow"></option>
|
||||
<option value="Long bow"></option>
|
||||
<option value="Composite short bow"></option>
|
||||
<option value="Composite long bow"></option>
|
||||
<option value="Club"></option>
|
||||
<option value="Hand crossbow"></option>
|
||||
<option value="Light crossbow"></option>
|
||||
<option value="Heavy crossbow"></option>
|
||||
<option value="Dagger / Dirk"></option>
|
||||
<option value="Dart"></option>
|
||||
<option value="Footman's flail"></option>
|
||||
<option value="Footman's mace"></option>
|
||||
<option value="Footman's pick"></option>
|
||||
<option value="Hand / Throwing axe"></option>
|
||||
<option value="Harpoon"></option>
|
||||
<option value="Horseman's flail"></option>
|
||||
<option value="Horseman's mace"></option>
|
||||
<option value="Horseman's pick"></option>
|
||||
<option value="Javelin"></option>
|
||||
<option value="Knife"></option>
|
||||
<option value="Heavy horse lance"></option>
|
||||
<option value="Light horse lance"></option>
|
||||
<option value="Jousting lance"></option>
|
||||
<option value="Medium horse lance"></option>
|
||||
<option value="Mancatcher"></option>
|
||||
<option value="Morning star"></option>
|
||||
<option value="Awl pike">Polearm</option>
|
||||
<option value="Bardiche">Polearm</option>
|
||||
<option value="Bec de corbin">Polearm</option>
|
||||
<option value="Bill-guisarme">Polearm</option>
|
||||
<option value="Fauchard">Polearm</option>
|
||||
<option value="Fauchard-fork">Polearm</option>
|
||||
<option value="Glaive">Polearm</option>
|
||||
<option value="Glaive-guisarme">Polearm</option>
|
||||
<option value="Guisarme">Polearm</option>
|
||||
<option value="Guisarme-voulge">Polearm</option>
|
||||
<option value="Halberd">Polearm</option>
|
||||
<option value="Hook fauchard">Polearm</option>
|
||||
<option value="Lucern hammer">Polearm</option>
|
||||
<option value="Military fork">Polearm</option>
|
||||
<option value="Partisan">Polearm</option>
|
||||
<option value="Ranseur">Polearm</option>
|
||||
<option value="Spetum">Polearm</option>
|
||||
<option value="Voulge">Polearm</option>
|
||||
<option value="Quarterstaff"></option>
|
||||
<option value="Scourge"></option>
|
||||
<option value="Sickle"></option>
|
||||
<option value="Sling"></option>
|
||||
<option value="Spear"></option>
|
||||
<option value="Staff sling"></option>
|
||||
<option value="Bastard sword"></option>
|
||||
<option value="Broad sword"></option>
|
||||
<option value="Khopesh">Sword</option>
|
||||
<option value="Long sword"></option>
|
||||
<option value="Scimitar">Sword</option>
|
||||
<option value="Short sword"></option>
|
||||
<option value="Two-handed sword"></option>
|
||||
<option value="Trident"></option>
|
||||
<option value="Warhammer"></option>
|
||||
<option value="Whip"></option>
|
||||
</datalist>
|
||||
|
||||
<datalist id="nonweapon-proficiencies">
|
||||
<option value="Agriculture"></option>
|
||||
<option value="Animal Handling"></option>
|
||||
<option value="Animal Training"></option>
|
||||
<option value="Artistic Ability"></option>
|
||||
<option value="Blacksmithing"></option>
|
||||
<option value="Brewing"></option>
|
||||
<option value="Carpentry"></option>
|
||||
<option value="Cobbling"></option>
|
||||
<option value="Cooking"></option>
|
||||
<option value="Dancing"></option>
|
||||
<option value="Direction Sense"></option>
|
||||
<option value="Etiquette"></option>
|
||||
<option value="Fire-building"></option>
|
||||
<option value="Fishing"></option>
|
||||
<option value="Heraldry"></option>
|
||||
<option value="Languages, Modern"></option>
|
||||
<option value="Leatherworking"></option>
|
||||
<option value="Mining"></option>
|
||||
<option value="Pottery"></option>
|
||||
<option value="Riding, Airborne"></option>
|
||||
<option value="Riding, Land-based"></option>
|
||||
<option value="Rope Use"></option>
|
||||
<option value="Seamanship"></option>
|
||||
<option value="Seamstress/Tailor"></option>
|
||||
<option value="Singing"></option>
|
||||
<option value="Stonemasonry"></option>
|
||||
<option value="Swimming"></option>
|
||||
<option value="Weather Sense"></option>
|
||||
<option value="Weaving"></option>
|
||||
|
||||
<option value="Ancient History">Priest/Rogue/Wizard</option>
|
||||
<option value="Animal Lore">Warrior</option>
|
||||
<option value="Appraising">Rogue</option>
|
||||
<option value="Armorer">Warrior</option>
|
||||
<option value="Astrology">Priest/Wizard</option>
|
||||
<option value="Blind-fighting">Rogue/Warrior</option>
|
||||
<option value="Bowyer/Fletcher">Warrior</option>
|
||||
<option value="Charioteering">Warrior</option>
|
||||
<option value="Disguise">Rogue</option>
|
||||
<option value="Endurance">Warrior</option>
|
||||
<option value="Engineering">Priest/Wizard</option>
|
||||
<option value="Forgery">Rogue</option>
|
||||
<option value="Gaming">Rogue/Warrior</option>
|
||||
<option value="Gem Cutting">Rogue/Wizard</option>
|
||||
<option value="Healing">Priest</option>
|
||||
<option value="Herbalism">Priest/Wizard</option>
|
||||
<option value="Hunting">Warrior</option>
|
||||
<option value="Juggling">Rogue</option>
|
||||
<option value="Jumping">Rogue</option>
|
||||
<option value="Languages, Ancient">Priest/Wizard</option>
|
||||
<option value="Local History">Priest/Rogue</option>
|
||||
<option value="Mountaineering">Warrior</option>
|
||||
<option value="Musical Instrument">Priest/Rogue</option>
|
||||
<option value="Navigation">Priest/Warrior/Wizard</option>
|
||||
<option value="Reading Lips">Rogue</option>
|
||||
<option value="Reading/Writing">Priest/Wizard</option>
|
||||
<option value="Religion">Priest/Wizard</option>
|
||||
<option value="Running">Warrior</option>
|
||||
<option value="Set Snares">Rogue/Warrior</option>
|
||||
<option value="Spellcraft">Priest/Wizard</option>
|
||||
<option value="Survival">Warrior</option>
|
||||
<option value="Tightrope Walking">Rogue</option>
|
||||
<option value="Tracking">Warrior</option>
|
||||
<option value="Tumbling">Rogue</option>
|
||||
<option value="Ventriloquism">Rogue</option>
|
||||
<option value="Weaponsmithing">Warrior</option>
|
||||
</datalist>
|
||||
|
||||
<datalist id="languages">
|
||||
<option value="Common">Human/Dwarf/Elf/Gnome/Half-Elf/Halfling</option>
|
||||
@@ -268,170 +135,35 @@
|
||||
<option value="Treants">Druid</option>
|
||||
</datalist>
|
||||
|
||||
<datalist id="melee-weapons">
|
||||
<option value="Battle axe"></option>
|
||||
<option value="Club"></option>
|
||||
<option value="Dagger"></option>
|
||||
<option value="Dirk"></option>
|
||||
<option value="Dart"></option>
|
||||
<option value="Footman's flail"></option>
|
||||
<option value="Footman's mace"></option>
|
||||
<option value="Footman's pick"></option>
|
||||
<option value="Hand axe"></option>
|
||||
<option value="Harpoon"></option>
|
||||
<option value="Horseman's flail"></option>
|
||||
<option value="Horseman's mace"></option>
|
||||
<option value="Horseman's pick"></option>
|
||||
<option value="Javelin"></option>
|
||||
<option value="Knife"></option>
|
||||
<option value="Heavy horse lance"></option>
|
||||
<option value="Light horse lance"></option>
|
||||
<option value="Jousting lance"></option>
|
||||
<option value="Medium horse lance"></option>
|
||||
<option value="Mancatcher"></option>
|
||||
<option value="Morning star"></option>
|
||||
<option value="Awl pike">Polearm</option>
|
||||
<option value="Bardiche">Polearm</option>
|
||||
<option value="Bec de corbin">Polearm</option>
|
||||
<option value="Bill-guisarme">Polearm</option>
|
||||
<option value="Fauchard">Polearm</option>
|
||||
<option value="Fauchard-fork">Polearm</option>
|
||||
<option value="Glaive">Polearm</option>
|
||||
<option value="Glaive-guisarme">Polearm</option>
|
||||
<option value="Guisarme">Polearm</option>
|
||||
<option value="Guisarme-voulge">Polearm</option>
|
||||
<option value="Halberd">Polearm</option>
|
||||
<option value="Hook fauchard">Polearm</option>
|
||||
<option value="Lucern hammer">Polearm</option>
|
||||
<option value="Military fork">Polearm</option>
|
||||
<option value="Partisan">Polearm</option>
|
||||
<option value="Ranseur">Polearm</option>
|
||||
<option value="Spetum">Polearm</option>
|
||||
<option value="Voulge">Polearm</option>
|
||||
<option value="Quarterstaff"></option>
|
||||
<option value="Scourge"></option>
|
||||
<option value="Sickle"></option>
|
||||
<option value="Spear"></option>
|
||||
<option value="Bastard sword (One-handed)"></option>
|
||||
<option value="Bastard sword (Two-handed)"></option>
|
||||
<option value="Broad sword"></option>
|
||||
<option value="Khopesh">Sword</option>
|
||||
<option value="Long sword"></option>
|
||||
<option value="Scimitar">Sword</option>
|
||||
<option value="Short sword"></option>
|
||||
<option value="Two-handed sword"></option>
|
||||
<option value="Trident"></option>
|
||||
<option value="Warhammer"></option>
|
||||
<option value="Whip"></option>
|
||||
</datalist>
|
||||
|
||||
<datalist id="ranged-weapons">
|
||||
<option value="Arquebus"></option>
|
||||
<option value="Blowgun (Barbed Dart)"></option>
|
||||
<option value="Blowgun (Needle)"></option>
|
||||
<option value="Short bow (Flight arrow)"></option>
|
||||
<option value="Long bow (Flight arrow)"></option>
|
||||
<option value="Long bow (Sheaf arrow)"></option>
|
||||
<option value="Composite short bow (Flight arrow)"></option>
|
||||
<option value="Composite long bow (Flight arrow)"></option>
|
||||
<option value="Composite long bow (Sheaf arrow)"></option>
|
||||
<option value="Club"></option>
|
||||
<option value="Hand crossbow"></option>
|
||||
<option value="Light crossbow"></option>
|
||||
<option value="Heavy crossbow"></option>
|
||||
<option value="Dagger"></option>
|
||||
<option value="Dirk"></option>
|
||||
<option value="Dart"></option>
|
||||
<option value="Hand axe"></option>
|
||||
<option value="Harpoon"></option>
|
||||
<option value="Javelin"></option>
|
||||
<option value="Knife"></option>
|
||||
<option value="Sling (Bullet)"></option>
|
||||
<option value="Sling (Stone)"></option>
|
||||
<option value="Spear"></option>
|
||||
<option value="Staff sling (Bullet)"></option>
|
||||
<option value="Staff sling (Stone)"></option>
|
||||
<option value="Warhammer"></option>
|
||||
</datalist>
|
||||
|
||||
<datalist id="all-weapons">
|
||||
<option value="Arquebus"></option>
|
||||
<option value="Battle axe"></option>
|
||||
<option value="Blowgun (Barbed Dart)"></option>
|
||||
<option value="Blowgun (Needle)"></option>
|
||||
<option value="Short bow (Flight arrow)"></option>
|
||||
<option value="Long bow (Flight arrow)"></option>
|
||||
<option value="Long bow (Sheaf arrow)"></option>
|
||||
<option value="Composite short bow (Flight arrow)"></option>
|
||||
<option value="Composite long bow (Flight arrow)"></option>
|
||||
<option value="Composite long bow (Sheaf arrow)"></option>
|
||||
<option value="Club"></option>
|
||||
<option value="Hand crossbow"></option>
|
||||
<option value="Light crossbow"></option>
|
||||
<option value="Heavy crossbow"></option>
|
||||
<option value="Dagger"></option>
|
||||
<option value="Dirk"></option>
|
||||
<option value="Dart"></option>
|
||||
<option value="Footman's flail"></option>
|
||||
<option value="Footman's mace"></option>
|
||||
<option value="Footman's pick"></option>
|
||||
<option value="Hand axe"></option>
|
||||
<option value="Harpoon"></option>
|
||||
<option value="Horseman's flail"></option>
|
||||
<option value="Horseman's mace"></option>
|
||||
<option value="Horseman's pick"></option>
|
||||
<option value="Javelin"></option>
|
||||
<option value="Knife"></option>
|
||||
<option value="Heavy horse lance"></option>
|
||||
<option value="Light horse lance"></option>
|
||||
<option value="Jousting lance"></option>
|
||||
<option value="Medium horse lance"></option>
|
||||
<option value="Mancatcher"></option>
|
||||
<option value="Morning star"></option>
|
||||
<option value="Awl pike">Polearm</option>
|
||||
<option value="Bardiche">Polearm</option>
|
||||
<option value="Bec de corbin">Polearm</option>
|
||||
<option value="Bill-guisarme">Polearm</option>
|
||||
<option value="Fauchard">Polearm</option>
|
||||
<option value="Fauchard-fork">Polearm</option>
|
||||
<option value="Glaive">Polearm</option>
|
||||
<option value="Glaive-guisarme">Polearm</option>
|
||||
<option value="Guisarme">Polearm</option>
|
||||
<option value="Guisarme-voulge">Polearm</option>
|
||||
<option value="Halberd">Polearm</option>
|
||||
<option value="Hook fauchard">Polearm</option>
|
||||
<option value="Lucern hammer">Polearm</option>
|
||||
<option value="Military fork">Polearm</option>
|
||||
<option value="Partisan">Polearm</option>
|
||||
<option value="Ranseur">Polearm</option>
|
||||
<option value="Spetum">Polearm</option>
|
||||
<option value="Voulge">Polearm</option>
|
||||
<option value="Quarterstaff"></option>
|
||||
<option value="Scourge"></option>
|
||||
<option value="Sickle"></option>
|
||||
<option value="Sling (Bullet)"></option>
|
||||
<option value="Sling (Stone)"></option>
|
||||
<option value="Spear"></option>
|
||||
<option value="Staff sling (Bullet)"></option>
|
||||
<option value="Staff sling (Stone)"></option>
|
||||
<option value="Bastard sword (One-handed)"></option>
|
||||
<option value="Bastard sword (Two-handed)"></option>
|
||||
<option value="Broad sword"></option>
|
||||
<option value="Khopesh">Sword</option>
|
||||
<option value="Long sword"></option>
|
||||
<option value="Scimitar">Sword</option>
|
||||
<option value="Short sword"></option>
|
||||
<option value="Two-handed sword"></option>
|
||||
<option value="Trident"></option>
|
||||
<option value="Warhammer"></option>
|
||||
<option value="Whip"></option>
|
||||
</datalist>
|
||||
|
||||
<datalist id="sphere-major">
|
||||
<option value="Combat, Divination, Healing, Protection">Paladin</option>
|
||||
<option value="">Ranger</option>
|
||||
<option value="All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun">Cleric</option>
|
||||
<option value="All, Animal, Elemental (Earth, Air, Fire, Water), Healing, Plant, Weather">Druid</option>
|
||||
<option value="All"></option>
|
||||
<option value="Animal"></option>
|
||||
<option value="Astral"></option>
|
||||
<option value="Charm"></option>
|
||||
<option value="Combat"></option>
|
||||
<option value="Creation"></option>
|
||||
<option value="Divination"></option>
|
||||
<option value="Elemental (Earth, Air, Fire, Water)"></option>
|
||||
<option value="Guardian"></option>
|
||||
<option value="Healing"></option>
|
||||
<option value="Necromantic"></option>
|
||||
<option value="Plant"></option>
|
||||
<option value="Protection"></option>
|
||||
<option value="Summoning"></option>
|
||||
<option value="Sun"></option>
|
||||
<option value="Weather"></option>
|
||||
<option value="Chaos">Tome of Magic</option>
|
||||
<option value="Law">Tome of Magic</option>
|
||||
<option value="Numbers">Tome of Magic</option>
|
||||
<option value="Thought">Tome of Magic</option>
|
||||
<option value="Time">Tome of Magic</option>
|
||||
<option value="Travelers">Tome of Magic</option>
|
||||
<option value="War">Tome of Magic</option>
|
||||
<option value="Wards">Tome of Magic</option>
|
||||
</datalist>
|
||||
|
||||
<datalist id="sphere-minor">
|
||||
@@ -439,6 +171,30 @@
|
||||
<option value="Animal, Plant">Ranger</option>
|
||||
<option value="Elemental (Earth, Air, Fire, Water)">Cleric</option>
|
||||
<option value="Divination">Druid</option>
|
||||
<option value="All"></option>
|
||||
<option value="Animal"></option>
|
||||
<option value="Astral"></option>
|
||||
<option value="Charm"></option>
|
||||
<option value="Combat"></option>
|
||||
<option value="Creation"></option>
|
||||
<option value="Divination"></option>
|
||||
<option value="Elemental (Earth, Air, Fire, Water)"></option>
|
||||
<option value="Guardian"></option>
|
||||
<option value="Healing"></option>
|
||||
<option value="Necromantic"></option>
|
||||
<option value="Plant"></option>
|
||||
<option value="Protection"></option>
|
||||
<option value="Summoning"></option>
|
||||
<option value="Sun"></option>
|
||||
<option value="Weather"></option>
|
||||
<option value="Chaos">Tome of Magic</option>
|
||||
<option value="Law">Tome of Magic</option>
|
||||
<option value="Numbers">Tome of Magic</option>
|
||||
<option value="Thought">Tome of Magic</option>
|
||||
<option value="Time">Tome of Magic</option>
|
||||
<option value="Travelers">Tome of Magic</option>
|
||||
<option value="War">Tome of Magic</option>
|
||||
<option value="Wards">Tome of Magic</option>
|
||||
</datalist>
|
||||
|
||||
<!-- Monster sheet datalists -->
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -13,7 +13,7 @@
|
||||
<td><label>Casting Time: </label></td>
|
||||
<td><input type="text" name="attr_casttime#REPLACE0#" title="@{#REPLACE1#casttime#REPLACE0#}" class="sheet-short"></td>
|
||||
<td></td>
|
||||
<td><button type="roll" style="margin: 0;" name="roll_initspell#REPLACE0#" title="%{#REPLACE1#initspell#REPLACE0#}" value="/gmroll [[{([[1d10]]+@{casttime#REPLACE0#}), 1}kh1]] [Initiative (@{spellname#REPLACE0#})]&{tracker}">Initiative</button></td>
|
||||
<td><button type="roll" style="margin: 0;" name="roll_initspell#REPLACE0#" title="%{#REPLACE1#initspell#REPLACE0#}" value="/gmroll [[{([[1d10]]+@{casttime#REPLACE0#}-(@{misc-mod})), 1}kh1]] [Initiative (@{spellname#REPLACE0#})]&{tracker}">Initiative</button></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4"><textarea name="attr_cast-macro#REPLACE0#" title="@{#REPLACE1#cast-macro#REPLACE0#}" class="sheet-input-like" placeholder="Insert Spell effects."></textarea></td>
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
<td><label>Initiative: </label></td>
|
||||
<td><input type="text" name="attr_casttime#REPLACE0#" title="@{repeating_spells#REPLACE0#_$X_casttime#REPLACE0#}" class="sheet-short"></td>
|
||||
<td></td>
|
||||
<td><button style="margin: 0;" type="roll" name="roll_initspell#REPLACE0#" title="%{repeating_spells#REPLACE0#_$X_initspell#REPLACE0#}" value="/gmroll [[{([[1d10]]+@{casttime#REPLACE0#}), 1}kh1]] [Initiative (@{spellname#REPLACE0#})]&{tracker}">Initiative</button></td>
|
||||
<td><button style="margin: 0;" type="roll" name="roll_initspell#REPLACE0#" title="%{repeating_spells#REPLACE0#_$X_initspell#REPLACE0#}" value="/gmroll [[{([[1d10]]+@{casttime#REPLACE0#}-(@{misc-mod})), 1}kh1]] [Initiative (@{spellname#REPLACE0#})]&{tracker}">Initiative</button></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4"><textarea name="attr_cast-macro#REPLACE0#" title="@{repeating_spells#REPLACE0#_$X_cast-macro#REPLACE0#}" class="sheet-input-like" placeholder="Insert Ability effects."></textarea></td>
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
<td><input type="text" name="attr_spell-name" title="@{repeating_spells-#REPLACE0#_$X_spell-name}" class="sheet-spell-big" placeholder="Spell name" list="#REPLACE0#-spells"></td>
|
||||
<td class="sheet-default-header">Casting time:</td>
|
||||
<td><input type="text" name="attr_spell-cast-time" title="@{repeating_spells-#REPLACE0#_$X_spell-cast-time}" class="sheet-short" placeholder="Cast time"></td>
|
||||
<td><button type="roll" name="roll_spell-init" title="@{repeating_spells-#REPLACE0#_$X_spell-init}" value="/gmroll [[{([[1d10]]+@{spell-cast-time}), 1}kh1]] [Initiative (@{spell-name})]&{tracker}">Initiative</button></td>
|
||||
<td><button type="roll" name="roll_spell-init" title="@{repeating_spells-#REPLACE0#_$X_spell-init}" value="/gmroll [[{([[1d10]]+@{spell-cast-time}-(@{misc-mod})), 1}kh1]] [Initiative (@{spell-name})]&{tracker}">Initiative</button></td>
|
||||
</tr>
|
||||
</table>
|
||||
<table class="sheet-default-header-first-column sheet-inline">
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
<input type="checkbox" class="sheet-show-spell-spheres-pri" style="display: none" name="attr_show-spell-sphere-pri" title="@{show-spell-sphere-pri}"/>
|
||||
<div class="sheet-spell-sphere-pri">
|
||||
<button type="action" name="act_add-spells-#REPLACE0#" title="%{add-spells-#REPLACE0#}" class="btn">Add #REPLACE1#-level spells</button>
|
||||
<input name="attr_add-spell-error-#REPLACE0#" class="sheet-invisible" readonly style="width: 570px; pointer-events: none">
|
||||
<br>
|
||||
<br>
|
||||
</div>
|
||||
@@ -1,6 +1,6 @@
|
||||
<rolltemplate class="sheet-rolltemplate-2Edefault">
|
||||
<div class="sheet-template-container">
|
||||
<div class="sheet-default-head">
|
||||
<div class="sheet-default-head {{color}}">
|
||||
<table>
|
||||
<tr>
|
||||
<th class="sheet-template-title1">{{name}}</th>
|
||||
@@ -14,12 +14,12 @@
|
||||
</div>
|
||||
<div class="sheet-template-body">
|
||||
<table>
|
||||
{{#allprops() desc desc1 desc2 name subtitle}}
|
||||
{{#allprops() desc desc1 desc2 name subtitle color}}
|
||||
<tr>
|
||||
<td class="default-c1">{{key}}</td>
|
||||
<td class="default-c2">{{value}}</td>
|
||||
</tr>
|
||||
{{/allprops() desc desc1 desc2 name subtitle}}
|
||||
{{/allprops() desc desc1 desc2 name subtitle color}}
|
||||
{{#desc}}
|
||||
<tr>
|
||||
<td class="default-c3" colspan="2">{{desc}}</td>
|
||||
@@ -521,6 +521,176 @@
|
||||
{{/c20-5}}
|
||||
</tr>
|
||||
{{/c20-1}}
|
||||
{{#c21-1}}
|
||||
<tr>
|
||||
<td colspan="{{cs21-1}}" rowspan="{{rs21-1}}" class="sheet-spell-{{cc21-1}}">{{c21-1}}</td>
|
||||
{{#c21-2}}
|
||||
<td colspan="{{cs21-2}}" rowspan="{{rs21-2}}" class="sheet-spell-{{cc21-2}}">{{c21-2}}</td>
|
||||
{{/c21-2}}
|
||||
{{#c21-3}}
|
||||
<td colspan="{{cs21-3}}" rowspan="{{rs21-3}}" class="sheet-spell-{{cc21-3}}">{{c21-3}}</td>
|
||||
{{/c21-3}}
|
||||
{{#c21-4}}
|
||||
<td colspan="{{cs21-4}}" rowspan="{{rs21-4}}" class="sheet-spell-{{cc21-4}}">{{c21-4}}</td>
|
||||
{{/c21-4}}
|
||||
{{#c21-5}}
|
||||
<td colspan="{{cs21-5}}" rowspan="{{rs21-5}}" class="sheet-spell-{{cc21-5}}">{{c21-5}}</td>
|
||||
{{/c21-5}}
|
||||
</tr>
|
||||
{{/c21-1}}
|
||||
{{#c22-1}}
|
||||
<tr>
|
||||
<td colspan="{{cs22-1}}" rowspan="{{rs22-1}}" class="sheet-spell-{{cc22-1}}">{{c22-1}}</td>
|
||||
{{#c22-2}}
|
||||
<td colspan="{{cs22-2}}" rowspan="{{rs22-2}}" class="sheet-spell-{{cc22-2}}">{{c22-2}}</td>
|
||||
{{/c22-2}}
|
||||
{{#c22-3}}
|
||||
<td colspan="{{cs22-3}}" rowspan="{{rs22-3}}" class="sheet-spell-{{cc22-3}}">{{c22-3}}</td>
|
||||
{{/c22-3}}
|
||||
{{#c22-4}}
|
||||
<td colspan="{{cs22-4}}" rowspan="{{rs22-4}}" class="sheet-spell-{{cc22-4}}">{{c22-4}}</td>
|
||||
{{/c22-4}}
|
||||
{{#c22-5}}
|
||||
<td colspan="{{cs22-5}}" rowspan="{{rs22-5}}" class="sheet-spell-{{cc22-5}}">{{c22-5}}</td>
|
||||
{{/c22-5}}
|
||||
</tr>
|
||||
{{/c22-1}}
|
||||
{{#c23-1}}
|
||||
<tr>
|
||||
<td colspan="{{cs23-1}}" rowspan="{{rs23-1}}" class="sheet-spell-{{cc23-1}}">{{c23-1}}</td>
|
||||
{{#c23-2}}
|
||||
<td colspan="{{cs23-2}}" rowspan="{{rs23-2}}" class="sheet-spell-{{cc23-2}}">{{c23-2}}</td>
|
||||
{{/c23-2}}
|
||||
{{#c23-3}}
|
||||
<td colspan="{{cs23-3}}" rowspan="{{rs23-3}}" class="sheet-spell-{{cc23-3}}">{{c23-3}}</td>
|
||||
{{/c23-3}}
|
||||
{{#c23-4}}
|
||||
<td colspan="{{cs23-4}}" rowspan="{{rs23-4}}" class="sheet-spell-{{cc23-4}}">{{c23-4}}</td>
|
||||
{{/c23-4}}
|
||||
{{#c23-5}}
|
||||
<td colspan="{{cs23-5}}" rowspan="{{rs23-5}}" class="sheet-spell-{{cc23-5}}">{{c23-5}}</td>
|
||||
{{/c23-5}}
|
||||
</tr>
|
||||
{{/c23-1}}
|
||||
{{#c24-1}}
|
||||
<tr>
|
||||
<td colspan="{{cs24-1}}" rowspan="{{rs24-1}}" class="sheet-spell-{{cc24-1}}">{{c24-1}}</td>
|
||||
{{#c24-2}}
|
||||
<td colspan="{{cs24-2}}" rowspan="{{rs24-2}}" class="sheet-spell-{{cc24-2}}">{{c24-2}}</td>
|
||||
{{/c24-2}}
|
||||
{{#c24-3}}
|
||||
<td colspan="{{cs24-3}}" rowspan="{{rs24-3}}" class="sheet-spell-{{cc24-3}}">{{c24-3}}</td>
|
||||
{{/c24-3}}
|
||||
{{#c24-4}}
|
||||
<td colspan="{{cs24-4}}" rowspan="{{rs24-4}}" class="sheet-spell-{{cc24-4}}">{{c24-4}}</td>
|
||||
{{/c24-4}}
|
||||
{{#c24-5}}
|
||||
<td colspan="{{cs24-5}}" rowspan="{{rs24-5}}" class="sheet-spell-{{cc24-5}}">{{c24-5}}</td>
|
||||
{{/c24-5}}
|
||||
</tr>
|
||||
{{/c24-1}}
|
||||
{{#c25-1}}
|
||||
<tr>
|
||||
<td colspan="{{cs25-1}}" rowspan="{{rs25-1}}" class="sheet-spell-{{cc25-1}}">{{c25-1}}</td>
|
||||
{{#c25-2}}
|
||||
<td colspan="{{cs25-2}}" rowspan="{{rs25-2}}" class="sheet-spell-{{cc25-2}}">{{c25-2}}</td>
|
||||
{{/c25-2}}
|
||||
{{#c25-3}}
|
||||
<td colspan="{{cs25-3}}" rowspan="{{rs25-3}}" class="sheet-spell-{{cc25-3}}">{{c25-3}}</td>
|
||||
{{/c25-3}}
|
||||
{{#c25-4}}
|
||||
<td colspan="{{cs25-4}}" rowspan="{{rs25-4}}" class="sheet-spell-{{cc25-4}}">{{c25-4}}</td>
|
||||
{{/c25-4}}
|
||||
{{#c25-5}}
|
||||
<td colspan="{{cs25-5}}" rowspan="{{rs25-5}}" class="sheet-spell-{{cc25-5}}">{{c25-5}}</td>
|
||||
{{/c25-5}}
|
||||
</tr>
|
||||
{{/c25-1}}
|
||||
{{#c26-1}}
|
||||
<tr>
|
||||
<td colspan="{{cs26-1}}" rowspan="{{rs26-1}}" class="sheet-spell-{{cc26-1}}">{{c26-1}}</td>
|
||||
{{#c26-2}}
|
||||
<td colspan="{{cs26-2}}" rowspan="{{rs26-2}}" class="sheet-spell-{{cc26-2}}">{{c26-2}}</td>
|
||||
{{/c26-2}}
|
||||
{{#c26-3}}
|
||||
<td colspan="{{cs26-3}}" rowspan="{{rs26-3}}" class="sheet-spell-{{cc26-3}}">{{c26-3}}</td>
|
||||
{{/c26-3}}
|
||||
{{#c26-4}}
|
||||
<td colspan="{{cs26-4}}" rowspan="{{rs26-4}}" class="sheet-spell-{{cc26-4}}">{{c26-4}}</td>
|
||||
{{/c26-4}}
|
||||
{{#c26-5}}
|
||||
<td colspan="{{cs26-5}}" rowspan="{{rs26-5}}" class="sheet-spell-{{cc26-5}}">{{c26-5}}</td>
|
||||
{{/c26-5}}
|
||||
</tr>
|
||||
{{/c26-1}}
|
||||
{{#c27-1}}
|
||||
<tr>
|
||||
<td colspan="{{cs27-1}}" rowspan="{{rs27-1}}" class="sheet-spell-{{cc27-1}}">{{c27-1}}</td>
|
||||
{{#c27-2}}
|
||||
<td colspan="{{cs27-2}}" rowspan="{{rs27-2}}" class="sheet-spell-{{cc27-2}}">{{c27-2}}</td>
|
||||
{{/c27-2}}
|
||||
{{#c27-3}}
|
||||
<td colspan="{{cs27-3}}" rowspan="{{rs27-3}}" class="sheet-spell-{{cc27-3}}">{{c27-3}}</td>
|
||||
{{/c27-3}}
|
||||
{{#c27-4}}
|
||||
<td colspan="{{cs27-4}}" rowspan="{{rs27-4}}" class="sheet-spell-{{cc27-4}}">{{c27-4}}</td>
|
||||
{{/c27-4}}
|
||||
{{#c27-5}}
|
||||
<td colspan="{{cs27-5}}" rowspan="{{rs27-5}}" class="sheet-spell-{{cc27-5}}">{{c27-5}}</td>
|
||||
{{/c27-5}}
|
||||
</tr>
|
||||
{{/c27-1}}
|
||||
{{#c28-1}}
|
||||
<tr>
|
||||
<td colspan="{{cs28-1}}" rowspan="{{rs28-1}}" class="sheet-spell-{{cc28-1}}">{{c28-1}}</td>
|
||||
{{#c28-2}}
|
||||
<td colspan="{{cs28-2}}" rowspan="{{rs28-2}}" class="sheet-spell-{{cc28-2}}">{{c28-2}}</td>
|
||||
{{/c28-2}}
|
||||
{{#c28-3}}
|
||||
<td colspan="{{cs28-3}}" rowspan="{{rs28-3}}" class="sheet-spell-{{cc28-3}}">{{c28-3}}</td>
|
||||
{{/c28-3}}
|
||||
{{#c28-4}}
|
||||
<td colspan="{{cs28-4}}" rowspan="{{rs28-4}}" class="sheet-spell-{{cc28-4}}">{{c28-4}}</td>
|
||||
{{/c28-4}}
|
||||
{{#c28-5}}
|
||||
<td colspan="{{cs28-5}}" rowspan="{{rs28-5}}" class="sheet-spell-{{cc28-5}}">{{c28-5}}</td>
|
||||
{{/c28-5}}
|
||||
</tr>
|
||||
{{/c28-1}}
|
||||
{{#c29-1}}
|
||||
<tr>
|
||||
<td colspan="{{cs29-1}}" rowspan="{{rs29-1}}" class="sheet-spell-{{cc29-1}}">{{c29-1}}</td>
|
||||
{{#c29-2}}
|
||||
<td colspan="{{cs29-2}}" rowspan="{{rs29-2}}" class="sheet-spell-{{cc29-2}}">{{c29-2}}</td>
|
||||
{{/c29-2}}
|
||||
{{#c29-3}}
|
||||
<td colspan="{{cs29-3}}" rowspan="{{rs29-3}}" class="sheet-spell-{{cc29-3}}">{{c29-3}}</td>
|
||||
{{/c29-3}}
|
||||
{{#c29-4}}
|
||||
<td colspan="{{cs29-4}}" rowspan="{{rs29-4}}" class="sheet-spell-{{cc29-4}}">{{c29-4}}</td>
|
||||
{{/c29-4}}
|
||||
{{#c29-5}}
|
||||
<td colspan="{{cs29-5}}" rowspan="{{rs29-5}}" class="sheet-spell-{{cc29-5}}">{{c29-5}}</td>
|
||||
{{/c29-5}}
|
||||
</tr>
|
||||
{{/c29-1}}
|
||||
{{#c30-1}}
|
||||
<tr>
|
||||
<td colspan="{{cs30-1}}" rowspan="{{rs30-1}}" class="sheet-spell-{{cc30-1}}">{{c30-1}}</td>
|
||||
{{#c30-2}}
|
||||
<td colspan="{{cs30-2}}" rowspan="{{rs30-2}}" class="sheet-spell-{{cc30-2}}">{{c30-2}}</td>
|
||||
{{/c30-2}}
|
||||
{{#c30-3}}
|
||||
<td colspan="{{cs30-3}}" rowspan="{{rs30-3}}" class="sheet-spell-{{cc30-3}}">{{c30-3}}</td>
|
||||
{{/c30-3}}
|
||||
{{#c30-4}}
|
||||
<td colspan="{{cs30-4}}" rowspan="{{rs30-4}}" class="sheet-spell-{{cc30-4}}">{{c30-4}}</td>
|
||||
{{/c30-4}}
|
||||
{{#c30-5}}
|
||||
<td colspan="{{cs30-5}}" rowspan="{{rs30-5}}" class="sheet-spell-{{cc30-5}}">{{c30-5}}</td>
|
||||
{{/c30-5}}
|
||||
</tr>
|
||||
{{/c30-1}}
|
||||
</table>
|
||||
{{/c1-1}}
|
||||
{{#effects2}}
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
<td><label>Casting Time: </label></td>
|
||||
<td><input type="text" name="attr_casttime#REPLACE0#" title="@{repeating_spells#REPLACE0#_$X_casttime#REPLACE0#}" class="sheet-short"></td>
|
||||
<td></td>
|
||||
<td><button type="roll" style="margin: 0;" name="roll_initspell#REPLACE0#" title="%{repeating_spells#REPLACE0#_$X_initspell#REPLACE0#}" value="/gmroll [[{([[1d10]]+@{casttime#REPLACE0#}), 1}kh1]] [Initiative (@{spellname#REPLACE0#})]&{tracker}">Initiative</button></td>
|
||||
<td><button type="roll" style="margin: 0;" name="roll_initspell#REPLACE0#" title="%{repeating_spells#REPLACE0#_$X_initspell#REPLACE0#}" value="/gmroll [[{([[1d10]]+@{casttime#REPLACE0#}-(@{misc-mod})), 1}kh1]] [Initiative (@{spellname#REPLACE0#})]&{tracker}">Initiative</button></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4"><textarea name="attr_cast-macro#REPLACE0#" title="@{repeating_spells#REPLACE0#_$X_cast-macro#REPLACE0#}" class="sheet-input-like" placeholder="Insert Spell effects."></textarea></td>
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -7,7 +7,7 @@
|
||||
<td><input type="text" name="attr_spell-name" title="@{repeating_spells-#REPLACE0#_$X_spell-name}" class="sheet-spell-big" placeholder="Spell name" list="#REPLACE0#-spells"></td>
|
||||
<td class="sheet-default-header">Casting time:</td>
|
||||
<td><input type="text" name="attr_spell-cast-time" title="@{repeating_spells-#REPLACE0#_$X_spell-cast-time}" class="sheet-short" placeholder="Cast time"></td>
|
||||
<td><button type="roll" name="roll_spell-init" title="@{repeating_spells-#REPLACE0#_$X_spell-init}" value="/gmroll [[{([[1d10]]+@{spell-cast-time}), 1}kh1]] [Initiative (@{spell-name})]&{tracker}">Initiative</button></td>
|
||||
<td><button type="roll" name="roll_spell-init" title="@{repeating_spells-#REPLACE0#_$X_spell-init}" value="/gmroll [[{([[1d10]]+@{spell-cast-time}-(@{misc-mod})), 1}kh1]] [Initiative (@{spell-name})]&{tracker}">Initiative</button></td>
|
||||
</tr>
|
||||
</table>
|
||||
<table class="sheet-default-header-first-column sheet-inline">
|
||||
|
||||
@@ -1,326 +0,0 @@
|
||||
const NonweaponProficiencies = {};
|
||||
NonweaponProficiencies['Agriculture'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0,
|
||||
};
|
||||
NonweaponProficiencies['Ancient History'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -1
|
||||
}
|
||||
NonweaponProficiencies['Animal Handling'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': -1,
|
||||
};
|
||||
NonweaponProficiencies['Animal Lore'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Animal Training'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Appraising'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Armorer'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -2
|
||||
}
|
||||
NonweaponProficiencies['Artistic Ability'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Astrology'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Blacksmithing'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Strength}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Blind-fighting'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{NA}',
|
||||
'modifier': 'NA'
|
||||
}
|
||||
NonweaponProficiencies['Bowyer/Fletcher'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': -1
|
||||
}
|
||||
NonweaponProficiencies['Brewing'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Carpentry'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Strength}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Charioteering'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': +2
|
||||
}
|
||||
NonweaponProficiencies['Cobbling'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Cooking'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Dancing'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Direction Sense'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': +1
|
||||
}
|
||||
NonweaponProficiencies['Disguise'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Charisma}',
|
||||
'modifier': -1
|
||||
}
|
||||
NonweaponProficiencies['Endurance'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Constitution}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Engineering'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -3
|
||||
}
|
||||
NonweaponProficiencies['Etiquette'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Charisma}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Fire-building'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': -1
|
||||
}
|
||||
NonweaponProficiencies['Fishing'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': -1
|
||||
}
|
||||
NonweaponProficiencies['Forgery'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': -1
|
||||
}
|
||||
NonweaponProficiencies['Gaming'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Charisma}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Gem-Cutting'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': -2
|
||||
}
|
||||
NonweaponProficiencies['Healing'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': -2
|
||||
}
|
||||
NonweaponProficiencies['Heraldry'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Herbalism'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -2
|
||||
}
|
||||
NonweaponProficiencies['Hunting'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': -1
|
||||
}
|
||||
NonweaponProficiencies['Juggling'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': -1
|
||||
}
|
||||
NonweaponProficiencies['Jumping'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Strength}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Languages, Ancient'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Languages, Modern'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Leatherworking'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Local History'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Charisma}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Mining'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': -3
|
||||
}
|
||||
NonweaponProficiencies['Mountaineering'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': 'NA',
|
||||
'modifier': 'NA'
|
||||
}
|
||||
NonweaponProficiencies['Musical Instrument'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': -1
|
||||
}
|
||||
NonweaponProficiencies['Navigation'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -2
|
||||
}
|
||||
NonweaponProficiencies['Pottery'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': -2
|
||||
}
|
||||
NonweaponProficiencies['Reading Lips'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -2
|
||||
}
|
||||
NonweaponProficiencies['Reading/Writing'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': +1
|
||||
}
|
||||
NonweaponProficiencies['Religion'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Riding, Airborne'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': -2
|
||||
}
|
||||
NonweaponProficiencies['Riding, Land-based'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': +3
|
||||
}
|
||||
NonweaponProficiencies['Rope Use'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Running'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Constitution}',
|
||||
'modifier': -6
|
||||
}
|
||||
NonweaponProficiencies['Seamanship'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': +1
|
||||
}
|
||||
NonweaponProficiencies['Seamstress/Tailor'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': -1
|
||||
}
|
||||
NonweaponProficiencies['Set-Snares'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': -1
|
||||
}
|
||||
NonweaponProficiencies['Singing'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Charisma}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Spellcraft'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -2
|
||||
}
|
||||
NonweaponProficiencies['Stonemasonry'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Strength}',
|
||||
'modifier': -2
|
||||
}
|
||||
NonweaponProficiencies['Survival'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Swimming'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Strength}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Tightrope Walking'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Tracking'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Tumbling'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': 0
|
||||
}
|
||||
NonweaponProficiencies['Ventriloquism'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -2
|
||||
}
|
||||
NonweaponProficiencies['Weather Sense'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': -1
|
||||
}
|
||||
NonweaponProficiencies['Weaponsmithing'] = {
|
||||
'slots': 3,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -3
|
||||
}
|
||||
NonweaponProficiencies['Weaving'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -1
|
||||
}
|
||||
@@ -0,0 +1,918 @@
|
||||
const nonweaponProficiencies = {};
|
||||
//#region Player's Handbook
|
||||
nonweaponProficiencies['Agriculture'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Animal Handling'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': -1,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Animal Training'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Artistic Ability'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Blacksmithing'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Strength}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Brewing'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Carpentry'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Strength}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Cobbling'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Cooking'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Dancing'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Direction Sense'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': +1,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Etiquette'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Charisma}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Fire-building'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': -1,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Fishing'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': -1,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Heraldry'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Languages, Modern'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Leatherworking'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Mining'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': -3,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Pottery'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': -2,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Riding, Airborne'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': -2,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Riding, Land-based'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': +3,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Rope Use'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Seamanship'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': +1,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Seamstress/Tailor'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': -1,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Singing'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Charisma}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Stonemasonry'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Strength}',
|
||||
'modifier': -2,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Swimming'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Strength}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Weather Sense'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': -1,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
|
||||
nonweaponProficiencies['Weaving'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -1,
|
||||
'classes': '',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Ancient History'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -1,
|
||||
'classes': 'Priest/Rogue/Wizard',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Animal Lore'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0,
|
||||
'classes': 'Warrior',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Appraising'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0,
|
||||
'classes': 'Rogue',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Armorer'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -2,
|
||||
'classes': 'Warrior',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Astrology'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0,
|
||||
'classes': 'Priest/Wizard',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Blind-fighting'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{NA}',
|
||||
'modifier': 'NA',
|
||||
'classes': 'Rogue/Warrior',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Bowyer/Fletcher'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': -1,
|
||||
'classes': 'Warrior',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Charioteering'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': +2,
|
||||
'classes': 'Warrior',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Disguise'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Charisma}',
|
||||
'modifier': -1,
|
||||
'classes': 'Rogue',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Endurance'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Constitution}',
|
||||
'modifier': 0,
|
||||
'classes': 'Warrior',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Engineering'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -3,
|
||||
'classes': 'Priest/Wizard',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Forgery'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': -1,
|
||||
'classes': 'Rogue',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Gaming'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Charisma}',
|
||||
'modifier': 0,
|
||||
'classes': 'Rogue/Warrior',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Gem-Cutting'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': -2,
|
||||
'classes': 'Rogue/Wizard',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Healing'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': -2,
|
||||
'classes': 'Priest',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Herbalism'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -2,
|
||||
'classes': 'Priest/Wizard',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Hunting'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': -1,
|
||||
'classes': 'Warrior',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Juggling'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': -1,
|
||||
'classes': 'Rogue',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Jumping'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Strength}',
|
||||
'modifier': 0,
|
||||
'classes': 'Rogue',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Languages, Ancient'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0,
|
||||
'classes': 'Priest/Wizard',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Local History'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Charisma}',
|
||||
'modifier': 0,
|
||||
'classes': 'Priest/Rogue',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Mountaineering'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': 'NA',
|
||||
'modifier': 'NA',
|
||||
'classes': 'Warrior',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Musical Instrument'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': -1,
|
||||
'classes': 'Priest/Rogue',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Navigation'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -2,
|
||||
'classes': 'Priest/Warrior/Wizard',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Reading Lips'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -2,
|
||||
'classes': 'Rogue',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Reading/Writing'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': +1,
|
||||
'classes': 'Priest/Wizard',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Religion'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': 0,
|
||||
'classes': 'Priest/Wizard',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Running'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Constitution}',
|
||||
'modifier': -6,
|
||||
'classes': 'Warrior',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Set-Snares'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': -1,
|
||||
'classes': 'Rogue/Warrior',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Spellcraft'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -2,
|
||||
'classes': 'Priest/Wizard',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Survival'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0,
|
||||
'classes': 'Warrior',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Tightrope Walking'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': 0,
|
||||
'classes': 'Rogue',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Tracking'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': 0,
|
||||
'classes': 'Warrior',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Tumbling'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': 0,
|
||||
'classes': 'Rogue',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Ventriloquism'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -2,
|
||||
'classes': 'Rogue',
|
||||
'book': 'PHB'
|
||||
};
|
||||
nonweaponProficiencies['Weaponsmithing'] = {
|
||||
'slots': 3,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -3,
|
||||
'classes': 'Warrior',
|
||||
'book': 'PHB'
|
||||
};
|
||||
//#endregion
|
||||
|
||||
//#region The Complete Thief's Handbook
|
||||
nonweaponProficiencies['Alertness'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': +1,
|
||||
'classes': '',
|
||||
'book': 'The Complete Thief\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Animal Noise'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': -1,
|
||||
'classes': '',
|
||||
'book': 'The Complete Thief\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Begging'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Charisma}',
|
||||
'modifier': '',
|
||||
'classes': '',
|
||||
'book': 'The Complete Thief\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Boating'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': +1,
|
||||
'classes': '',
|
||||
'book': 'The Complete Thief\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Fast-Talking'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Charisma}',
|
||||
'modifier': '',
|
||||
'classes': '',
|
||||
'book': 'The Complete Thief\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Fortune Telling'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Charisma}',
|
||||
'modifier': +2,
|
||||
'classes': '',
|
||||
'book': 'The Complete Thief\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Information Gathering'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': '',
|
||||
'classes': '',
|
||||
'book': 'The Complete Thief\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Intimidation'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '',
|
||||
'modifier': '',
|
||||
'classes': '',
|
||||
'book': 'The Complete Thief\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Locksmithing'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'The Complete Thief\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Looting'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'The Complete Thief\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Observation'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'The Complete Thief\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Trailing'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': '',
|
||||
'classes': '',
|
||||
'book': 'The Complete Thief\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Voice Mimicry'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Charisma}',
|
||||
'modifier': '',
|
||||
'classes': '',
|
||||
'book': 'The Complete Thief\'s Handbook'
|
||||
};
|
||||
//#endregion
|
||||
|
||||
//#region The Complete Book of Dwarves
|
||||
nonweaponProficiencies['Boatwright'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -2,
|
||||
'classes': '',
|
||||
'book': 'The Complete Book of Dwarves'
|
||||
};
|
||||
nonweaponProficiencies['Dwarf Runes'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': +2,
|
||||
'classes': '',
|
||||
'book': 'The Complete Book of Dwarves'
|
||||
};
|
||||
nonweaponProficiencies['Fungi Recognition'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': +3,
|
||||
'classes': '',
|
||||
'book': 'The Complete Book of Dwarves'
|
||||
};
|
||||
nonweaponProficiencies['Local Dwarf History'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Charisma}',
|
||||
'modifier': +2,
|
||||
'classes': '',
|
||||
'book': 'The Complete Book of Dwarves'
|
||||
};
|
||||
nonweaponProficiencies['Sign Language'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': +2,
|
||||
'classes': '',
|
||||
'book': 'The Complete Book of Dwarves'
|
||||
};
|
||||
nonweaponProficiencies['Signalling'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': +2,
|
||||
'classes': '',
|
||||
'book': 'The Complete Book of Dwarves'
|
||||
};
|
||||
nonweaponProficiencies['Slow Respiration'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{NA}',
|
||||
'modifier': 'NA',
|
||||
'classes': '',
|
||||
'book': 'The Complete Book of Dwarves'
|
||||
};
|
||||
nonweaponProficiencies['Smelting'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'The Complete Book of Dwarves'
|
||||
};
|
||||
nonweaponProficiencies['Sound Analysis'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'The Complete Book of Dwarves'
|
||||
};
|
||||
nonweaponProficiencies['Survival, Underground'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'The Complete Book of Dwarves'
|
||||
};
|
||||
nonweaponProficiencies['Underground Navigation'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'The Complete Book of Dwarves'
|
||||
};
|
||||
nonweaponProficiencies['Survival (Hill, Mountain)'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{NA}',
|
||||
'modifier': 'NA',
|
||||
'classes': 'Warrior',
|
||||
'book': 'The Complete Book of Dwarves'
|
||||
};
|
||||
nonweaponProficiencies['Pest Control'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': 0,
|
||||
'classes': 'Thief',
|
||||
'book': 'The Complete Book of Dwarves'
|
||||
};
|
||||
//#endregion
|
||||
|
||||
//#region The Complete Bard's Handbook
|
||||
nonweaponProficiencies['Acting'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Charisma}',
|
||||
'modifier': -1,
|
||||
'classes': '',
|
||||
'book': 'The Complete Bard\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Chanting'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Charisma}',
|
||||
'modifier': +2,
|
||||
'classes': '',
|
||||
'book': 'The Complete Bard\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Craft Instrument'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': -2,
|
||||
'classes': '',
|
||||
'book': 'The Complete Bard\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Crowd Working'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Charisma}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'The Complete Bard\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Poetry'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -2,
|
||||
'classes': '',
|
||||
'book': 'The Complete Bard\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Whistling/Humming'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': +2,
|
||||
'classes': '',
|
||||
'book': 'The Complete Bard\'s Handbook'
|
||||
};
|
||||
//#endregion
|
||||
|
||||
//#region The Complete Book of Humanoids
|
||||
nonweaponProficiencies['Cheesemaking'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'The Complete Book of Humanoids'
|
||||
};
|
||||
nonweaponProficiencies['Danger Sense'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': +1,
|
||||
'classes': '',
|
||||
'book': 'The Complete Book of Humanoids'
|
||||
};
|
||||
nonweaponProficiencies['Drinking'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Constitution}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'The Complete Book of Humanoids'
|
||||
};
|
||||
nonweaponProficiencies['Eating'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Constitution}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'The Complete Book of Humanoids'
|
||||
};
|
||||
nonweaponProficiencies['Hiding'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -1,
|
||||
'classes': '',
|
||||
'book': 'The Complete Book of Humanoids'
|
||||
};
|
||||
nonweaponProficiencies['Winemaking'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'The Complete Book of Humanoids'
|
||||
};
|
||||
nonweaponProficiencies['Close-quarter Fighting'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': 0,
|
||||
'classes': 'Warrior/Rogue',
|
||||
'book': 'The Complete Book of Humanoids'
|
||||
};
|
||||
nonweaponProficiencies['Natural Fighting'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Strength}',
|
||||
'modifier': +1,
|
||||
'classes': 'Warrior',
|
||||
'book': 'The Complete Book of Humanoids'
|
||||
};
|
||||
nonweaponProficiencies['Wild Fighting'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Constitution}',
|
||||
'modifier': 0,
|
||||
'classes': 'Warrior',
|
||||
'book': 'The Complete Book of Humanoids'
|
||||
};
|
||||
//#endregion
|
||||
|
||||
//#region The Complete Ranger's Handbook
|
||||
nonweaponProficiencies['Cartography'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'The Complete Ranger\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Distance Sense'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'The Complete Ranger\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Falconry'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -2,
|
||||
'classes': '',
|
||||
'book': 'The Complete Ranger\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Persuasion'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Charisma}',
|
||||
'modifier': 0,
|
||||
'classes': '',
|
||||
'book': 'The Complete Ranger\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Riding, Sea-based'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': -2,
|
||||
'classes': '',
|
||||
'book': 'The Complete Ranger\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Signaling'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -2,
|
||||
'classes': '',
|
||||
'book': 'The Complete Ranger\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Camouflage'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': 0,
|
||||
'classes': 'Fighter/Rogue',
|
||||
'book': 'The Complete Ranger\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Foraging'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -2,
|
||||
'classes': 'Warrior/Rogue',
|
||||
'book': 'The Complete Ranger\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Spelunking'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -2,
|
||||
'classes': 'Warrior',
|
||||
'book': 'The Complete Ranger\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Trail Marking'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': 0,
|
||||
'classes': 'Warrior',
|
||||
'book': 'The Complete Ranger\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Trail Signs'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': -1,
|
||||
'classes': 'Warrior/Rogue',
|
||||
'book': 'The Complete Ranger\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Veterinary Healing'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': -3,
|
||||
'classes': 'Priest',
|
||||
'book': 'The Complete Ranger\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Weaponsmithing, Crude'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': -3,
|
||||
'classes': 'Warrior',
|
||||
'book': 'The Complete Ranger\'s Handbook'
|
||||
};
|
||||
//#endregion
|
||||
|
||||
//#region The Complete Paladin's Handbook
|
||||
nonweaponProficiencies['Bureaucracy'] = {
|
||||
'slots': 2,
|
||||
'abilityScore': '@{Intelligence}',
|
||||
'modifier': 0,
|
||||
'classes': 'Priest/Rogue',
|
||||
'book': 'The Complete Paladin\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Diagnostics'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': -1,
|
||||
'classes': 'Priest',
|
||||
'book': 'The Complete Paladin\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Jousting'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Dexterity}',
|
||||
'modifier': +2,
|
||||
'classes': 'Warrior',
|
||||
'book': 'The Complete Paladin\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Law'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Wisdom}',
|
||||
'modifier': 0,
|
||||
'classes': 'Warrior/Priest',
|
||||
'book': 'The Complete Paladin\'s Handbook'
|
||||
};
|
||||
nonweaponProficiencies['Oratory'] = {
|
||||
'slots': 1,
|
||||
'abilityScore': '@{Charisma}',
|
||||
'modifier': 0,
|
||||
'classes': 'Warrior/Priest',
|
||||
'book': 'The Complete Paladin\'s Handbook'
|
||||
};
|
||||
//#endregion
|
||||
module.exports = nonweaponProficiencies;
|
||||
File diff suppressed because one or more lines are too long
@@ -18,6 +18,15 @@ rogueArmor['Elven Chain Mail'] = {
|
||||
'Detect Noise' : '-5',
|
||||
'Climb Walls' : '-20',
|
||||
};
|
||||
rogueArmor['Silenced Elven Chain Mail'] = {
|
||||
'Pick Pockets' : '-25',
|
||||
'Open Locks' : '-5',
|
||||
'Find/Remove Traps': '-5',
|
||||
'Move Silently' : '',
|
||||
'Hide in Shadows' : '-10',
|
||||
'Detect Noise' : '',
|
||||
'Climb Walls' : '-25',
|
||||
};
|
||||
// Bard Armor
|
||||
rogueArmor['Ring Mail'] = rogueArmor['Chain Mail'] = {
|
||||
'Pick Pockets' : '-25',
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,7 +1,7 @@
|
||||
// --- Version change start --- //
|
||||
|
||||
const sheetName = 'AD&D 2E Revised';
|
||||
const sheetVersion = '4.4.0';
|
||||
const sheetVersion = '4.6.0';
|
||||
|
||||
on('sheet:opened', function(){
|
||||
getAttrs(['character_sheet'],function(attrs){
|
||||
@@ -35,6 +35,12 @@ on('sheet:opened', function(){
|
||||
|
||||
if (oldSheetVersion.isBelowMigrate(4, 3, 0))
|
||||
migrate4_3_0();
|
||||
|
||||
if (oldSheetVersion.isBelowMigrate(4,5,0))
|
||||
migrate4_5_0();
|
||||
|
||||
if (oldSheetVersion.isBelowMigrate(4,6,0))
|
||||
migrate4_6_0();
|
||||
|
||||
//#endregion
|
||||
}
|
||||
@@ -84,6 +90,23 @@ function moveStaticToRepeating(section, fieldsToMove) {
|
||||
}
|
||||
//#endregion
|
||||
|
||||
//#region 4.6.0
|
||||
function migrate4_6_0() {
|
||||
console.log('Migrating to v4.6.0');
|
||||
updateWeaponProfsRemaining();
|
||||
updateNonWeaponProfsRemaining();
|
||||
}
|
||||
//#endregion
|
||||
|
||||
//#region 4.5.0
|
||||
function migrate4_5_0() {
|
||||
console.log('Migrating to v4.5.0');
|
||||
updateThac0(true);
|
||||
updateWeaponProfsTotal();
|
||||
updateNonWeaponProfsTotal();
|
||||
}
|
||||
//#endregion
|
||||
|
||||
//#region version 4.3.0
|
||||
let oldCurrencySections = [['2', 'Dragonlance'], ['3', 'Dark Sun'], ['4', 'Ravenloft'], ['5', 'Maztica'], ['6', 'BirthRight']];
|
||||
let fieldArray = ['gemdesc', 'gemvalue', 'gemqty', 'gemsizecut'];
|
||||
@@ -189,14 +212,7 @@ function migrateOtherValuables() {
|
||||
//#region version 3.4.0
|
||||
function migrate3_4_0() {
|
||||
console.log('Migrating to v3.4.0');
|
||||
getAttrs(['nonprof-penalty'], function(values) {
|
||||
let nonprof = Math.abs(parseInt(values['nonprof-penalty']) || 0) * -1;
|
||||
let famil = Math.floor(nonprof / 2)
|
||||
setAttrs({
|
||||
['nonprof-penalty']: nonprof,
|
||||
['famil-penalty']: famil
|
||||
});
|
||||
});
|
||||
updateNonprofPenalty();
|
||||
}
|
||||
//#endregion
|
||||
|
||||
|
||||
@@ -0,0 +1,124 @@
|
||||
const weaponProficiencies = {};
|
||||
//#region The Complete Fighter's Handbook
|
||||
weaponProficiencies['Tight Group, Axes'] = {
|
||||
'slots': 2,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Tight Group, Bows'] = {
|
||||
'slots': 2,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Tight Group, Clubbing Weapons'] = {
|
||||
'slots': 2,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Tight Group, Crossbows'] = {
|
||||
'slots': 2,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Tight Group, Fencing Blades'] = {
|
||||
'slots': 2,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Tight Group, Flails'] = {
|
||||
'slots': 2,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Tight Group, Lances'] = {
|
||||
'slots': 2,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Tight Group, Long Blades'] = {
|
||||
'slots': 2,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Tight Group, Medium Blades'] = {
|
||||
'slots': 2,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Tight Group, Picks'] = {
|
||||
'slots': 2,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Tight Group, Polearms'] = {
|
||||
'slots': 2,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Tight Group, Short Blades'] = {
|
||||
'slots': 2,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Tight Group, Sickles'] = {
|
||||
'slots': 2,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Tight Group, Slings'] = {
|
||||
'slots': 2,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Tight Group, Spears'] = {
|
||||
'slots': 2,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Tight Group, Whips'] = {
|
||||
'slots': 2,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Broad Group, Blades'] = {
|
||||
'slots': 3,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Broad Group, Clearing/Crushing weapons'] = {
|
||||
'slots': 3,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Broad Group, Pole Weapons'] = {
|
||||
'slots': 3,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Broad Group, Small Throwing Weapons'] = {
|
||||
'slots': 3,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Ambidexterity'] = {
|
||||
'slots': 1,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Single-Weapon Style Specialization'] = {
|
||||
'slots': 1,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Two-Hander Style Specialization'] = {
|
||||
'slots': 1,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Weapon and Shield Style Specialization'] = {
|
||||
'slots': 1,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Two-Weapons Style Specialization'] = {
|
||||
'slots': 1,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Punching Specialization'] = {
|
||||
'slots': 1,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Wrestling Specialization'] = {
|
||||
'slots': 1,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
weaponProficiencies['Martial Arts'] = {
|
||||
'slots': 1,
|
||||
'book': 'The Complete Fighter\'s Handbook'
|
||||
};
|
||||
//#endregion
|
||||
|
||||
//#region The Complete Book of Elves
|
||||
weaponProficiencies['Bladesong Fighting Style'] = {
|
||||
'slots': 2,
|
||||
'book': 'The Complete Book of Elves'
|
||||
};
|
||||
//#endregion
|
||||
|
||||
module.exports = weaponProficiencies;
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
Generated
+394
-1
@@ -1,6 +1,399 @@
|
||||
{
|
||||
"name": "ADnD 2E Revised",
|
||||
"lockfileVersion": 2,
|
||||
"requires": true,
|
||||
"lockfileVersion": 1,
|
||||
"packages": {
|
||||
"": {
|
||||
"dependencies": {
|
||||
"pug": "^3.0.2"
|
||||
}
|
||||
},
|
||||
"node_modules/@babel/helper-validator-identifier": {
|
||||
"version": "7.15.7",
|
||||
"resolved": "https://registry.npmjs.org/@babel/helper-validator-identifier/-/helper-validator-identifier-7.15.7.tgz",
|
||||
"integrity": "sha512-K4JvCtQqad9OY2+yTU8w+E82ywk/fe+ELNlt1G8z3bVGlZfn/hOcQQsUhGhW/N+tb3fxK800wLtKOE/aM0m72w==",
|
||||
"engines": {
|
||||
"node": ">=6.9.0"
|
||||
}
|
||||
},
|
||||
"node_modules/@babel/parser": {
|
||||
"version": "7.16.4",
|
||||
"resolved": "https://registry.npmjs.org/@babel/parser/-/parser-7.16.4.tgz",
|
||||
"integrity": "sha512-6V0qdPUaiVHH3RtZeLIsc+6pDhbYzHR8ogA8w+f+Wc77DuXto19g2QUwveINoS34Uw+W8/hQDGJCx+i4n7xcng==",
|
||||
"bin": {
|
||||
"parser": "bin/babel-parser.js"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=6.0.0"
|
||||
}
|
||||
},
|
||||
"node_modules/@babel/types": {
|
||||
"version": "7.16.0",
|
||||
"resolved": "https://registry.npmjs.org/@babel/types/-/types-7.16.0.tgz",
|
||||
"integrity": "sha512-PJgg/k3SdLsGb3hhisFvtLOw5ts113klrpLuIPtCJIU+BB24fqq6lf8RWqKJEjzqXR9AEH1rIb5XTqwBHB+kQg==",
|
||||
"dependencies": {
|
||||
"@babel/helper-validator-identifier": "^7.15.7",
|
||||
"to-fast-properties": "^2.0.0"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=6.9.0"
|
||||
}
|
||||
},
|
||||
"node_modules/acorn": {
|
||||
"version": "7.4.1",
|
||||
"resolved": "https://registry.npmjs.org/acorn/-/acorn-7.4.1.tgz",
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||||
"integrity": "sha512-nQyp0o1/mNdbTO1PO6kHkwSrmgZ0MT/jCCpNiwbUjGoRN4dlBhqJtoQuCnEOKzgTVwg0ZWiCoQy6SxMebQVh8A==",
|
||||
"bin": {
|
||||
"acorn": "bin/acorn"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=0.4.0"
|
||||
}
|
||||
},
|
||||
"node_modules/asap": {
|
||||
"version": "2.0.6",
|
||||
"resolved": "https://registry.npmjs.org/asap/-/asap-2.0.6.tgz",
|
||||
"integrity": "sha1-5QNHYR1+aQlDIIu9r+vLwvuGbUY="
|
||||
},
|
||||
"node_modules/assert-never": {
|
||||
"version": "1.2.1",
|
||||
"resolved": "https://registry.npmjs.org/assert-never/-/assert-never-1.2.1.tgz",
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||||
"integrity": "sha512-TaTivMB6pYI1kXwrFlEhLeGfOqoDNdTxjCdwRfFFkEA30Eu+k48W34nlok2EYWJfFFzqaEmichdNM7th6M5HNw=="
|
||||
},
|
||||
"node_modules/babel-walk": {
|
||||
"version": "3.0.0-canary-5",
|
||||
"resolved": "https://registry.npmjs.org/babel-walk/-/babel-walk-3.0.0-canary-5.tgz",
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"integrity": "sha512-GAwkz0AihzY5bkwIY5QDR+LvsRQgB/B+1foMPvi0FZPMl5fjD7ICiznUiBdLYMH1QYe6vqu4gWYytZOccLouFw==",
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||||
"dependencies": {
|
||||
"@babel/types": "^7.9.6"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">= 10.0.0"
|
||||
}
|
||||
},
|
||||
"node_modules/call-bind": {
|
||||
"version": "1.0.2",
|
||||
"resolved": "https://registry.npmjs.org/call-bind/-/call-bind-1.0.2.tgz",
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"integrity": "sha512-7O+FbCihrB5WGbFYesctwmTKae6rOiIzmz1icreWJ+0aA7LJfuqhEso2T9ncpcFtzMQtzXf2QGGueWJGTYsqrA==",
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||||
"dependencies": {
|
||||
"function-bind": "^1.1.1",
|
||||
"get-intrinsic": "^1.0.2"
|
||||
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|
||||
"funding": {
|
||||
"url": "https://github.com/sponsors/ljharb"
|
||||
}
|
||||
},
|
||||
"node_modules/character-parser": {
|
||||
"version": "2.2.0",
|
||||
"resolved": "https://registry.npmjs.org/character-parser/-/character-parser-2.2.0.tgz",
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@@ -0,0 +1,6 @@
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datalist(id='nonweapon-proficiencies')
|
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each prof, name in data
|
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- let classes = prof.classes || ''
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if (prof.book !== 'PHB')
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- classes += (classes ? ', ' : '') + prof.book
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option(value=name)= classes
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@@ -1,19 +1,25 @@
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each levelObject, level in data
|
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datalist(id=`${level}-spells`)
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each spell, spellName in levelObject
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- let book = ''
|
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- let displayLevel = ''
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if (spell.book !== 'PHB')
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- book = spell.book
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- let category = spell.category || ''
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if level.endsWith('monster')
|
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if level === 'priq'
|
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continue
|
||||
- let displayLevel
|
||||
case spell.level
|
||||
when '1': - displayLevel = `${spell.level}st level`
|
||||
when '2': - displayLevel = `${spell.level}nd level`
|
||||
when '3': - displayLevel = `${spell.level}rd level`
|
||||
default: - displayLevel = `${spell.level}th level`
|
||||
|
||||
if (book)
|
||||
- displayLevel += `, ${book}`
|
||||
|
||||
if (category)
|
||||
- displayLevel += `, ${category}`
|
||||
if (spell.book !== 'PHB')
|
||||
- displayLevel += `, ${spell.book}`
|
||||
option(value!=spellName)= displayLevel
|
||||
else
|
||||
option(value!=spellName)= book
|
||||
if (spell.book !== 'PHB')
|
||||
if (category)
|
||||
- category += ', '
|
||||
- category += `${spell.book}`
|
||||
option(value!=spellName)= category
|
||||
@@ -0,0 +1,54 @@
|
||||
datalist(id='melee-weapons')
|
||||
each weapon in data
|
||||
if (!weapon.category.includes('Melee'))
|
||||
- continue;
|
||||
- let group = weapon.group || ''
|
||||
if (weapon.book !== 'PHB')
|
||||
- group += (group ? ', ' : '') + weapon.book
|
||||
option(value=weapon.name)= group
|
||||
|
||||
datalist(id='ranged-weapons')
|
||||
each weapon in data
|
||||
if (!weapon.category.includes('Range'))
|
||||
- continue;
|
||||
- let group = weapon.group || ''
|
||||
if (weapon.book !== 'PHB')
|
||||
- group += (group ? ', ' : '') + weapon.book
|
||||
option(value=weapon.name)= group
|
||||
|
||||
datalist(id='all-weapons')
|
||||
each weapon in data
|
||||
- let group = weapon.group || ''
|
||||
if (weapon.book !== 'PHB')
|
||||
- group += (group ? ', ' : '') + weapon.book
|
||||
option(value=weapon.name)= group
|
||||
|
||||
- let usedWeapons = new Set();
|
||||
datalist(id='weapon-proficiencies')
|
||||
- let book = 'PHB'
|
||||
- let weaponProfsAdded = false
|
||||
each weapon in data
|
||||
- weaponProfsAdded = false
|
||||
if (weapon.book !== book)
|
||||
- console.log(`Previous Book: ${book}. Next Book: ${weapon.book}`)
|
||||
each prof, profName in proficiencies
|
||||
if prof.book !== book
|
||||
- continue
|
||||
option(value=profName)= prof.book
|
||||
- book = weapon.book
|
||||
- weaponProfsAdded = true
|
||||
if (weapon.noProf)
|
||||
- continue
|
||||
- let weaponName = weapon.name.split(/\s\(|,/)[0]
|
||||
if (usedWeapons.has(weaponName))
|
||||
- continue
|
||||
- usedWeapons.add(weaponName);
|
||||
- let group = weapon.group || ''
|
||||
if (weapon.book !== 'PHB')
|
||||
- group += (group ? ', ' : '') + weapon.book
|
||||
option(value=weaponName)= group
|
||||
if (!weaponProfsAdded)
|
||||
each prof, profName in proficiencies
|
||||
if prof.book !== book
|
||||
- continue
|
||||
option(value=profName)= prof.book
|
||||
+112
-4
@@ -11,7 +11,32 @@
|
||||
"displayname": "*** General settings ***"
|
||||
},
|
||||
{
|
||||
"displayname": "In addition to the Player's Handbook, the following books can be added for more spells, weapons, and equipment"
|
||||
"displayname": "In addition to the Player's Handbook, the following books can be added for more Weapons, Spells, and Proficiencies",
|
||||
"description": "Each book can be seen as a \"Patch\" or \"DLC\" (for you young kids) to the Player's Handbook. Each bringing new elements, such as Rules, Weapons, Spells, and Proficiencies. To add any book by default on new sheets created, please check the associated box below. These settings can also be changed on each individual sheet after the sheet has been created."
|
||||
},
|
||||
{
|
||||
"attribute": "book-tcfhb",
|
||||
"displayname": "The Complete Fighter's Handbook",
|
||||
"type": "checkbox",
|
||||
"value": "The Complete Fighter's Handbook",
|
||||
"checked": false,
|
||||
"description": "Includes Weapons and Proficiencies"
|
||||
},
|
||||
{
|
||||
"attribute": "book-tcthb",
|
||||
"displayname": "The Complete Thief's Handbook",
|
||||
"type": "checkbox",
|
||||
"value": "The Complete Thief's Handbook",
|
||||
"checked": false,
|
||||
"description": "Includes Proficiencies"
|
||||
},
|
||||
{
|
||||
"attribute": "book-tcprhb",
|
||||
"displayname": "The Complete Priest's Handbook",
|
||||
"type": "checkbox",
|
||||
"value": "The Complete Priest's Handbook",
|
||||
"checked": false,
|
||||
"description": "Includes Weapons"
|
||||
},
|
||||
{
|
||||
"attribute": "book-tcwhb",
|
||||
@@ -19,7 +44,90 @@
|
||||
"type": "checkbox",
|
||||
"value": "The Complete Wizard's Handbook",
|
||||
"checked": false,
|
||||
"description": "Allows spells from The Complete Wizard's Handbook to autofill"
|
||||
"description": "Includes Spells"
|
||||
},
|
||||
{
|
||||
"attribute": "book-tom",
|
||||
"displayname": "Tome of Magic",
|
||||
"type": "checkbox",
|
||||
"value": "Tome of Magic",
|
||||
"checked": false,
|
||||
"description": "Includes Spells"
|
||||
},
|
||||
{
|
||||
"attribute": "book-aaeg",
|
||||
"displayname": "Arms and Equipment Guide",
|
||||
"type": "checkbox",
|
||||
"value": "Arms and Equipment Guide",
|
||||
"checked": false,
|
||||
"description": "Includes Weapons"
|
||||
},
|
||||
{
|
||||
"attribute": "book-dwarves",
|
||||
"displayname": "The Complete Book of Dwarves",
|
||||
"type": "checkbox",
|
||||
"value": "The Complete Book of Dwarves",
|
||||
"checked": false,
|
||||
"description": "Includes Weapons and Proficiencies"
|
||||
},
|
||||
{
|
||||
"attribute": "book-bards",
|
||||
"displayname": "The Complete Bard's Handbook",
|
||||
"type": "checkbox",
|
||||
"value": "The Complete Bard's Handbook",
|
||||
"checked": false,
|
||||
"description": "Includes Spells and Proficiencies"
|
||||
},
|
||||
{
|
||||
"attribute": "book-elves",
|
||||
"displayname": "The Complete Book of Elves",
|
||||
"type": "checkbox",
|
||||
"value": "The Complete Book of Elves",
|
||||
"checked": false,
|
||||
"description": "Includes Weapons, Spells, and Proficiencies"
|
||||
},
|
||||
{
|
||||
"attribute": "book-humanoids",
|
||||
"displayname": "The Complete Book of Humanoids",
|
||||
"type": "checkbox",
|
||||
"value": "The Complete Book of Humanoids",
|
||||
"checked": false,
|
||||
"description": "Includes Weapons and Proficiencies"
|
||||
},
|
||||
{
|
||||
"attribute": "book-rangers",
|
||||
"displayname": "The Complete Ranger's Handbook",
|
||||
"type": "checkbox",
|
||||
"value": "The Complete Ranger's Handbook",
|
||||
"checked": false,
|
||||
"description": "Includes Weapons, Spells, and Proficiencies"
|
||||
},
|
||||
{
|
||||
"attribute": "book-paladins",
|
||||
"displayname": "The Complete Paladin's Handbook",
|
||||
"type": "checkbox",
|
||||
"value": "The Complete Paladin's Handbook",
|
||||
"checked": false,
|
||||
"description": "Includes Proficiencies"
|
||||
},
|
||||
{
|
||||
"attribute": "book-druids",
|
||||
"displayname": "The Complete Druid's Handbook",
|
||||
"type": "checkbox",
|
||||
"value": "The Complete Druid's Handbook",
|
||||
"checked": false,
|
||||
"description": "Includes Spells"
|
||||
},
|
||||
{
|
||||
"attribute": "misc-mod",
|
||||
"displayname": "Miscellaneous modifier on Rolls",
|
||||
"type": "select",
|
||||
"options": [
|
||||
"Popup on rolls|?{Misc. modifier?|0}",
|
||||
"No popup|0"
|
||||
],
|
||||
"default": "?{Misc. modifier?|0}",
|
||||
"description": "By default all rolls creates a popup asking for a 'Miscellaneous modifier' to capture when the DM says: 'Make an X-roll with +2'. If your DM rarely asks for this, if you find the popup annoying, or if you would rather add any bonuses after the roll is made, this popup can be turned off"
|
||||
},
|
||||
{
|
||||
"displayname": " "
|
||||
@@ -29,14 +137,14 @@
|
||||
},
|
||||
{
|
||||
"attribute": "wtype",
|
||||
"displayname": "Should Monster attacks be public to players or private (Only send to the GM)?",
|
||||
"displayname": "Should Monster Attack and Spell rolls be public to players or only to GM?",
|
||||
"type": "select",
|
||||
"options": [
|
||||
"Public|@{character_name}",
|
||||
"To GM|/w gm @{character_name}"
|
||||
],
|
||||
"default": "@{character_name}",
|
||||
"description": "By default all monster attacks are public. These attacks include the static buttons ThAC0, Attack 1-3, Special attack. It also include the repeating buttons Hit, Dam S/M, Dam L, Special damage, and Spell. To GM rolls will send the mentioned buttons only to yourself and the GM. Thus is a GM clicks the button, only the GM can see it."
|
||||
"description": "By default all monster attacks and spells are public. These attacks include the static buttons ThAC0, Attack 1-3, Special attack. It also include the repeating buttons Hit, Dam S/M, Dam L, Special damage, and Spell. To GM rolls will send the mentioned buttons only to yourself and the GM. Thus is a GM clicks the button, only the GM can see it."
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 5.2 KiB |
+137
-157
@@ -6,7 +6,7 @@
|
||||
|
||||
/* Configuration of Tabs */
|
||||
input.sheet-tab-button {
|
||||
opacity: 0;
|
||||
opacity: 0;
|
||||
position: absolute;
|
||||
top: 92px;
|
||||
right: 0px;
|
||||
@@ -29,12 +29,12 @@ input.sheet-tab-button + span {
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
input.sheet-tab-button:checked + span {
|
||||
input.sheet-tab-button:checked + span {
|
||||
color: #FFFFFF;
|
||||
background-color: #000000;
|
||||
}
|
||||
|
||||
.sheet-page {
|
||||
.sheet-page {
|
||||
display: none;
|
||||
}
|
||||
|
||||
@@ -46,12 +46,12 @@ input.sheet-tab-button.sheet-tab5:checked ~ .sheet-page.sheet-tab5,
|
||||
input.sheet-tab-button.sheet-tab6:checked ~ .sheet-page.sheet-tab6 { display: block; }
|
||||
|
||||
button.sheet-floating-dice-roller {
|
||||
border: none;
|
||||
border: none;
|
||||
background: transparent;
|
||||
position: absolute;
|
||||
position: absolute;
|
||||
height: 24px;
|
||||
width: 24px;
|
||||
top: 90px;
|
||||
top: 90px;
|
||||
left: 242px; }
|
||||
button.sheet-floating-dice-roller[type=roll]::before { font-size: 24px; }
|
||||
|
||||
@@ -85,6 +85,13 @@ input.sheet-tab-button.sheet-tab5 + span {
|
||||
width: 47px;
|
||||
}
|
||||
|
||||
input.sheet-tab-button.sheet-tab-stunts2,
|
||||
input.sheet-tab-button.sheet-tab-stunts2 + span {
|
||||
left: 99px;
|
||||
width: 58px;
|
||||
display: none;
|
||||
}
|
||||
|
||||
input.sheet-tab-button.sheet-tab-aim,
|
||||
input.sheet-tab-button.sheet-tab-aim + span {
|
||||
left: 68px;
|
||||
@@ -137,9 +144,9 @@ input.sheet-tab-button.sheet-tab-whisper + span {
|
||||
}
|
||||
|
||||
.sheet-header input[type=number]::-webkit-inner-spin-button,
|
||||
.sheet-header input[type=number]::-webkit-outer-spin-button {
|
||||
-webkit-appearance: none;
|
||||
margin: 0;
|
||||
.sheet-header input[type=number]::-webkit-outer-spin-button {
|
||||
-webkit-appearance: none;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
.sheet-header span {
|
||||
@@ -275,7 +282,7 @@ input {
|
||||
}
|
||||
|
||||
.repcontrol .repcontrol_edit:hover:after,
|
||||
.repcontrol .repcontrol_add:hover:before {
|
||||
.repcontrol .repcontrol_add:hover:before {
|
||||
background-color: #EFEFEF;
|
||||
}
|
||||
|
||||
@@ -301,7 +308,7 @@ input {
|
||||
padding: 0px;
|
||||
height: 18px;
|
||||
width: 18px;
|
||||
}
|
||||
}
|
||||
|
||||
.sheet-container button[type=roll]::before {
|
||||
content: 'Q';
|
||||
@@ -316,7 +323,7 @@ input {
|
||||
.sheet-col-left-character-tab {
|
||||
width: 325px;
|
||||
}
|
||||
|
||||
|
||||
.sheet-col-right-character-tab {
|
||||
width: 421px;
|
||||
}
|
||||
@@ -332,14 +339,14 @@ input {
|
||||
margin-bottom: 5px;
|
||||
}
|
||||
|
||||
.sheet-left-ability-container {
|
||||
.sheet-left-ability-container {
|
||||
display: inline-block;
|
||||
width: 267px;
|
||||
border-right: 1px solid black;
|
||||
min-height: 70px;
|
||||
}
|
||||
|
||||
.sheet-ability-name {
|
||||
.sheet-ability-name {
|
||||
width: 250px;
|
||||
display: inline-block;
|
||||
}
|
||||
@@ -348,7 +355,7 @@ button.sheet-legacy-money-import-button,
|
||||
.sheet-autoconfig button[type=action],
|
||||
.sheet-initiative-section button[type=roll],
|
||||
.sheet-income-section button[type=roll],
|
||||
.sheet-ability-name button[type=roll] {
|
||||
.sheet-ability-name button[type=roll] {
|
||||
background-color: transparent;
|
||||
color: white;
|
||||
border: none;
|
||||
@@ -377,7 +384,7 @@ button.sheet-legacy-money-import-button,
|
||||
.sheet-income-section button[type=roll]::before,
|
||||
.sheet-ability-name button[type=roll]::before,
|
||||
.sheet-ability-focus-list button[type=roll]::before,
|
||||
.sheet-spell-short-container button[type=roll]::before {
|
||||
.sheet-spell-short-container button[type=roll]::before {
|
||||
content: "";
|
||||
}
|
||||
|
||||
@@ -390,7 +397,7 @@ button.sheet-legacy-money-import-button,
|
||||
.sheet-ability-focus-list button[type=roll]:hover,
|
||||
.sheet-ability-focus-list button[type=roll]:hover *,
|
||||
.sheet-spell-short-container button[type=roll]:hover,
|
||||
.sheet-spell-short-container button[type=roll]:hover * {
|
||||
.sheet-spell-short-container button[type=roll]:hover * {
|
||||
color: #EC2127;
|
||||
}
|
||||
|
||||
@@ -402,7 +409,7 @@ button.sheet-legacy-money-import-button,
|
||||
.autoconfig { text-align: center; }
|
||||
|
||||
.sheet-condition-checkbox,
|
||||
.sheet-primary-checkbox {
|
||||
.sheet-primary-checkbox {
|
||||
display: inline-block;
|
||||
padding-bottom: 2px;
|
||||
}
|
||||
@@ -457,8 +464,8 @@ button.sheet-legacy-money-import-button,
|
||||
|
||||
.sheet-right-ability-container input[type=number]::-webkit-inner-spin-button,
|
||||
.sheet-right-ability-container input[type=number]::-webkit-outer-spin-button {
|
||||
-webkit-appearance: none;
|
||||
margin: 0;
|
||||
-webkit-appearance: none;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
.sheet-right-ability-container input[type=number] {
|
||||
@@ -591,7 +598,7 @@ button.sheet-legacy-money-import-button,
|
||||
color: black;
|
||||
font-size: 30px;
|
||||
padding-right: 0px;
|
||||
padding-left: 19px;
|
||||
padding-left: 19px;
|
||||
padding-bottom: 0px;
|
||||
padding-top: 7px;
|
||||
}
|
||||
@@ -602,7 +609,7 @@ button.sheet-legacy-money-import-button,
|
||||
padding-left: 10px;
|
||||
}
|
||||
|
||||
.sheet-health .sheet-maximum-input span {
|
||||
.sheet-health .sheet-maximum-input span {
|
||||
height: 50px;
|
||||
display: inline-block;
|
||||
font-size: 10px;
|
||||
@@ -615,7 +622,7 @@ button.sheet-legacy-money-import-button,
|
||||
color: #A0A0A0;
|
||||
}
|
||||
|
||||
.sheet-conviction-section .sheet-maximum-input span {
|
||||
.sheet-conviction-section .sheet-maximum-input span {
|
||||
height: 50px;
|
||||
display: inline-block;
|
||||
font-size: 10px;
|
||||
@@ -630,7 +637,7 @@ button.sheet-legacy-money-import-button,
|
||||
|
||||
.sheet-health input[name="attr_health"],
|
||||
.sheet-mana-section input[name="attr_mana"],
|
||||
.sheet-experience-points-section input[name="attr_experience-points"] {
|
||||
.sheet-experience-points-section input[name="attr_experience-points"] {
|
||||
display: inline-block;
|
||||
width: 100%;
|
||||
text-align: center;
|
||||
@@ -644,12 +651,12 @@ button.sheet-legacy-money-import-button,
|
||||
color: black;
|
||||
font-size: 30px;
|
||||
padding-right: 0px;
|
||||
padding-left: 19px;
|
||||
padding-left: 19px;
|
||||
padding-bottom: 0px;
|
||||
padding-top: 7px;
|
||||
}
|
||||
|
||||
.sheet-maximum-input span {
|
||||
.sheet-maximum-input span {
|
||||
height: 50px;
|
||||
display: inline-block;
|
||||
font-size: 10px;
|
||||
@@ -662,7 +669,7 @@ button.sheet-legacy-money-import-button,
|
||||
color: #A0A0A0;
|
||||
}
|
||||
|
||||
.sheet-maximum-input input {
|
||||
.sheet-maximum-input input {
|
||||
display: inline-block;
|
||||
border-bottom: 1px solid #B0B0B0;
|
||||
border-top: 0px;
|
||||
@@ -683,22 +690,22 @@ button.sheet-legacy-money-import-button,
|
||||
.sheet-maximum-input input[type=number]::-webkit-inner-spin-button,
|
||||
.sheet-maximum-input input[type=number]::-webkit-outer-spin-button,
|
||||
.sheet-experience-points-section input[type=number]::-webkit-inner-spin-button,
|
||||
.sheet-experience-points-section input[type=number]::-webkit-outer-spin-button {
|
||||
-webkit-appearance: none;
|
||||
margin: 0;
|
||||
.sheet-experience-points-section input[type=number]::-webkit-outer-spin-button {
|
||||
-webkit-appearance: none;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
.sheet-experience-points-section .sheet-maximum-input span {
|
||||
.sheet-experience-points-section .sheet-maximum-input span {
|
||||
margin-left: 62px;
|
||||
}
|
||||
|
||||
.sheet-experience-points-section .sheet-maximum-input input {
|
||||
.sheet-experience-points-section .sheet-maximum-input input {
|
||||
width: 55px;
|
||||
}
|
||||
|
||||
.sheet-health .sheet-maximum-input input[type=number],
|
||||
.sheet-mana-section .sheet-maximum-input input[type=number],
|
||||
.sheet-experience-points-section input[type=number] {
|
||||
.sheet-experience-points-section input[type=number] {
|
||||
-moz-appearance:textfield;
|
||||
}
|
||||
|
||||
@@ -706,7 +713,7 @@ button.sheet-legacy-money-import-button,
|
||||
padding-right: 20px;
|
||||
}
|
||||
|
||||
.sheet-sectionfull {
|
||||
.sheet-sectionfull {
|
||||
width: 419px;
|
||||
}
|
||||
|
||||
@@ -718,20 +725,20 @@ input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkb
|
||||
.sheet-sdaat-container .sheet-sdaat-i { right: 92px; }
|
||||
.sheet-sdaat-container .sheet-sdaat-b { right: 6px; }
|
||||
|
||||
.sheet-sdaat-container select {
|
||||
height: 20px;
|
||||
display: inline-block;
|
||||
background: transparent;
|
||||
border: none;
|
||||
.sheet-sdaat-container select {
|
||||
height: 20px;
|
||||
display: inline-block;
|
||||
background: transparent;
|
||||
border: none;
|
||||
font-size: 10px;
|
||||
line-height: 9px;
|
||||
margin-left: 0;
|
||||
margin-right: 0;
|
||||
margin-top: 0;
|
||||
margin-right: 0;
|
||||
color: #A0A0A0;
|
||||
line-height: 9px;
|
||||
margin-left: 0;
|
||||
margin-right: 0;
|
||||
margin-top: 0;
|
||||
margin-right: 0;
|
||||
color: #A0A0A0;
|
||||
text-align: center;
|
||||
width: 75px;
|
||||
width: 75px;
|
||||
}
|
||||
.sheet-sdaat-container .sheet-col-double { display: inline-block; width: 39%; }
|
||||
|
||||
@@ -768,11 +775,11 @@ input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkb
|
||||
margin-top: 2px;
|
||||
margin-left: 2px;
|
||||
}
|
||||
.sheet-sdaat-container .sheet-sdaat-score input[name="attr_armor"],
|
||||
.sheet-sdaat-container .sheet-sdaat-score input[name="attr_armor"],
|
||||
.sheet-sdaat-container .sheet-sdaat-score input[name="attr_toughness"],
|
||||
.sheet-sdaat-container .sheet-sdaat-score input[name="attr_armor-b"] { margin-left: 7.5px; }
|
||||
.sheet-sdaat-container .sheet-sdaat-score input[name="attr_armor-b"] { margin-left: 7.5px; }
|
||||
.sheet-sdaat-container .sheet-col .sheet-maximum-input span { margin-left: 0; height: 24px; }
|
||||
.sheet-sdaat-container .sheet-col .sheet-maximum-input input { width: 35px; margin-left: 0; margin-top: -1px; height: 24px; }
|
||||
.sheet-sdaat-container .sheet-col .sheet-maximum-input input { width: 35px; margin-left: 0; margin-top: -1px; height: 24px; }
|
||||
.sheet-sdaat-container .sheet-sdaat-score input[type=number]::-webkit-inner-spin-button { -webkit-appearance: none; margin: 0; }
|
||||
.sheet-sdaat-container .sheet-sdaat-score input[type=number] { -moz-appearance:textfield; }
|
||||
|
||||
@@ -786,7 +793,7 @@ input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkb
|
||||
width: 32.5%;
|
||||
}
|
||||
|
||||
.sheet-speed-defense-score {
|
||||
.sheet-speed-defense-score {
|
||||
width: 100px;
|
||||
height: 30px;
|
||||
display: inline-block;
|
||||
@@ -817,24 +824,24 @@ input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkb
|
||||
margin-left: 2px;
|
||||
}
|
||||
|
||||
.sheet-speed-defense-score input[name="attr_armor"] {
|
||||
.sheet-speed-defense-score input[name="attr_armor"] {
|
||||
margin-left: 7.5px;
|
||||
}
|
||||
|
||||
|
||||
.sheet-speed-defense-armor-container .sheet-maximum-input span {
|
||||
.sheet-speed-defense-armor-container .sheet-maximum-input span {
|
||||
margin-left: 37px;
|
||||
}
|
||||
|
||||
|
||||
.sheet-speed-defense-armor-container .sheet-maximum-input input { width: 35px; margin-top: -1px; }
|
||||
.sheet-speed-defense-score input[type=number]::-webkit-inner-spin-button,
|
||||
.sheet-speed-defense-score input[type=number]::-webkit-outer-spin-button {
|
||||
-webkit-appearance: none;
|
||||
margin: 0;
|
||||
.sheet-speed-defense-score input[type=number]::-webkit-outer-spin-button {
|
||||
-webkit-appearance: none;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
.sheet-speed-defense-score input[type=number] {
|
||||
.sheet-speed-defense-score input[type=number] {
|
||||
-moz-appearance:textfield;
|
||||
}
|
||||
|
||||
@@ -843,7 +850,7 @@ input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkb
|
||||
}
|
||||
|
||||
.sheet-repeatingcol input,
|
||||
.sheet-col-weapon-groups input {
|
||||
.sheet-col-weapon-groups input {
|
||||
display: inline-block;
|
||||
font-size: 12px;
|
||||
border:none;
|
||||
@@ -867,17 +874,17 @@ input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkb
|
||||
.sheet-equipment-quantity input,
|
||||
.sheet-equipment-description input,
|
||||
.sheet-power-short-name input,
|
||||
.sheet-power-short-description input {
|
||||
.sheet-power-short-description input {
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
.sheet-col-attack-name {
|
||||
.sheet-col-attack-name {
|
||||
width: 158px;
|
||||
}
|
||||
|
||||
.sheet-col-attack-range,
|
||||
.sheet-col-attack-reload,
|
||||
.sheet-col-attackdice {
|
||||
.sheet-col-attackdice {
|
||||
width: 55px;
|
||||
}
|
||||
|
||||
@@ -887,12 +894,12 @@ input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkb
|
||||
}
|
||||
|
||||
.sheet-col-ammo input[type=number]::-webkit-inner-spin-button,
|
||||
.sheet-col-ammo input[type=number]::-webkit-outer-spin-button {
|
||||
-webkit-appearance: none;
|
||||
.sheet-col-ammo input[type=number]::-webkit-outer-spin-button {
|
||||
-webkit-appearance: none;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
.sheet-money-score input[type=number] {
|
||||
.sheet-money-score input[type=number] {
|
||||
-moz-appearance:textfield;
|
||||
}
|
||||
|
||||
@@ -901,11 +908,6 @@ input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkb
|
||||
margin-left: 5px;
|
||||
}
|
||||
|
||||
.sheet-col-attackdice .sheet-attackroll-withprompt,
|
||||
.sheet-col-attackdice .sheet-attackroll-withprompt::before {
|
||||
display: none;
|
||||
}
|
||||
|
||||
.sheet-col-attack-damage {
|
||||
width: 80px;
|
||||
}
|
||||
@@ -1017,7 +1019,7 @@ input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkb
|
||||
margin-bottom: 0;
|
||||
}
|
||||
|
||||
.sheet-money-section {
|
||||
.sheet-money-section {
|
||||
width: 100%;
|
||||
border-top: 1px solid black;
|
||||
}
|
||||
@@ -1025,7 +1027,7 @@ input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkb
|
||||
.sheet-money-container { display: inline-block; height: 68px; width: 50px; }
|
||||
|
||||
.sheet-legacy-money-section .sheet-money-score,
|
||||
.sheet-money-section .sheet-money-score {
|
||||
.sheet-money-section .sheet-money-score {
|
||||
display: inline-block;
|
||||
border: 1px solid #666;
|
||||
border-radius: 50%;
|
||||
@@ -1063,7 +1065,7 @@ input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkb
|
||||
.sheet-money-section .sheet-money-name input[type="text"] {
|
||||
width: 100%;
|
||||
font-size: 12px;
|
||||
color: gray;
|
||||
color: gray;
|
||||
border: none;
|
||||
text-align: center;
|
||||
box-shadow: none;
|
||||
@@ -1074,12 +1076,12 @@ input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkb
|
||||
.sheet-money-section fieldset + div > div { display: inline-block; }
|
||||
|
||||
.sheet-money-score input[type=number]::-webkit-inner-spin-button,
|
||||
.sheet-money-score input[type=number]::-webkit-outer-spin-button {
|
||||
-webkit-appearance: none;
|
||||
margin: 0;
|
||||
.sheet-money-score input[type=number]::-webkit-outer-spin-button {
|
||||
-webkit-appearance: none;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
.sheet-money-score input[type=number] {
|
||||
.sheet-money-score input[type=number] {
|
||||
-moz-appearance:textfield;
|
||||
}
|
||||
|
||||
@@ -1191,46 +1193,46 @@ input.sheet-legacy-money-checkbox:checked ~ .sheet-page .sheet-legacy-money-sect
|
||||
*/
|
||||
|
||||
.sheet-row-shortpowerdescription textarea,
|
||||
.sheet-row-short-spell-description textarea {
|
||||
.sheet-row-short-spell-description textarea {
|
||||
height: 36px;
|
||||
}
|
||||
|
||||
.sheet-row-fullpowerdescription textarea,
|
||||
.sheet-row-full-spell-description textarea {
|
||||
.sheet-row-full-spell-description textarea {
|
||||
height: 72px;
|
||||
}
|
||||
|
||||
/* FOCUSES TAB */
|
||||
.sheet-tab4 .sheet-col {
|
||||
.sheet-tab4 .sheet-col {
|
||||
width: 247px;
|
||||
}
|
||||
|
||||
.sheet-focus-section {
|
||||
.sheet-focus-section {
|
||||
display:inline-block;
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
.sheet-focus-section-name {
|
||||
.sheet-focus-section-name {
|
||||
border: 1px solid black;
|
||||
}
|
||||
|
||||
.sheet-focus-container span {
|
||||
.sheet-focus-container span {
|
||||
display: inline-block;
|
||||
font-size: 12px;
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
.sheet-focus-container input[name=attr_focusname] {
|
||||
.sheet-focus-container input[name=attr_focusname] {
|
||||
width: 158px;
|
||||
}
|
||||
|
||||
.sheet-focus-container input[type=number]::-webkit-inner-spin-button,
|
||||
.sheet-focus-container input[type=number]::-webkit-outer-spin-button {
|
||||
-webkit-appearance: none;
|
||||
margin: 0;
|
||||
.sheet-focus-container input[type=number]::-webkit-outer-spin-button {
|
||||
-webkit-appearance: none;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
.sheet-focus-container input[type=number] {
|
||||
.sheet-focus-container input[type=number] {
|
||||
border-top: none;
|
||||
border-left: none;
|
||||
border-right: none;
|
||||
@@ -1246,7 +1248,7 @@ input.sheet-legacy-money-checkbox:checked ~ .sheet-page .sheet-legacy-money-sect
|
||||
-moz-appearance:textfield;
|
||||
}
|
||||
|
||||
.sheet-focus-container textarea {
|
||||
.sheet-focus-container textarea {
|
||||
display: inline-block;
|
||||
width: 247px;
|
||||
height: 36px;
|
||||
@@ -1259,7 +1261,7 @@ input.sheet-legacy-money-checkbox:checked ~ .sheet-page .sheet-legacy-money-sect
|
||||
|
||||
/* MAGIC/ARCANA TAB */
|
||||
|
||||
.sheet-spell-container {
|
||||
.sheet-spell-container {
|
||||
width: 748px;
|
||||
}
|
||||
|
||||
@@ -1279,21 +1281,21 @@ select.sheet-spell-method option { background-color: white; color: black; }
|
||||
|
||||
.sheet-spell-container .sheet-spell-uses-fatigue input[type=text] { width: 132px; }
|
||||
|
||||
.sheet-col-spell-stats {
|
||||
.sheet-col-spell-stats {
|
||||
width: 245px;
|
||||
}
|
||||
|
||||
.sheet-col-spell-stats .sheet-row {
|
||||
.sheet-col-spell-stats .sheet-row {
|
||||
height: 20px;
|
||||
}
|
||||
|
||||
.sheet-spell-stats span {
|
||||
.sheet-spell-stats span {
|
||||
font-size: 12px;
|
||||
font-weight: bold;
|
||||
margin: 0px;
|
||||
}
|
||||
|
||||
.sheet-spell-stats input {
|
||||
.sheet-spell-stats input {
|
||||
width: 148px;
|
||||
border-top: none;
|
||||
border-left: none;
|
||||
@@ -1315,9 +1317,9 @@ select.sheet-spell-method option { background-color: white; color: black; }
|
||||
}
|
||||
|
||||
.sheet-spell-stats input[type=number]::-webkit-inner-spin-button,
|
||||
.sheet-spell-stats input[type=number]::-webkit-outer-spin-button {
|
||||
-webkit-appearance: none;
|
||||
margin: 0;
|
||||
.sheet-spell-stats input[type=number]::-webkit-outer-spin-button {
|
||||
-webkit-appearance: none;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
.sheet-spell-stats button[type=roll] {
|
||||
@@ -1350,11 +1352,12 @@ select.sheet-spell-method option { background-color: white; color: black; }
|
||||
|
||||
/* OPTIONS TAB */
|
||||
|
||||
.sheet-page.sheet-tab6 select[name="attr_armor-penalty-for-dex"] {
|
||||
.sheet-page.sheet-tab6 select[name="attr_armor-penalty-for-dex"],
|
||||
.sheet-page.sheet-tab6 select[name="attr_initiative-tiebreaker"] {
|
||||
width: 50px;
|
||||
}
|
||||
|
||||
input[type=checkbox].sheet-hiddencheckbox {
|
||||
input[type=checkbox].sheet-hiddencheckbox {
|
||||
display:none
|
||||
}
|
||||
|
||||
@@ -1365,8 +1368,9 @@ input[type=checkbox].sheet-hiddencheckbox {
|
||||
|
||||
input.sheet-threefold-button:checked ~ .sheet-magic-tab-span,
|
||||
input.sheet-world-of-lazarus-button:checked ~ .sheet-magic-tab-span,
|
||||
input.sheet-the-expanse-button:checked ~ .sheet-magic-tab-span,
|
||||
input.sheet-modern-age-button:checked ~ .sheet-magic-tab-span,
|
||||
input.sheet-blue-rose-button:checked ~ .sheet-magic-tab-span {
|
||||
input.sheet-blue-rose-button:checked ~ .sheet-magic-tab-span {
|
||||
display: none;
|
||||
}
|
||||
|
||||
@@ -1435,7 +1439,7 @@ input.sheet-modern-age-button:checked ~ input.sheet-tab-button.sheet-tab4 + span
|
||||
}
|
||||
|
||||
input.sheet-blue-rose-button:checked ~ .sheet-arcana-tab-span,
|
||||
input.sheet-blue-rose-button:checked ~ .sheet-tab-button.sheet-tab5 {
|
||||
input.sheet-blue-rose-button:checked ~ .sheet-tab-button.sheet-tab5 {
|
||||
display: block;
|
||||
position: absolute;
|
||||
top: 92px;
|
||||
@@ -1458,7 +1462,7 @@ input.sheet-threefold-button:checked ~ .sheet-extraordinary-tab-span,
|
||||
input.sheet-modern-age-button:checked ~ .sheet-extraordinary-tab-span,
|
||||
input.sheet-threefold-button:checked ~ .sheet-tab-button.sheet-tab5,
|
||||
input.sheet-world-of-lazarus-button:checked ~ .sheet-tab-button.sheet-tab5,
|
||||
input.sheet-modern-age-button:checked ~ .sheet-tab-button.sheet-tab5 {
|
||||
input.sheet-modern-age-button:checked ~ .sheet-tab-button.sheet-tab5 {
|
||||
display: block;
|
||||
position: absolute;
|
||||
top: 92px;
|
||||
@@ -1499,7 +1503,7 @@ input.sheet-black-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked
|
||||
input.sheet-red-color-checkbox:checked ~ .sheet-tab-button:checked + span,
|
||||
input.sheet-red-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span,
|
||||
input.sheet-red-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span + span,
|
||||
input.sheet-red-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
input.sheet-red-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
background-color: #810206;
|
||||
}
|
||||
|
||||
@@ -1507,7 +1511,7 @@ input.sheet-red-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
input.sheet-teal1-color-checkbox:checked ~ .sheet-tab-button:checked + span,
|
||||
input.sheet-teal1-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span,
|
||||
input.sheet-teal1-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span + span,
|
||||
input.sheet-teal1-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
input.sheet-teal1-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
background-color: #00576B;
|
||||
}
|
||||
|
||||
@@ -1523,7 +1527,7 @@ input.sheet-teal2-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
input.sheet-blue1-color-checkbox:checked ~ .sheet-tab-button:checked + span,
|
||||
input.sheet-blue1-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span,
|
||||
input.sheet-blue1-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span + span,
|
||||
input.sheet-blue1-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
input.sheet-blue1-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
background-color: #007ab8;
|
||||
}
|
||||
|
||||
@@ -1531,7 +1535,7 @@ input.sheet-blue1-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
input.sheet-blue2-color-checkbox:checked ~ .sheet-tab-button:checked + span,
|
||||
input.sheet-blue2-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span,
|
||||
input.sheet-blue2-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span + span,
|
||||
input.sheet-blue2-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
input.sheet-blue2-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
background-color: #006496;
|
||||
}
|
||||
|
||||
@@ -1539,7 +1543,7 @@ input.sheet-blue2-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
input.sheet-orange-color-checkbox:checked ~ .sheet-tab-button:checked + span,
|
||||
input.sheet-orange-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span,
|
||||
input.sheet-orange-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span + span,
|
||||
input.sheet-orange-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
input.sheet-orange-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
background-image: radial-gradient(ellipse at top, #bc610e, #431c00);
|
||||
}
|
||||
|
||||
@@ -1547,7 +1551,7 @@ input.sheet-orange-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
input.sheet-threefold-color-checkbox:checked ~ .sheet-tab-button:checked + span,
|
||||
input.sheet-threefold-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span,
|
||||
input.sheet-threefold-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span + span,
|
||||
input.sheet-threefold-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
input.sheet-threefold-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
background-image: linear-gradient(135deg, #00658D, #2A828E, #87641B, #c79846, #851c07);
|
||||
}
|
||||
|
||||
@@ -1555,7 +1559,7 @@ input.sheet-threefold-color-checkbox:checked ~ .sheet-page .sheet-section-name
|
||||
input.sheet-rainbow-color-checkbox:checked ~ .sheet-tab-button:checked + span,
|
||||
input.sheet-rainbow-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span,
|
||||
input.sheet-rainbow-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span + span,
|
||||
input.sheet-rainbow-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
input.sheet-rainbow-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
background-image: radial-gradient(circle at bottom left, mediumvioletred, firebrick, darkorange, darkkhaki, forestgreen, blue, darkviolet);
|
||||
}
|
||||
|
||||
@@ -1563,7 +1567,7 @@ input.sheet-rainbow-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
input.sheet-green-color-checkbox:checked ~ .sheet-tab-button:checked + span,
|
||||
input.sheet-green-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span,
|
||||
input.sheet-green-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span + span,
|
||||
input.sheet-green-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
input.sheet-green-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
background-image: radial-gradient(circle at center, #1d8514, #1d8514, black);
|
||||
}
|
||||
|
||||
@@ -1572,7 +1576,7 @@ input.sheet-green-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
input.sheet-dragon-color-checkbox:checked ~ .sheet-tab-button:checked + span,
|
||||
input.sheet-dragon-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span,
|
||||
input.sheet-dragon-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span + span,
|
||||
input.sheet-dragon-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
input.sheet-dragon-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
background-image: url("https://i.imgur.com/ZiUOVSE.jpg");
|
||||
}
|
||||
|
||||
@@ -1580,7 +1584,7 @@ input.sheet-dragon-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
input.sheet-lazarus-color-checkbox:checked ~ .sheet-tab-button:checked + span,
|
||||
input.sheet-lazarus-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span,
|
||||
input.sheet-lazarus-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span + span,
|
||||
input.sheet-lazarus-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
input.sheet-lazarus-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
background-image: radial-gradient(circle at center, #3A8BCC, #124179);
|
||||
}
|
||||
|
||||
@@ -1588,25 +1592,25 @@ input.sheet-lazarus-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-tab-button:checked + span,
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span,
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-tab-button.sheet-tab5:checked + span + span + span,
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-page .sheet-section-name {
|
||||
background-image: url("http://i.imgur.com/Xsnnevo.png");
|
||||
}
|
||||
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-tab4 .sheet-ability-strength .sheet-section-name,
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-tab4 .sheet-ability-intelligence .sheet-section-name,
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-tab4 .sheet-ability-strength .sheet-section-name,
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-tab4 .sheet-ability-intelligence .sheet-section-name,
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-tab4 .sheet-ability-accuracy .sheet-section-name,
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-tab1 .sheet-ability-strength .sheet-section-name,
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-tab1 .sheet-ability-fighting .sheet-section-name,
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-tab1 .sheet-ability-communication .sheet-section-name,
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-page .sheet-section:nth-child(odd) .sheet-section-name {
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-tab1 .sheet-ability-strength .sheet-section-name,
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-tab1 .sheet-ability-fighting .sheet-section-name,
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-tab1 .sheet-ability-communication .sheet-section-name,
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-page .sheet-section:nth-child(odd) .sheet-section-name {
|
||||
background-image: url("http://i.imgur.com/CEij2yw.png");
|
||||
}
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-tab4 .sheet-ability-willpower .sheet-section-name,
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-tab4 .sheet-ability-dexterity .sheet-section-name,
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-tab4 .sheet-ability-communication .sheet-section-name,
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-tab1 .sheet-ability-constitution .sheet-section-name,
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-tab1 .sheet-ability-intelligence .sheet-section-name,
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-tab1 .sheet-ability-willpower .sheet-section-name {
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-tab4 .sheet-ability-communication .sheet-section-name,
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-tab1 .sheet-ability-constitution .sheet-section-name,
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-tab1 .sheet-ability-intelligence .sheet-section-name,
|
||||
input.sheet-stars-color-checkbox:checked ~ .sheet-tab1 .sheet-ability-willpower .sheet-section-name {
|
||||
background-image: url("https://i.imgur.com/aRp1Jdz.png");
|
||||
}
|
||||
|
||||
@@ -1639,7 +1643,7 @@ input.sheet-teal2-color-checkbox:checked ~ button[type=roll].sheet-floating-dice
|
||||
input.sheet-teal2-color-checkbox:checked ~ .sheet-page .sheet-attack-container button[type=roll]::before,
|
||||
input.sheet-teal2-color-checkbox:checked ~ .sheet-page .sheet-spell-short-container button[type=roll]::before,
|
||||
input.sheet-teal2-color-checkbox:checked ~ .sheet-page .sheet-focus-container button[type=roll]::before,
|
||||
input.sheet-teal2-color-checkbox:checked ~ .sheet-page .sheet-spell-container button[type=roll]::before {
|
||||
input.sheet-teal2-color-checkbox:checked ~ .sheet-page .sheet-spell-container button[type=roll]::before {
|
||||
color: #1f7b92;
|
||||
}
|
||||
|
||||
@@ -1773,7 +1777,7 @@ input.sheet-threefold-button:checked ~ .sheet-page .sheet-mod-selected,
|
||||
input.sheet-world-of-lazarus-button:checked ~ .sheet-page .sheet-mod-selected,
|
||||
input.sheet-fantasy-age-button:checked ~ .sheet-page .sheet-second-gen-selected,
|
||||
input.sheet-titansgrave-button:checked ~ .sheet-page .sheet-second-gen-selected,
|
||||
input.sheet-blue-rose-button:checked ~ .sheet-page .sheet-second-gen-selected {
|
||||
input.sheet-blue-rose-button:checked ~ .sheet-page .sheet-second-gen-selected {
|
||||
display: inline-block;
|
||||
}
|
||||
|
||||
@@ -1787,7 +1791,7 @@ input.sheet-dragon-age-button:checked ~ .sheet-page .sheet-blue-rose-selected,
|
||||
input.sheet-fantasy-age-button:checked ~ .sheet-page .sheet-blue-rose-selected,
|
||||
input.sheet-titansgrave-button:checked ~ .sheet-page .sheet-blue-rose-selected,
|
||||
input.sheet-blue-rose-button:checked ~ .sheet-page .sheet-age-selected,
|
||||
input.sheet-the-expanse-button:checked ~ .sheet-page .sheet-blue-rose-selected {
|
||||
input.sheet-the-expanse-button:checked ~ .sheet-page .sheet-blue-rose-selected {
|
||||
display: none;
|
||||
}
|
||||
|
||||
@@ -1849,22 +1853,6 @@ input.sheet-the-expanse-button:checked ~ .sheet-page .sheet-blue-rose-selected {
|
||||
width: 75px;
|
||||
}
|
||||
|
||||
input.sheet-aim-toggle-checkbox:checked ~ .sheet-page .sheet-attackroll-noaim,
|
||||
input.sheet-aim-toggle-checkbox:checked ~ .sheet-page .sheet-attackroll-noaim::before,
|
||||
input.sheet-aim-prompt-checkbox:checked ~ .sheet-page .sheet-attackroll-noaim,
|
||||
input.sheet-aim-prompt-checkbox:checked ~ .sheet-page .sheet-attackroll-noaim::before,
|
||||
input.sheet-aim-always-checkbox:checked ~ .sheet-page .sheet-attackroll-noaim,
|
||||
input.sheet-aim-always-checkbox:checked ~ .sheet-page .sheet-attackroll-noaim::before
|
||||
{
|
||||
display: none;
|
||||
}
|
||||
|
||||
input.sheet-aim-toggle-checkbox:checked ~ .sheet-page .sheet-attackroll-withprompt,
|
||||
input.sheet-aim-toggle-checkbox:checked ~ .sheet-page .sheet-attackroll-withprompt::before,
|
||||
input.sheet-aim-prompt-checkbox:checked ~ .sheet-page .sheet-attackroll-withprompt,
|
||||
input.sheet-aim-prompt-checkbox:checked ~ .sheet-page .sheet-attackroll-withprompt::before,
|
||||
input.sheet-aim-always-checkbox:checked ~ .sheet-page .sheet-attackroll-withprompt,
|
||||
input.sheet-aim-always-checkbox:checked ~ .sheet-page .sheet-attackroll-withprompt::before,
|
||||
input.sheet-conditions-section-checkbox:checked ~ .sheet-page .sheet-conditions-section,
|
||||
input.sheet-mana-section-checkbox:checked ~ .sheet-page .sheet-mana-section,
|
||||
input.sheet-exp-section-checkbox:checked ~ .sheet-page .sheet-experience-points-section,
|
||||
@@ -1886,20 +1874,12 @@ input.sheet-money-section-checkbox:checked ~ .sheet-page .sheet-money-secti
|
||||
input.sheet-whisper-toggle-checkbox:checked ~ input.sheet-tab-button.sheet-tab-whisper,
|
||||
input.sheet-whisper-toggle-checkbox:checked ~ input.sheet-tab-button.sheet-tab-whisper + span,
|
||||
input.sheet-aim-toggle-checkbox:checked ~ input.sheet-tab-button.sheet-tab-aim,
|
||||
input.sheet-aim-toggle-checkbox:checked ~ input.sheet-tab-button.sheet-tab-aim + span {
|
||||
input.sheet-aim-toggle-checkbox:checked ~ input.sheet-tab-button.sheet-tab-aim + span,
|
||||
input.sheet-stunts2-toggle-checkbox:checked ~ input.sheet-tab-button.sheet-tab-stunts2,
|
||||
input.sheet-stunts2-toggle-checkbox:checked ~ input.sheet-tab-button.sheet-tab-stunts2 + span {
|
||||
display: block;
|
||||
}
|
||||
|
||||
input.sheet-old-section-checkbox:checked ~ input.sheet-tab-button.sheet-tab-whisper,
|
||||
input.sheet-old-section-checkbox:checked ~ input.sheet-tab-button.sheet-tab-whisper + span {
|
||||
left: 154px;
|
||||
}
|
||||
|
||||
input.sheet-old-section-checkbox:checked ~ input.sheet-tab-button.sheet-tab-aim,
|
||||
input.sheet-old-section-checkbox:checked ~ input.sheet-tab-button.sheet-tab-aim + span {
|
||||
left: 222px;
|
||||
}
|
||||
|
||||
input.sheet-mana-section-checkbox:not(:checked) + input.sheet-exp-section-checkbox:not(:checked) + input.sheet-fatigue-section-checkbox:not(:checked) + input.sheet-conviction-section-checkbox:not(:checked) + input.sheet-corruption-section-checkbox:not(:checked) ~ .sheet-page .sheet-speed-defense-armor-container {
|
||||
width: calc(75% - 2.9px);
|
||||
}
|
||||
@@ -1932,12 +1912,12 @@ input.sheet-ammo-col-checkbox:checked ~ .sheet-page .sheet-attack-container .she
|
||||
}
|
||||
|
||||
.sheet-aim-value-field input[type=number]::-webkit-inner-spin-button,
|
||||
.sheet-aim-value-field input[type=number]::-webkit-outer-spin-button {
|
||||
-webkit-appearance: none;
|
||||
.sheet-aim-value-field input[type=number]::-webkit-outer-spin-button {
|
||||
-webkit-appearance: none;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
.sheet-aim-value-field input[type=number] {
|
||||
.sheet-aim-value-field input[type=number] {
|
||||
-moz-appearance:textfield;
|
||||
}
|
||||
|
||||
@@ -1973,11 +1953,12 @@ input.sheet-ammo-col-checkbox:checked ~ .sheet-page .sheet-attack-container .she
|
||||
.sheet-rolltemplate-age-roller .sheet-age-roller-result { width: 100%; padding-top: 10px; text-align: center; border-bottom: 1px solid black;padding-bottom: 5px; }
|
||||
.sheet-rolltemplate-age-roller .sheet-die-face { font-size: 48px; font-weight: bold; font-family: "dicefontd6"; color: #333333; }
|
||||
.sheet-rolltemplate-age-roller .sheet-die-face-drama { text-transform: uppercase; }
|
||||
.sheet-rolltemplate-age-roller .sheet-die-seperator { font-size: 38px; font-weight: bold; color: black; vertical-align: top;}
|
||||
.sheet-rolltemplate-age-roller .sheet-age-roller-stunt + .sheet-age-roller-stunt { display: none; }
|
||||
.sheet-rolltemplate-age-roller .sheet-age-roller-line { padding-top: 2px; padding-bottom: 2px; text-align: top; }
|
||||
.sheet-rolltemplate-age-roller .sheet-age-roller-stunt { border-top: 1px solid black; color: green; font-weight: bold; }
|
||||
.sheet-rolltemplate-age-roller .sheet-age-roller-col1 { display: inline-block; width: 165px; text-align: left; margin-left: 5px; margin-right: 5px; }
|
||||
.sheet-rolltemplate-age-roller .sheet-age-roller-col2 { display: inline-block; width: 36px; text-align: right; margin-left: 5px; margin-right: 5px; }
|
||||
.sheet-rolltemplate-age-roller .sheet-age-roller-col1 { display: inline-block; width: 163px; text-align: left; margin-left: 5px; margin-right: 5px; }
|
||||
.sheet-rolltemplate-age-roller .sheet-age-roller-col2 { display: inline-block; width: 38px; text-align: right; margin-left: 5px; margin-right: 5px; }
|
||||
.sheet-rolltemplate-age-roller .sheet-age-roller-title { background-color: black; color: white; font-weight: bold; padding-left: 5px; padding-right: 5px; padding-bottom: 2px; padding-top: 2px; margin-bottom: 3px; }
|
||||
.sheet-rolltemplate-age-roller .sheet-age-roller-total { border-top: 1px solid black; }
|
||||
.sheet-rolltemplate-age-roller .sheet-age-roller-total .sheet-age-roller-col1 { font-weight: bold; }
|
||||
@@ -2030,4 +2011,3 @@ input.sheet-ammo-col-checkbox:checked ~ .sheet-page .sheet-attack-container .she
|
||||
.sheet-page select.sheet-color-select option[value=green] { background-color: white; color: #1d8514; font-weight: bold; }
|
||||
.sheet-page select.sheet-color-select option[value=rainbow] { background-color: white; color: blueviolet; font-weight: bold; }
|
||||
.sheet-page select.sheet-color-select option[value=dragon] { background-color: white; color: darkred; font-weight: bold; }
|
||||
|
||||
|
||||
+488
-404
File diff suppressed because it is too large
Load Diff
+283
-234
@@ -1,235 +1,284 @@
|
||||
{
|
||||
"html": "AGE System.html",
|
||||
"css": "AGE System.css",
|
||||
"authors": "Olivier L.-L., Zach Hall, Cadera Spindrift",
|
||||
"roll20userid": "594486,636802",
|
||||
"preview": "AGE System.png",
|
||||
"instructions": "A sheet made for the AGE family of games:\n- **Dragon Age**\n- **Fantasy AGE**\n- **Titansgrave**\n- **Blue Rose**\n- **The Expanse**\n- **Modern AGE**\n- **Threefold**\n- **World of Lazarus**\n\n**Note:** Focuses need to be added in the 'Focuses' tab.\n**GMs:** Make sure to edit the Default Sheet Settings after creating the campaign.\n\nSheet version 1.60.0 (2020-08-24); Added Modern AGE, Threefold, World of Lazarus; removed 'Old' tab; added new skins.",
|
||||
"useroptions": [
|
||||
{
|
||||
"attribute": "game",
|
||||
"displayname": "Game System",
|
||||
"displaytranslationkey": "game-system",
|
||||
"type": "select",
|
||||
"options": [
|
||||
"Dragon Age|dragon-age",
|
||||
"Fantasy AGE|fantasy-age",
|
||||
"Titansgrave|titansgrabe",
|
||||
"Blue Rose|blue-rose",
|
||||
"The Expanse|the-expanse",
|
||||
"Modern AGE|modern-age",
|
||||
"Threefold|threefold",
|
||||
"World of Lazarus|world-of-lazarus"
|
||||
],
|
||||
"default": "Fantasy AGE"
|
||||
},
|
||||
{
|
||||
"attribute": "color",
|
||||
"displayname": "Color Selection",
|
||||
"displaytranslationkey": "color-selection",
|
||||
"type": "select",
|
||||
"options": [
|
||||
"Black|black",
|
||||
"Red|red",
|
||||
"Teal 1|teal1",
|
||||
"Teal 2|teal2",
|
||||
"Blue|blue1",
|
||||
"Blue|blue2",
|
||||
"Dragonscale Red|dragon",
|
||||
"Expansive Starfield|stars",
|
||||
"Lazarus Blue|lazarus",
|
||||
"Modern Orange|orange",
|
||||
"Proud Rainbow|rainbow",
|
||||
"Ronin Green|green",
|
||||
"Threefold Blend|threefold"
|
||||
],
|
||||
"optiontranslationkeys": [
|
||||
"black",
|
||||
"red",
|
||||
"teal-1",
|
||||
"teal-2",
|
||||
"blue-1",
|
||||
"blue-2",
|
||||
"dragonscale-red",
|
||||
"expansive-starfield",
|
||||
"lazarus-blue",
|
||||
"modern-orange",
|
||||
"proud-rainbow",
|
||||
"ronin-green",
|
||||
"threefold-color"
|
||||
],
|
||||
"default": "Black",
|
||||
"description": "Select the color for the character sheet section headers and buttons.",
|
||||
"descriptiontranslationkey": "color-selection-info"
|
||||
},
|
||||
{
|
||||
"attribute": "wtype",
|
||||
"displayname": "Whisper rolls to GM",
|
||||
"displaytranslationkey": "whisp-rolls-gm",
|
||||
"type": "select",
|
||||
"options": [
|
||||
"Never Whisper Rolls|",
|
||||
"Toggle|@{whisper-toggle}",
|
||||
"Query Whisper|?{Whisper?|Public Roll,|Whisper Roll,/w gm }",
|
||||
"Always Whisper Rolls|/w gm "
|
||||
],
|
||||
"optiontranslationkeys": [
|
||||
"never-whisper-roll",
|
||||
"toggle",
|
||||
"query-whisper-roll",
|
||||
"always-whisper-roll"
|
||||
],
|
||||
"default": "",
|
||||
"description": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
|
||||
"descriptiontranslationkey": "whisp-rolls-gm-info"
|
||||
},
|
||||
{
|
||||
"attribute": "char-name-option",
|
||||
"displayname": "Show the character name in roll results",
|
||||
"displaytranslationkey": "show-the-character-name-in-roll-results",
|
||||
"type": "select",
|
||||
"options": [
|
||||
"Show|@{character_name} | ",
|
||||
"Hide| "
|
||||
],
|
||||
"optiontranslationkeys": [
|
||||
"show",
|
||||
"hide"
|
||||
],
|
||||
"default": "@{character_name} | "
|
||||
},
|
||||
{
|
||||
"attribute": "aim-select",
|
||||
"displayname": "Prompt for Aim",
|
||||
"displaytranslationkey": "prompt-for-aim",
|
||||
"type": "select",
|
||||
"options": [
|
||||
"Never use Aim|none",
|
||||
"Toggle|@{aim-toggle}",
|
||||
"Prompt for Aim|?{Using the Aim action|Yes, @{aim-value}|No, 0}",
|
||||
"Always use Aim|@{aim-value}"
|
||||
],
|
||||
"optiontranslationkeys": [
|
||||
"never-use-aim",
|
||||
"toggle",
|
||||
"prompt-for-aim",
|
||||
"always-use-aim"
|
||||
],
|
||||
"default": "none"
|
||||
},
|
||||
{
|
||||
"attribute": "aim-value",
|
||||
"displayname": "Aim Value",
|
||||
"displaytranslationkey": "aim-value-default",
|
||||
"type": "number",
|
||||
"default": "1",
|
||||
"description": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it."
|
||||
},
|
||||
{
|
||||
"attribute": "armor-penalty-for-dex",
|
||||
"displayname": "Apply Armor Penalty to Dexterity checks",
|
||||
"displaytranslationkey": "apply-armor-penalty-to-dexterity-rolls",
|
||||
"type": "select",
|
||||
"options": [
|
||||
"No|0",
|
||||
"Yes|@{armor-penalty}"
|
||||
],
|
||||
"optiontranslationkeys": [
|
||||
"no",
|
||||
"yes"
|
||||
]
|
||||
},
|
||||
{
|
||||
"attribute": "initiative-toggle",
|
||||
"displayname": "Show the Initiative section",
|
||||
"displaytranslationkey": "show-the-initiative-section",
|
||||
"type": "checkbox",
|
||||
"value": "on"
|
||||
},
|
||||
{
|
||||
"attribute": "power-list-toggle",
|
||||
"displayname": "Show the Power list in the Character tab",
|
||||
"displaytranslationkey": "show-the-power-list",
|
||||
"type": "checkbox",
|
||||
"value": "on"
|
||||
},
|
||||
{
|
||||
"attribute": "spell-list-toggle",
|
||||
"displayname": "Show the Spell/Arcana list in the Character tab",
|
||||
"displaytranslationkey": "show-the-spell/arcana-list",
|
||||
"type": "checkbox",
|
||||
"value": "on"
|
||||
},
|
||||
{
|
||||
"attribute": "mana-toggle",
|
||||
"displayname": "Show the Mana/Magic Points section",
|
||||
"displaytranslationkey": "show-the-mana/magic-points-section",
|
||||
"type": "checkbox",
|
||||
"value": "on"
|
||||
},
|
||||
{
|
||||
"attribute": "exp-toggle",
|
||||
"displayname": "Show the Experience Points section",
|
||||
"displaytranslationkey": "show-the-experience-points-section",
|
||||
"type": "checkbox",
|
||||
"value": "on"
|
||||
},
|
||||
{
|
||||
"attribute": "fatigue-toggle",
|
||||
"displayname": "Show the Fatigue section",
|
||||
"displaytranslationkey": "show-the-fatigue-section",
|
||||
"type": "checkbox",
|
||||
"value": "on"
|
||||
},
|
||||
{
|
||||
"attribute": "conviction-toggle",
|
||||
"displayname": "Show the Conviction section",
|
||||
"displaytranslationkey": "show-the-conviction-section",
|
||||
"type": "checkbox",
|
||||
"value": "on"
|
||||
},
|
||||
{
|
||||
"attribute": "corruption-toggle",
|
||||
"displayname": "Show the Corruption section",
|
||||
"displaytranslationkey": "show-the-corruption-section",
|
||||
"type": "checkbox",
|
||||
"value": "on"
|
||||
},
|
||||
{
|
||||
"attribute": "ammo-toggle",
|
||||
"displayname": "Show the Ammo column",
|
||||
"displaytranslationkey": "show-the-ammo-column",
|
||||
"type": "checkbox",
|
||||
"value": "on"
|
||||
},
|
||||
{
|
||||
"attribute": "equipment-toggle",
|
||||
"displayname": "Show the Equipment section",
|
||||
"displaytranslationkey": "show-the-equipment-section",
|
||||
"type": "checkbox",
|
||||
"value": "on"
|
||||
},
|
||||
{
|
||||
"attribute": "money-toggle",
|
||||
"displayname": "Show the Money/Currency section",
|
||||
"displaytranslationkey": "show-the-money/currency-section",
|
||||
"type": "checkbox",
|
||||
"value": "on"
|
||||
},
|
||||
{
|
||||
"attribute": "income-toggle",
|
||||
"displayname": "Show the Resources section",
|
||||
"displaytranslationkey": "show-the-resources-section",
|
||||
"type": "checkbox",
|
||||
"value": "on"
|
||||
},
|
||||
{
|
||||
"attribute": "conditions-toggle",
|
||||
"displayname": "Show the Conditions section",
|
||||
"displaytranslationkey": "show-the-conditions-section",
|
||||
"type": "checkbox",
|
||||
"value": "on"
|
||||
}
|
||||
],
|
||||
"legacy": true
|
||||
}
|
||||
"html": "AGE System.html",
|
||||
"css": "AGE System.css",
|
||||
"authors": "Olivier L.-L., Zach Hall, Cadera Spindrift, theDissilent",
|
||||
"roll20userid": "594486,636802,3173288",
|
||||
"preview": "AGE System.png",
|
||||
"instructions": "A sheet made for the AGE family of games:\n- **Dragon Age**\n- **Fantasy AGE**\n- **Titansgrave**\n- **Blue Rose**\n- **The Expanse**\n- **Modern AGE**\n- **Threefold**\n- **World of Lazarus**\n\n**Note:** Focuses need to be added in the 'Focuses' tab.\n**GMs:** Make sure to edit the Default Sheet Settings after creating the campaign.\n\nSheet version 1.60.0 (2020-08-24); Added Modern AGE, Threefold, World of Lazarus; removed 'Old' tab; added new skins.",
|
||||
"useroptions": [
|
||||
{
|
||||
"attribute": "game",
|
||||
"displayname": "Game System",
|
||||
"displaytranslationkey": "game-system",
|
||||
"type": "select",
|
||||
"options": [
|
||||
"Dragon Age|dragon-age",
|
||||
"Fantasy AGE|fantasy-age",
|
||||
"Titansgrave|titansgrabe",
|
||||
"Blue Rose|blue-rose",
|
||||
"The Expanse|the-expanse",
|
||||
"Modern AGE|modern-age",
|
||||
"Threefold|threefold",
|
||||
"World of Lazarus|world-of-lazarus"
|
||||
],
|
||||
"default": "Fantasy AGE"
|
||||
},
|
||||
{
|
||||
"attribute": "color",
|
||||
"displayname": "Color Selection",
|
||||
"displaytranslationkey": "color-selection",
|
||||
"type": "select",
|
||||
"options": [
|
||||
"Black|black",
|
||||
"Red|red",
|
||||
"Teal 1|teal1",
|
||||
"Teal 2|teal2",
|
||||
"Blue|blue1",
|
||||
"Blue|blue2",
|
||||
"Dragonscale Red|dragon",
|
||||
"Expansive Starfield|stars",
|
||||
"Lazarus Blue|lazarus",
|
||||
"Modern Orange|orange",
|
||||
"Proud Rainbow|rainbow",
|
||||
"Ronin Green|green",
|
||||
"Threefold Blend|threefold"
|
||||
],
|
||||
"optiontranslationkeys": [
|
||||
"black",
|
||||
"red",
|
||||
"teal-1",
|
||||
"teal-2",
|
||||
"blue-1",
|
||||
"blue-2",
|
||||
"dragonscale-red",
|
||||
"expansive-starfield",
|
||||
"lazarus-blue",
|
||||
"modern-orange",
|
||||
"proud-rainbow",
|
||||
"ronin-green",
|
||||
"threefold-color"
|
||||
],
|
||||
"default": "Black",
|
||||
"description": "Select the color for the character sheet section headers and buttons.",
|
||||
"descriptiontranslationkey": "color-selection-info"
|
||||
},
|
||||
{
|
||||
"attribute": "wtype",
|
||||
"displayname": "Whisper rolls to GM",
|
||||
"displaytranslationkey": "whisp-rolls-gm",
|
||||
"type": "select",
|
||||
"options": [
|
||||
"Never Whisper Rolls|",
|
||||
"Toggle|@{whisper-toggle}",
|
||||
"Query Whisper|?{Whisper?|Public Roll,|Whisper Roll,/w gm }",
|
||||
"Always Whisper Rolls|/w gm "
|
||||
],
|
||||
"optiontranslationkeys": [
|
||||
"never-whisper-roll",
|
||||
"toggle",
|
||||
"query-whisper-roll",
|
||||
"always-whisper-roll"
|
||||
],
|
||||
"default": "",
|
||||
"description": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
|
||||
"descriptiontranslationkey": "whisp-rolls-gm-info"
|
||||
},
|
||||
{
|
||||
"attribute": "char-name-option",
|
||||
"displayname": "Show the character name in roll results",
|
||||
"displaytranslationkey": "show-the-character-name-in-roll-results",
|
||||
"type": "select",
|
||||
"options": [
|
||||
"Show|@{character_name} | ",
|
||||
"Hide| "
|
||||
],
|
||||
"optiontranslationkeys": [
|
||||
"show",
|
||||
"hide"
|
||||
],
|
||||
"default": "@{character_name} | "
|
||||
},
|
||||
{
|
||||
"attribute": "aim-select",
|
||||
"displayname": "Prompt for Aim",
|
||||
"displaytranslationkey": "prompt-for-aim",
|
||||
"type": "select",
|
||||
"options": [
|
||||
"Never use Aim|0",
|
||||
"Toggle|@{aim-toggle}",
|
||||
"Prompt for Aim|?{Using the Aim action|Yes, @{aim-value}|No, 0}",
|
||||
"Always use Aim|@{aim-value}"
|
||||
],
|
||||
"optiontranslationkeys": [
|
||||
"never-use-aim",
|
||||
"toggle",
|
||||
"prompt-for-aim",
|
||||
"always-use-aim"
|
||||
],
|
||||
"default": "0"
|
||||
},
|
||||
{
|
||||
"attribute": "aim-value",
|
||||
"displayname": "Aim Value",
|
||||
"displaytranslationkey": "aim-value-default",
|
||||
"type": "number",
|
||||
"default": "1",
|
||||
"description": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it."
|
||||
},
|
||||
{
|
||||
"attribute": "armor-penalty-for-dex",
|
||||
"displayname": "Apply Armor Penalty to Dexterity checks",
|
||||
"displaytranslationkey": "apply-armor-penalty-to-dexterity-rolls",
|
||||
"type": "select",
|
||||
"options": [
|
||||
"No|0",
|
||||
"Yes|@{armor-penalty}"
|
||||
],
|
||||
"optiontranslationkeys": [
|
||||
"no",
|
||||
"yes"
|
||||
]
|
||||
},
|
||||
{
|
||||
"attribute": "stunts2-select",
|
||||
"displayname": "Prompt for 2 Stunts",
|
||||
"displaytranslationkey": "prompt-for-2-stunts",
|
||||
"type": "select",
|
||||
"options": [
|
||||
"Never use 2 Stunts|0",
|
||||
"Toggle|@{stunts2-toggle}",
|
||||
"Prompt for 2 Stunts|?{Using the 2nd Stunt Die|Yes, 1|No, 0}",
|
||||
"Always use 2 Stunts|1"
|
||||
],
|
||||
"optiontranslationkeys": [
|
||||
"never-use-2-stunts",
|
||||
"toggle",
|
||||
"prompt-for-2-stunts",
|
||||
"always-use-2-stunts"
|
||||
],
|
||||
"default": "0",
|
||||
"description": "If your characters have the ability to re-roll their stunt die."
|
||||
},
|
||||
{
|
||||
"attribute": "initiative-tiebreaker",
|
||||
"displayname": "Add Tiebreaker to Initiative rolls",
|
||||
"displaytranslationkey": "add-tiebreaker-to-initiative-rolls",
|
||||
"type": "select",
|
||||
"options": [
|
||||
"No|0",
|
||||
"Yes|1"
|
||||
],
|
||||
"optiontranslationkeys": [
|
||||
"no",
|
||||
"yes"
|
||||
],
|
||||
"description": "Initiative tiebreaker is displayed as Stunt Die * 0.1 + Dexterity * 0.01."
|
||||
},
|
||||
{
|
||||
"attribute": "initiative-toggle",
|
||||
"displayname": "Show the Initiative section",
|
||||
"displaytranslationkey": "show-the-initiative-section",
|
||||
"type": "checkbox",
|
||||
"value": "1"
|
||||
},
|
||||
{
|
||||
"attribute": "power-list-toggle",
|
||||
"displayname": "Show the Power list in the Character tab",
|
||||
"displaytranslationkey": "show-the-power-list",
|
||||
"type": "checkbox",
|
||||
"value": "1"
|
||||
},
|
||||
{
|
||||
"attribute": "spell-list-toggle",
|
||||
"displayname": "Show the Spell/Arcana list in the Character tab",
|
||||
"displaytranslationkey": "show-the-spell/arcana-list",
|
||||
"type": "checkbox",
|
||||
"value": "1"
|
||||
},
|
||||
{
|
||||
"attribute": "mana-toggle",
|
||||
"displayname": "Show the Mana/Magic Points section",
|
||||
"displaytranslationkey": "show-the-mana/magic-points-section",
|
||||
"type": "checkbox",
|
||||
"value": "1"
|
||||
},
|
||||
{
|
||||
"attribute": "exp-toggle",
|
||||
"displayname": "Show the Experience Points section",
|
||||
"displaytranslationkey": "show-the-experience-points-section",
|
||||
"type": "checkbox",
|
||||
"value": "1"
|
||||
},
|
||||
{
|
||||
"attribute": "fatigue-toggle",
|
||||
"displayname": "Show the Fatigue section",
|
||||
"displaytranslationkey": "show-the-fatigue-section",
|
||||
"type": "checkbox",
|
||||
"value": "1"
|
||||
},
|
||||
{
|
||||
"attribute": "fear-toggle",
|
||||
"displayname": "Show the Fear section",
|
||||
"displaytranslationkey": "show-the-fear-section",
|
||||
"type": "checkbox",
|
||||
"value": "1"
|
||||
},
|
||||
{
|
||||
"attribute": "horror-toggle",
|
||||
"displayname": "Show the Horror section",
|
||||
"displaytranslationkey": "show-the-horror-section",
|
||||
"type": "checkbox",
|
||||
"value": "1"
|
||||
},
|
||||
{
|
||||
"attribute": "conviction-toggle",
|
||||
"displayname": "Show the Conviction section",
|
||||
"displaytranslationkey": "show-the-conviction-section",
|
||||
"type": "checkbox",
|
||||
"value": "1"
|
||||
},
|
||||
{
|
||||
"attribute": "corruption-toggle",
|
||||
"displayname": "Show the Corruption section",
|
||||
"displaytranslationkey": "show-the-corruption-section",
|
||||
"type": "checkbox",
|
||||
"value": "1"
|
||||
},
|
||||
{
|
||||
"attribute": "ammo-toggle",
|
||||
"displayname": "Show the Ammo column",
|
||||
"displaytranslationkey": "show-the-ammo-column",
|
||||
"type": "checkbox",
|
||||
"value": "1"
|
||||
},
|
||||
{
|
||||
"attribute": "equipment-toggle",
|
||||
"displayname": "Show the Equipment section",
|
||||
"displaytranslationkey": "show-the-equipment-section",
|
||||
"type": "checkbox",
|
||||
"value": "1"
|
||||
},
|
||||
{
|
||||
"attribute": "money-toggle",
|
||||
"displayname": "Show the Money/Currency section",
|
||||
"displaytranslationkey": "show-the-money/currency-section",
|
||||
"type": "checkbox",
|
||||
"value": "1"
|
||||
},
|
||||
{
|
||||
"attribute": "income-toggle",
|
||||
"displayname": "Show the Resources section",
|
||||
"displaytranslationkey": "show-the-resources-section",
|
||||
"type": "checkbox",
|
||||
"value": "1"
|
||||
},
|
||||
{
|
||||
"attribute": "conditions-toggle",
|
||||
"displayname": "Show the Conditions section",
|
||||
"displaytranslationkey": "show-the-conditions-section",
|
||||
"type": "checkbox",
|
||||
"value": "1"
|
||||
}
|
||||
],
|
||||
"legacy": true
|
||||
}
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
"arcana/psychic-u": "ARCANA/PSYCHIC",
|
||||
"whisper-u": "WHISPER",
|
||||
"aim-u": "AIM",
|
||||
"stunts2-u": "2 Stunts",
|
||||
"char-name-u": "CHARACTER NAME",
|
||||
"mage": "Mage",
|
||||
"rogue": "Rogue",
|
||||
@@ -186,6 +187,7 @@
|
||||
"show": "Show",
|
||||
"hide": "Hide",
|
||||
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
|
||||
"add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
|
||||
"no": "No",
|
||||
"yes": "Yes",
|
||||
"options-u": "OPTIONS",
|
||||
@@ -193,6 +195,9 @@
|
||||
"never-use-aim": "Never use Aim",
|
||||
"toggle": "Toggle",
|
||||
"always-use-aim": "Always use Aim",
|
||||
"never-use-2-stunts": "Never use 2 Stunts",
|
||||
"prompt-for-2-stunts": "Prompt for 2 Stunts",
|
||||
"always-use-2-stunts": "Always use 2 Stunts",
|
||||
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
|
||||
"sections-u": "CHARACTER TAB SECTIONS",
|
||||
"show-the-power-list": "Show the Power list in the Character tab",
|
||||
@@ -248,6 +253,7 @@
|
||||
"total": "Total",
|
||||
"target_number": "Target Number",
|
||||
"stunt_points": "Stunt Points",
|
||||
"stunt_die": "Stunt Die",
|
||||
"ability": "Ability",
|
||||
"ability_value": "Ability Value (field 1 of 4)",
|
||||
"focus_value": "Focus (field 2 of 4)",
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
"arcana/psychic-u": "ARCANA/PSYCHIC",
|
||||
"whisper-u": "WHISPER",
|
||||
"aim-u": "AIM",
|
||||
"stunts2-u": "2 Stunts",
|
||||
"char-name-u": "CHARACTER NAME",
|
||||
"mage": "Mage",
|
||||
"rogue": "Rogue",
|
||||
@@ -186,6 +187,7 @@
|
||||
"show": "Show",
|
||||
"hide": "Hide",
|
||||
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
|
||||
"add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
|
||||
"no": "No",
|
||||
"yes": "Yes",
|
||||
"options-u": "OPTIONS",
|
||||
@@ -193,6 +195,9 @@
|
||||
"never-use-aim": "Never use Aim",
|
||||
"toggle": "Toggle",
|
||||
"always-use-aim": "Always use Aim",
|
||||
"never-use-2-stunts": "Never use 2 Stunts",
|
||||
"prompt-for-2-stunts": "Prompt for 2 Stunts",
|
||||
"always-use-2-stunts": "Always use 2 Stunts",
|
||||
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
|
||||
"sections-u": "SECTIONS",
|
||||
"show-the-power-list": "Show the Power list in the Character tab",
|
||||
@@ -248,6 +253,7 @@
|
||||
"total": "Total",
|
||||
"target_number": "Target Number",
|
||||
"stunt_points": "Stunt Points",
|
||||
"stunt_die": "Stunt Die",
|
||||
"ability": "Ability",
|
||||
"ability_value": "Ability Value (field 1 of 4)",
|
||||
"focus_value": "Focus (field 2 of 4)",
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
"arcana/psychic-u": "ARCANA/PSYCHIC",
|
||||
"whisper-u": "WHISPER",
|
||||
"aim-u": "AIM",
|
||||
"stunts2-u": "2 Stunts",
|
||||
"char-name-u": "CHARACTER NAME",
|
||||
"mage": "Mage",
|
||||
"rogue": "Rogue",
|
||||
@@ -186,6 +187,7 @@
|
||||
"show": "Show",
|
||||
"hide": "Hide",
|
||||
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
|
||||
"add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
|
||||
"no": "No",
|
||||
"yes": "Yes",
|
||||
"options-u": "OPTIONS",
|
||||
@@ -193,6 +195,9 @@
|
||||
"never-use-aim": "Never use Aim",
|
||||
"toggle": "Toggle",
|
||||
"always-use-aim": "Always use Aim",
|
||||
"never-use-2-stunts": "Never use 2 Stunts",
|
||||
"prompt-for-2-stunts": "Prompt for 2 Stunts",
|
||||
"always-use-2-stunts": "Always use 2 Stunts",
|
||||
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
|
||||
"sections-u": "CHARACTER TAB SECTIONS",
|
||||
"show-the-power-list": "Show the Power list in the Character tab",
|
||||
@@ -248,6 +253,7 @@
|
||||
"total": "Total",
|
||||
"target_number": "Target Number",
|
||||
"stunt_points": "Stunt Points",
|
||||
"stunt_die": "Stunt Die",
|
||||
"ability": "Ability",
|
||||
"ability_value": "Ability Value (field 1 of 4)",
|
||||
"focus_value": "Focus (field 2 of 4)",
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
"arcana/psychic-u": "ARCANA/PSYCHIC",
|
||||
"whisper-u": "WHISPER",
|
||||
"aim-u": "AIM",
|
||||
"stunts2-u": "2 Stunts",
|
||||
"char-name-u": "CHARACTER NAME",
|
||||
"mage": "Mage",
|
||||
"rogue": "Tulák",
|
||||
@@ -186,6 +187,7 @@
|
||||
"show": "Zobrazit",
|
||||
"hide": "Skrýt",
|
||||
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
|
||||
"add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
|
||||
"no": "Ne",
|
||||
"yes": "Ano",
|
||||
"options-u": "OPTIONS",
|
||||
@@ -193,6 +195,9 @@
|
||||
"never-use-aim": "Never use Aim",
|
||||
"toggle": "Toggle",
|
||||
"always-use-aim": "Always use Aim",
|
||||
"never-use-2-stunts": "Never use 2 Stunts",
|
||||
"prompt-for-2-stunts": "Prompt for 2 Stunts",
|
||||
"always-use-2-stunts": "Always use 2 Stunts",
|
||||
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
|
||||
"sections-u": "SECTIONS",
|
||||
"show-the-power-list": "Show the Power list in the Character tab",
|
||||
@@ -248,6 +253,7 @@
|
||||
"total": "Total",
|
||||
"target_number": "Target Number",
|
||||
"stunt_points": "Stunt Points",
|
||||
"stunt_die": "Stunt Die",
|
||||
"ability": "Ability",
|
||||
"ability_value": "Ability Value (field 1 of 4)",
|
||||
"focus_value": "Focus (field 2 of 4)",
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
"arcana/psychic-u": "ARCANA/PSYCHIC",
|
||||
"whisper-u": "WHISPER",
|
||||
"aim-u": "AIM",
|
||||
"stunts2-u": "2 Stunts",
|
||||
"char-name-u": "CHARACTER NAME",
|
||||
"mage": "Mage",
|
||||
"rogue": "Rogue",
|
||||
@@ -186,6 +187,7 @@
|
||||
"show": "Show",
|
||||
"hide": "Hide",
|
||||
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
|
||||
"add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
|
||||
"no": "Nej",
|
||||
"yes": "Ja",
|
||||
"options-u": "OPTIONS",
|
||||
@@ -193,6 +195,9 @@
|
||||
"never-use-aim": "Never use Aim",
|
||||
"toggle": "Toggle",
|
||||
"always-use-aim": "Always use Aim",
|
||||
"never-use-2-stunts": "Never use 2 Stunts",
|
||||
"prompt-for-2-stunts": "Prompt for 2 Stunts",
|
||||
"always-use-2-stunts": "Always use 2 Stunts",
|
||||
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
|
||||
"sections-u": "SECTIONS",
|
||||
"show-the-power-list": "Show the Power list in the Character tab",
|
||||
@@ -248,6 +253,7 @@
|
||||
"total": "Total",
|
||||
"target_number": "Target Number",
|
||||
"stunt_points": "Stunt Points",
|
||||
"stunt_die": "Stunt Die",
|
||||
"ability": "Ability",
|
||||
"ability_value": "Ability Value (field 1 of 4)",
|
||||
"focus_value": "Focus (field 2 of 4)",
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
"arcana/psychic-u": "ARCANA/PSYCHIC",
|
||||
"whisper-u": "WHISPER",
|
||||
"aim-u": "AIM",
|
||||
"stunts2-u": "2 Stunts",
|
||||
"char-name-u": "CHARAKTERNAME",
|
||||
"mage": "Mage",
|
||||
"rogue": "Schurke",
|
||||
@@ -186,6 +187,7 @@
|
||||
"show": "Anzeigen",
|
||||
"hide": "Verstecken",
|
||||
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
|
||||
"add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
|
||||
"no": "Nein",
|
||||
"yes": "Ja",
|
||||
"options-u": "OPTIONS",
|
||||
@@ -193,6 +195,9 @@
|
||||
"never-use-aim": "Never use Aim",
|
||||
"toggle": "Toggle",
|
||||
"always-use-aim": "Always use Aim",
|
||||
"never-use-2-stunts": "Never use 2 Stunts",
|
||||
"prompt-for-2-stunts": "Prompt for 2 Stunts",
|
||||
"always-use-2-stunts": "Always use 2 Stunts",
|
||||
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
|
||||
"sections-u": "SECTIONS",
|
||||
"show-the-power-list": "Show the Power list in the Character tab",
|
||||
@@ -248,6 +253,7 @@
|
||||
"total": "Total",
|
||||
"target_number": "Target Number",
|
||||
"stunt_points": "Stunt Points",
|
||||
"stunt_die": "Stunt Die",
|
||||
"ability": "Ability",
|
||||
"ability_value": "Ability Value (field 1 of 4)",
|
||||
"focus_value": "Focus (field 2 of 4)",
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
"arcana/psychic-u": "ARCANA/PSYCHIC",
|
||||
"whisper-u": "WHISPER",
|
||||
"aim-u": "AIM",
|
||||
"stunts2-u": "2 Stunts",
|
||||
"char-name-u": "CHARACTER NAME",
|
||||
"mage": "Mage",
|
||||
"rogue": "Rogue",
|
||||
@@ -186,6 +187,7 @@
|
||||
"show": "Show",
|
||||
"hide": "Hide",
|
||||
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
|
||||
"add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
|
||||
"no": "Όχι",
|
||||
"yes": "Ναι",
|
||||
"options-u": "OPTIONS",
|
||||
@@ -193,6 +195,9 @@
|
||||
"never-use-aim": "Never use Aim",
|
||||
"toggle": "Toggle",
|
||||
"always-use-aim": "Always use Aim",
|
||||
"never-use-2-stunts": "Never use 2 Stunts",
|
||||
"prompt-for-2-stunts": "Prompt for 2 Stunts",
|
||||
"always-use-2-stunts": "Always use 2 Stunts",
|
||||
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
|
||||
"sections-u": "SECTIONS",
|
||||
"show-the-power-list": "Show the Power list in the Character tab",
|
||||
@@ -248,6 +253,7 @@
|
||||
"total": "Total",
|
||||
"target_number": "Target Number",
|
||||
"stunt_points": "Stunt Points",
|
||||
"stunt_die": "Stunt Die",
|
||||
"ability": "Ability",
|
||||
"ability_value": "Ability Value (field 1 of 4)",
|
||||
"focus_value": "Focus (field 2 of 4)",
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
"arcana/psychic-u": "ARCANA/PSYCHIC",
|
||||
"whisper-u": "WHISPER",
|
||||
"aim-u": "AIM",
|
||||
"stunts2-u": "2 Stunts",
|
||||
"char-name-u": "CHARACTER NAME",
|
||||
"mage": "Mage",
|
||||
"rogue": "Rogue",
|
||||
@@ -186,6 +187,7 @@
|
||||
"show": "Show",
|
||||
"hide": "Hide",
|
||||
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
|
||||
"add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
|
||||
"no": "No",
|
||||
"yes": "Yes",
|
||||
"options-u": "OPTIONS",
|
||||
@@ -193,6 +195,9 @@
|
||||
"never-use-aim": "Never use Aim",
|
||||
"toggle": "Toggle",
|
||||
"always-use-aim": "Always use Aim",
|
||||
"never-use-2-stunts": "Never use 2 Stunts",
|
||||
"prompt-for-2-stunts": "Prompt for 2 Stunts",
|
||||
"always-use-2-stunts": "Always use 2 Stunts",
|
||||
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
|
||||
"sections-u": "SECTIONS",
|
||||
"show-the-power-list": "Show the Power list in the Character tab",
|
||||
@@ -248,6 +253,7 @@
|
||||
"total": "Total",
|
||||
"target_number": "Target Number",
|
||||
"stunt_points": "Stunt Points",
|
||||
"stunt_die": "Stunt Die",
|
||||
"ability": "Ability",
|
||||
"ability_value": "Ability Value (field 1 of 4)",
|
||||
"focus_value": "Focus (field 2 of 4)",
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
"arcana/psychic-u": "ARCANO/PSIQUICO",
|
||||
"whisper-u": "SUSURRAR",
|
||||
"aim-u": "APUNTAR",
|
||||
"stunts2-u": "2 Stunts",
|
||||
"char-name-u": "NOMBRE DE PERSONAJE",
|
||||
"mage": "Mago",
|
||||
"rogue": "Pícaro",
|
||||
@@ -186,6 +187,7 @@
|
||||
"show": "Mostrar",
|
||||
"hide": "Ocultar",
|
||||
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
|
||||
"add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
|
||||
"no": "No",
|
||||
"yes": "Sí",
|
||||
"options-u": "OPCIONES",
|
||||
@@ -193,6 +195,9 @@
|
||||
"never-use-aim": "Never use Aim",
|
||||
"toggle": "Toggle",
|
||||
"always-use-aim": "Always use Aim",
|
||||
"never-use-2-stunts": "Never use 2 Stunts",
|
||||
"prompt-for-2-stunts": "Prompt for 2 Stunts",
|
||||
"always-use-2-stunts": "Always use 2 Stunts",
|
||||
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
|
||||
"sections-u": "SECTIONS",
|
||||
"show-the-power-list": "Show the Power list in the Character tab",
|
||||
@@ -248,6 +253,7 @@
|
||||
"total": "Total",
|
||||
"target_number": "Target Number",
|
||||
"stunt_points": "Stunt Points",
|
||||
"stunt_die": "Stunt Die",
|
||||
"ability": "Ability",
|
||||
"ability_value": "Ability Value (field 1 of 4)",
|
||||
"focus_value": "Focus (field 2 of 4)",
|
||||
|
||||
@@ -0,0 +1,295 @@
|
||||
{
|
||||
"character-u": "CHARACTER",
|
||||
"persona-u": "PERSONA",
|
||||
"powers-u": "POWERS",
|
||||
"focuses-u": "FOCUSES",
|
||||
"magic-u": "MAGIC",
|
||||
"arcana-u": "ARCANA",
|
||||
"arcana/psychic-u": "ARCANA/PSYCHIC",
|
||||
"whisper-u": "WHISPER",
|
||||
"aim-u": "AIM",
|
||||
"stunts2-u": "2 Stunts",
|
||||
"char-name-u": "CHARACTER NAME",
|
||||
"mage": "Mage",
|
||||
"rogue": "Rogue",
|
||||
"warrior": "Warrior",
|
||||
"adept": "Adept",
|
||||
"expert": "Expert",
|
||||
"class-u": "CLASS",
|
||||
"level-u": "LEVEL",
|
||||
"race-u": "RACE",
|
||||
"background-u": "BACKGROUND",
|
||||
"social-class-u": "SOCIAL CLASS",
|
||||
"ancestry-u": "ANCESTRY",
|
||||
"family-u": "FAMILY/ALLEGIANCE",
|
||||
"age-u": "AGE",
|
||||
"gender-u": "GENDER",
|
||||
"height-u": "HEIGHT",
|
||||
"weight-u": "WEIGHT",
|
||||
"calling-u": "CALLING",
|
||||
"destiny-u": "DESTINY",
|
||||
"fate-u": "FATE",
|
||||
"accuracy-u": "ACCURACY",
|
||||
"communication-u": "COMMUNICATION",
|
||||
"constitution-u": "CONSTITUTION",
|
||||
"cunning-u": "CUNNING",
|
||||
"dexterity-u": "DEXTERITY",
|
||||
"fighting-u": "FIGHTING",
|
||||
"intelligence-u": "INTELLIGENCE",
|
||||
"perception-u": "PERCEPTION",
|
||||
"strength-u": "STRENGTH",
|
||||
"willpower-u": "WILLPOWER",
|
||||
"health-u": "HEALTH",
|
||||
"max": "Max",
|
||||
"mana-u": "MANA",
|
||||
"magic-points-u": "MAGIC POINTS",
|
||||
"power-points-u": "POWER POINTS",
|
||||
"kanna-u": "KANNA",
|
||||
"experience-points-u": "EXPERIENCE POINTS",
|
||||
"next": "Next",
|
||||
"initiative-u": "INITIATIVE",
|
||||
"adjust": "Adjust",
|
||||
"fatigue-u": "FATIGUE",
|
||||
"none": "None",
|
||||
"winded": "Winded",
|
||||
"fatigued": "Fatigued",
|
||||
"exhausted": "Exhausted",
|
||||
"dying": "Dying",
|
||||
"fear-u": "FEAR",
|
||||
"nervous": "Nervous",
|
||||
"anxious": "Anxious",
|
||||
"watchful": "Watchful",
|
||||
"afraid": "Afraid",
|
||||
"terrified": "Terrified",
|
||||
"horror-u": "HORROR",
|
||||
"unsettled": "Unsettled",
|
||||
"shocked": "Shocked",
|
||||
"appalled": "Appalled",
|
||||
"overwhelmed": "Overwhelmed",
|
||||
"shattered": "Shattered",
|
||||
"resources-u": "RESOURCES",
|
||||
"income-u": "INCOME",
|
||||
"i-for-impact": "i",
|
||||
"b-for-ballistic": "b",
|
||||
"conviction-u": "CONVICTION",
|
||||
"corruption-u": "CORRUPTION",
|
||||
"speed-u": "SPEED",
|
||||
"defense-u": "DEFENSE",
|
||||
"toughness-u": "TOUGHNESS",
|
||||
"toughness-mode": "Mode",
|
||||
"gritty": "Gritty",
|
||||
"pulp": "Pulp",
|
||||
"cinematic": "Cinematic",
|
||||
"armor-u": "ARMOR",
|
||||
"base": "Base",
|
||||
"shield": "Shield",
|
||||
"Penalty": "Penalty",
|
||||
"#-sign": "#",
|
||||
"extraordinary-u": "EXTRAORDINARY",
|
||||
"attack-u": "ATTACK",
|
||||
"range-u": "RANGE",
|
||||
"reload-u": "RELOAD",
|
||||
"roll-u": "ROLL",
|
||||
"damage-u": "DAMAGE",
|
||||
"power-name-u": "POWER NAME",
|
||||
"short-description-u": "SHORT DESCRIPTION",
|
||||
"spell-name-u": "SPELL NAME",
|
||||
"arcanum-name-u": "ARCANUM NAME",
|
||||
"equipment-name-u": "EQUIPMENT NAME",
|
||||
"quantity-u": "QUANTITY",
|
||||
"description-u": "DESCRIPTION",
|
||||
"cp-u": "CP",
|
||||
"sp-u": "SP",
|
||||
"gp-u": "GP",
|
||||
"import-to-currency-u": "IMPORT TO CURRENCY",
|
||||
"currency-u": "CURRENCY",
|
||||
"eye-u": "EYES",
|
||||
"skin-u": "SKIN",
|
||||
"hair-u": "HAIR",
|
||||
"languages-u": "LANGUAGES",
|
||||
"goals-u": "GOALS",
|
||||
"honorifics-titles-and-memberships-u": "HONORIFICS, TITLES AND MEMBERSHIPS",
|
||||
"relationships-u": "RELATIONSHIPS",
|
||||
"character-appearance-u": "CHARACTER APPEARANCE",
|
||||
"char-notes-u": "CHARACTER NOTES",
|
||||
"specialization1-u": "SPECIALIZATION 1",
|
||||
"specialization1-degree-u": "DEGREE",
|
||||
"specialization2-u": "SPECIALIZATION 2",
|
||||
"type-or-level:-u": "TYPE OR LEVEL:",
|
||||
"SOURCE:-u": "SOURCE:",
|
||||
"short-desc.:-u": "SHORT DESC.:",
|
||||
"description:-u": "DESCRIPTION:",
|
||||
"focus:-u": "FOCUS:",
|
||||
"school:-u": "SCHOOL:",
|
||||
"type:-u": "TYPE:",
|
||||
"mana-cost:-u": "MANA COST:",
|
||||
"cast-time:-u": "CAST TIME:",
|
||||
"tn:-u": "TN:",
|
||||
"test:-u": "TEST:",
|
||||
"spellpower:-u": "SPELLPOWER:",
|
||||
"focus-bonus:-u": "FOCUS BONUS:",
|
||||
"arcana": "Arcana",
|
||||
"psychic": "Psychic",
|
||||
"power-points": "Power Points",
|
||||
"fatigue": "Fatigue",
|
||||
"kanna-cost:-u": "KANNA COST:",
|
||||
"power-cost:-u": "POWER COST:",
|
||||
"cast-spell:-u": "CAST SPELL:",
|
||||
"use-power:-u": "USE POWER:",
|
||||
"arcana:-u": "ARCANA:",
|
||||
"mp-cost:-u": "MP COST:",
|
||||
"talent:-u": "TALENT:",
|
||||
"time:-u": "TIME:",
|
||||
"resistance:-u": "RESISTANCE:",
|
||||
"fatigue-tn:-u": "FATIGUE TN:",
|
||||
"ability:-u": "ABILITY:",
|
||||
"accuracy": "Accuracy",
|
||||
"dexterity": "Dexterity",
|
||||
"constitution": "Constitution",
|
||||
"communication": "Communication",
|
||||
"fighting": "Fighting",
|
||||
"intelligence": "Intelligence",
|
||||
"perception": "Perception",
|
||||
"strength": "Strength",
|
||||
"willpower": "Willpower",
|
||||
"the-expanse-rpg-does-not-support-magical-powers": "<i>The Expanse RPG</i> does not support magical powers.",
|
||||
"the-world-of-lazarus-rpg-does-not-support-magical-powers": "<i>The World of Lazarus RPG</i> does not support magical powers.",
|
||||
"game-system-u": "GAME SYSTEM",
|
||||
"dragon-age": "Dragon Age",
|
||||
"fantasy-age": "Fantasy Age",
|
||||
"titansgrave": "Titansgrave",
|
||||
"blue-rose": "Blue Rose",
|
||||
"the-expanse": "The Expanse",
|
||||
"modern-age": "Modern AGE",
|
||||
"threefold": "Threefold",
|
||||
"world-of-lazarus": "World of Lazarus",
|
||||
"color-selection-u": "COLOR SELECTION",
|
||||
"black": "Black",
|
||||
"red": "Red",
|
||||
"teal-1": "Teal 1",
|
||||
"teal-2": "Teal 2",
|
||||
"blue-1": "Blue 1",
|
||||
"blue-2": "Blue 2",
|
||||
"dragonscale-red": "Dragonscale Red",
|
||||
"modern-orange": "Modern Orange",
|
||||
"threefold-color": "Threefold",
|
||||
"ronin-green": "Ronin Green",
|
||||
"lazarus-blue": "Lazarus Blue",
|
||||
"expansive-starfield": "Expansive Starfield",
|
||||
"proud-rainbow": "Proud Rainbow",
|
||||
"trans-color": "Transitional Hues",
|
||||
"rolls-u": "ROLLS",
|
||||
"whisper-rolls-to-gm": "Whisper rolls to GM",
|
||||
"never-whisper-roll": "Never Whisper Rolls",
|
||||
"query-whisper-roll": "Query Whisper",
|
||||
"always-whisper-roll": "Always Whisper Rolls",
|
||||
"show-the-character-name-in-roll-results": "Show the character name in roll results",
|
||||
"show": "Show",
|
||||
"hide": "Hide",
|
||||
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
|
||||
"add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
|
||||
"no": "No",
|
||||
"yes": "Yes",
|
||||
"options-u": "OPTIONS",
|
||||
"prompt-for-aim": "Prompt for Aim",
|
||||
"never-use-aim": "Never use Aim",
|
||||
"toggle": "Toggle",
|
||||
"always-use-aim": "Always use Aim",
|
||||
"never-use-2-stunts": "Never use 2 Stunts",
|
||||
"prompt-for-2-stunts": "Prompt for 2 Stunts",
|
||||
"always-use-2-stunts": "Always use 2 Stunts",
|
||||
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
|
||||
"sections-u": "CHARACTER TAB SECTIONS",
|
||||
"show-the-power-list": "Show the Power list in the Character tab",
|
||||
"show-the-spell/arcana-list": "Show the Spell/Arcana list in the Character tab",
|
||||
"show-the-extraordinary-powers-list": "Show the Extraordinary Powers list in the Character tab",
|
||||
"show-the-arcana/psychic-list": "Show the Arcana/Psychic list in the Character tab",
|
||||
"show-the-mana/magic-points-section": "Show the Mana/Magic Points section",
|
||||
"show-the-power-points-section": "Show the Power Points section",
|
||||
"show-the-kanna-section": "Show the Kanna section",
|
||||
"show-the-experience-points-section": "Show the Experience Points section",
|
||||
"show-the-fatigue-section": "Show the Fatigue section",
|
||||
"show-the-fear-section": "Show the Fear section",
|
||||
"show-the-horror-section": "Show the Horror section",
|
||||
"show-the-conviction-section": "Show the Conviction section",
|
||||
"show-the-corruption-section": "Show the Corruption section",
|
||||
"show-the-ammo-column": "Show the Ammo column",
|
||||
"show-the-initiative-section": "Show the Initiative section",
|
||||
"show-the-equipment-section": "Show the Equipment section",
|
||||
"show-the-money/currency-section": "Show the Money/Currency section",
|
||||
"show-the-income-section": "Show the Income section",
|
||||
"show-the-resources-section": "Show the Resources section",
|
||||
"show-the-conditions-section": "Show the Conditions section",
|
||||
"auto-configure-all-u": "AUTO-CONFIGURE ALL",
|
||||
"version": "Version",
|
||||
"game-system": "Game System",
|
||||
"color-selection": "Color Selection",
|
||||
"color-selection-info": "Select the color for the character sheet section headers and buttons.",
|
||||
"whisp-rolls-gm": "Whisper rolls to GM",
|
||||
"whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
|
||||
"aim-toggle-default": "Prompt for Aim action when rolling attacks",
|
||||
"aim-value-default": "Aim Value",
|
||||
"aim-value-default-info": "The default value for the aim bonus when using the Aim prompt. It should be 1 unless a power or talent changes it.",
|
||||
"show-the-fatigue-section-info": "This should be shown for Blue Rose.",
|
||||
"show-the-conviction-section-info": "This should be shown for Blue Rose.",
|
||||
"show-the-corruption-section-info": "This can be shown for Blue Rose.",
|
||||
"show-the-ammo-column-info": "This can be unchecked for Blue Rose.",
|
||||
"show-the-money/currency-section-info": "This can be unchecked for Blue Rose.",
|
||||
"conditions-u": "CONDITIONS",
|
||||
"origin-u": "ORIGIN",
|
||||
"drive-u": "DRIVE",
|
||||
"profession-u": "PROFESSION",
|
||||
"appearance-u": "APPEARANCE",
|
||||
"belter": "Belter",
|
||||
"martian": "Martian",
|
||||
"earther": "Earther",
|
||||
"fortune-u": "FORTUNE",
|
||||
"outsider": "Outsider",
|
||||
"lower-class": "Lower Class",
|
||||
"middle-class": "Middle Class",
|
||||
"upper-class": "Upper Class",
|
||||
"main-roll-button-title": "This is the roll-builder. You can click it, answer four questions, and then it will roll the dice for you.",
|
||||
"damage": "Damage",
|
||||
"total": "Total",
|
||||
"target_number": "Target Number",
|
||||
"stunt_points": "Stunt Points",
|
||||
"stunt_die": "Stunt Die",
|
||||
"ability": "Ability",
|
||||
"ability_value": "Ability Value (field 1 of 4)",
|
||||
"focus_value": "Focus (field 2 of 4)",
|
||||
"additional_modifier": "Additional modifier (field 3 of 4)",
|
||||
"additional_modifier2": "Additional modifier",
|
||||
"ability_score": "Ability Score",
|
||||
"roll_description": "Roll description (field 4 of 4, optional)",
|
||||
"die_roll": "Die Roll",
|
||||
"focus": "Focus",
|
||||
"cunning": "Cunning",
|
||||
"magic": "Magic",
|
||||
"spellcasting_ability": "Spellcasting Ability",
|
||||
"psychic_ability": "Psychic Ability",
|
||||
"ability_focus": "Ability Focus",
|
||||
"arcana_focus": "Arcana Focus",
|
||||
"psychic_focus": "Psychic Focus",
|
||||
"fatigue_check_for": "Fatigue Check for",
|
||||
"each_fatiguing_spell": "Each Fatiguing spell this Encounter",
|
||||
"fear_label": "Fear",
|
||||
"armor_penalty": "Armor Penalty",
|
||||
"initiative_adjustment": "Initiative Adjustment",
|
||||
"initiative": "Initiative",
|
||||
"resources": "Resources",
|
||||
"income_label": "Income",
|
||||
"attack_bonus_label": "Attack Bonus",
|
||||
"magic_arcana_focus": "Magic Arcana Focus",
|
||||
"spellpower_label": "Spellpower",
|
||||
"fatigue_tn_label": "Fatigue TN",
|
||||
"kanna_cost_label": "Kanna Cost",
|
||||
"power_cost_label": "Power Cost",
|
||||
"plus_one_tn": "+1 TN",
|
||||
"weapon_groups": "Weapon Groups",
|
||||
"power_talent_spec_name": "Power, Talent or Specialization name",
|
||||
"focus_bonus_title": "Focus bonus (0, 2, 3, etc.) MUST have a value for the buttons to work.",
|
||||
"description": "Description",
|
||||
"whisper": "Whisper",
|
||||
"whisper_roll": "Whisper Roll",
|
||||
"public_roll": "Public Roll"
|
||||
}
|
||||
@@ -8,6 +8,7 @@
|
||||
"arcana/psychic-u": "ARCANE/PSYCHIQUE",
|
||||
"whisper-u": "CHUCHOTER",
|
||||
"aim-u": "VISER",
|
||||
"stunts2-u": "2 Stunts",
|
||||
"char-name-u": "NOM DU PERSONNAGE",
|
||||
"mage": "Mage",
|
||||
"rogue": "Roublard",
|
||||
@@ -186,6 +187,7 @@
|
||||
"show": "Afficher",
|
||||
"hide": "Masquer",
|
||||
"apply-armor-penalty-to-dexterity-rolls": "Appliquer la pénalité d'armure aux jets de Dextérité",
|
||||
"add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
|
||||
"no": "Non",
|
||||
"yes": "Oui",
|
||||
"options-u": "OPTIONS",
|
||||
@@ -193,6 +195,9 @@
|
||||
"never-use-aim": "Ne jamais viser",
|
||||
"toggle": "Bascule",
|
||||
"always-use-aim": "Toujours utiliser la visée",
|
||||
"never-use-2-stunts": "Never use 2 Stunts",
|
||||
"prompt-for-2-stunts": "Prompt for 2 Stunts",
|
||||
"always-use-2-stunts": "Always use 2 Stunts",
|
||||
"aim-value-a-value-must-be-entered-here": "Value du visé (un nombre DOIT être entré ici)",
|
||||
"sections-u": "SECTIONS",
|
||||
"show-the-power-list": "Afficher la liste des pouvoirs dans l’onglet personnage",
|
||||
@@ -248,6 +253,7 @@
|
||||
"total": "Total",
|
||||
"target_number": "Target Number",
|
||||
"stunt_points": "Stunt Points",
|
||||
"stunt_die": "Stunt Die",
|
||||
"ability": "Ability",
|
||||
"ability_value": "Ability Value (field 1 of 4)",
|
||||
"focus_value": "Focus (field 2 of 4)",
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
"arcana/psychic-u": "ARCANA/PSYCHIC",
|
||||
"whisper-u": "WHISPER",
|
||||
"aim-u": "AIM",
|
||||
"stunts2-u": "2 Stunts",
|
||||
"char-name-u": "CHARACTER NAME",
|
||||
"mage": "Mage",
|
||||
"rogue": "Rogue",
|
||||
@@ -186,6 +187,7 @@
|
||||
"show": "Show",
|
||||
"hide": "Hide",
|
||||
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
|
||||
"add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
|
||||
"no": "No",
|
||||
"yes": "Yes",
|
||||
"options-u": "OPTIONS",
|
||||
@@ -193,6 +195,9 @@
|
||||
"never-use-aim": "Never use Aim",
|
||||
"toggle": "Toggle",
|
||||
"always-use-aim": "Always use Aim",
|
||||
"never-use-2-stunts": "Never use 2 Stunts",
|
||||
"prompt-for-2-stunts": "Prompt for 2 Stunts",
|
||||
"always-use-2-stunts": "Always use 2 Stunts",
|
||||
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
|
||||
"sections-u": "SECTIONS",
|
||||
"show-the-power-list": "Show the Power list in the Character tab",
|
||||
@@ -248,6 +253,7 @@
|
||||
"total": "Total",
|
||||
"target_number": "Target Number",
|
||||
"stunt_points": "Stunt Points",
|
||||
"stunt_die": "Stunt Die",
|
||||
"ability": "Ability",
|
||||
"ability_value": "Ability Value (field 1 of 4)",
|
||||
"focus_value": "Focus (field 2 of 4)",
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
"arcana/psychic-u": "ARCANA/PSYCHIC",
|
||||
"whisper-u": "WHISPER",
|
||||
"aim-u": "AIM",
|
||||
"stunts2-u": "2 Stunts",
|
||||
"char-name-u": "CHARACTER NAME",
|
||||
"mage": "Mage",
|
||||
"rogue": "Rogue",
|
||||
@@ -186,6 +187,7 @@
|
||||
"show": "Show",
|
||||
"hide": "Hide",
|
||||
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
|
||||
"add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
|
||||
"no": "No",
|
||||
"yes": "Yes",
|
||||
"options-u": "OPTIONS",
|
||||
@@ -193,6 +195,9 @@
|
||||
"never-use-aim": "Never use Aim",
|
||||
"toggle": "Toggle",
|
||||
"always-use-aim": "Always use Aim",
|
||||
"never-use-2-stunts": "Never use 2 Stunts",
|
||||
"prompt-for-2-stunts": "Prompt for 2 Stunts",
|
||||
"always-use-2-stunts": "Always use 2 Stunts",
|
||||
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
|
||||
"sections-u": "CHARACTER TAB SECTIONS",
|
||||
"show-the-power-list": "Show the Power list in the Character tab",
|
||||
@@ -248,6 +253,7 @@
|
||||
"total": "Total",
|
||||
"target_number": "Target Number",
|
||||
"stunt_points": "Stunt Points",
|
||||
"stunt_die": "Stunt Die",
|
||||
"ability": "Ability",
|
||||
"ability_value": "Ability Value (field 1 of 4)",
|
||||
"focus_value": "Focus (field 2 of 4)",
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
"arcana/psychic-u": "ARCANA/PSYCHIC",
|
||||
"whisper-u": "WHISPER",
|
||||
"aim-u": "AIM",
|
||||
"stunts2-u": "2 Stunts",
|
||||
"char-name-u": "NOME DEL PERSONAGGIO",
|
||||
"mage": "Mage",
|
||||
"rogue": "Furfante",
|
||||
@@ -186,6 +187,7 @@
|
||||
"show": "Mostra",
|
||||
"hide": "Nascondi",
|
||||
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
|
||||
"add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
|
||||
"no": "No",
|
||||
"yes": "Sì",
|
||||
"options-u": "OPTIONS",
|
||||
@@ -193,6 +195,9 @@
|
||||
"never-use-aim": "Never use Aim",
|
||||
"toggle": "Toggle",
|
||||
"always-use-aim": "Always use Aim",
|
||||
"never-use-2-stunts": "Never use 2 Stunts",
|
||||
"prompt-for-2-stunts": "Prompt for 2 Stunts",
|
||||
"always-use-2-stunts": "Always use 2 Stunts",
|
||||
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
|
||||
"sections-u": "SECTIONS",
|
||||
"show-the-power-list": "Show the Power list in the Character tab",
|
||||
@@ -248,6 +253,7 @@
|
||||
"total": "Total",
|
||||
"target_number": "Target Number",
|
||||
"stunt_points": "Stunt Points",
|
||||
"stunt_die": "Stunt Die",
|
||||
"ability": "Ability",
|
||||
"ability_value": "Ability Value (field 1 of 4)",
|
||||
"focus_value": "Focus (field 2 of 4)",
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
"arcana/psychic-u": "ARCANA/PSYCHIC",
|
||||
"whisper-u": "WHISPER",
|
||||
"aim-u": "AIM",
|
||||
"stunts2-u": "2 Stunts",
|
||||
"char-name-u": "CHARACTER NAME",
|
||||
"mage": "Mage",
|
||||
"rogue": "ローグ",
|
||||
@@ -186,6 +187,7 @@
|
||||
"show": "表示",
|
||||
"hide": "隠す",
|
||||
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
|
||||
"add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
|
||||
"no": "無し",
|
||||
"yes": "有り",
|
||||
"options-u": "OPTIONS",
|
||||
@@ -193,6 +195,9 @@
|
||||
"never-use-aim": "Never use Aim",
|
||||
"toggle": "Toggle",
|
||||
"always-use-aim": "Always use Aim",
|
||||
"never-use-2-stunts": "Never use 2 Stunts",
|
||||
"prompt-for-2-stunts": "Prompt for 2 Stunts",
|
||||
"always-use-2-stunts": "Always use 2 Stunts",
|
||||
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
|
||||
"sections-u": "SECTIONS",
|
||||
"show-the-power-list": "Show the Power list in the Character tab",
|
||||
@@ -248,6 +253,7 @@
|
||||
"total": "Total",
|
||||
"target_number": "Target Number",
|
||||
"stunt_points": "Stunt Points",
|
||||
"stunt_die": "Stunt Die",
|
||||
"ability": "Ability",
|
||||
"ability_value": "Ability Value (field 1 of 4)",
|
||||
"focus_value": "Focus (field 2 of 4)",
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
"arcana/psychic-u": "ARCANA/PSYCHIC",
|
||||
"whisper-u": "WHISPER",
|
||||
"aim-u": "AIM",
|
||||
"stunts2-u": "2 Stunts",
|
||||
"char-name-u": "CHARACTER NAME",
|
||||
"mage": "Mage",
|
||||
"rogue": "Rogue",
|
||||
@@ -186,6 +187,7 @@
|
||||
"show": "보이기",
|
||||
"hide": "숨기기",
|
||||
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
|
||||
"add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
|
||||
"no": "아니오",
|
||||
"yes": "예",
|
||||
"options-u": "OPTIONS",
|
||||
@@ -193,6 +195,9 @@
|
||||
"never-use-aim": "Never use Aim",
|
||||
"toggle": "Toggle",
|
||||
"always-use-aim": "Always use Aim",
|
||||
"never-use-2-stunts": "Never use 2 Stunts",
|
||||
"prompt-for-2-stunts": "Prompt for 2 Stunts",
|
||||
"always-use-2-stunts": "Always use 2 Stunts",
|
||||
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
|
||||
"sections-u": "SECTIONS",
|
||||
"show-the-power-list": "Show the Power list in the Character tab",
|
||||
@@ -248,6 +253,7 @@
|
||||
"total": "Total",
|
||||
"target_number": "Target Number",
|
||||
"stunt_points": "Stunt Points",
|
||||
"stunt_die": "Stunt Die",
|
||||
"ability": "Ability",
|
||||
"ability_value": "Ability Value (field 1 of 4)",
|
||||
"focus_value": "Focus (field 2 of 4)",
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
"arcana/psychic-u": "ARCANA/PSYCHIC",
|
||||
"whisper-u": "WHISPER",
|
||||
"aim-u": "AIM",
|
||||
"stunts2-u": "2 Stunts",
|
||||
"char-name-u": "CHARACTER NAME",
|
||||
"mage": "Mage",
|
||||
"rogue": "Rogue",
|
||||
@@ -186,6 +187,7 @@
|
||||
"show": "Show",
|
||||
"hide": "Hide",
|
||||
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
|
||||
"add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
|
||||
"no": "Nee",
|
||||
"yes": "Ja",
|
||||
"options-u": "OPTIONS",
|
||||
@@ -193,6 +195,9 @@
|
||||
"never-use-aim": "Never use Aim",
|
||||
"toggle": "Toggle",
|
||||
"always-use-aim": "Always use Aim",
|
||||
"never-use-2-stunts": "Never use 2 Stunts",
|
||||
"prompt-for-2-stunts": "Prompt for 2 Stunts",
|
||||
"always-use-2-stunts": "Always use 2 Stunts",
|
||||
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
|
||||
"sections-u": "SECTIONS",
|
||||
"show-the-power-list": "Show the Power list in the Character tab",
|
||||
@@ -248,6 +253,7 @@
|
||||
"total": "Total",
|
||||
"target_number": "Target Number",
|
||||
"stunt_points": "Stunt Points",
|
||||
"stunt_die": "Stunt Die",
|
||||
"ability": "Ability",
|
||||
"ability_value": "Ability Value (field 1 of 4)",
|
||||
"focus_value": "Focus (field 2 of 4)",
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
"arcana/psychic-u": "ARCANA/PSYCHIC",
|
||||
"whisper-u": "WHISPER",
|
||||
"aim-u": "AIM",
|
||||
"stunts2-u": "2 Stunts",
|
||||
"char-name-u": "CHARACTER NAME",
|
||||
"mage": "Mage",
|
||||
"rogue": "Rogue",
|
||||
@@ -186,6 +187,7 @@
|
||||
"show": "Pokaż",
|
||||
"hide": "Ukryj",
|
||||
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
|
||||
"add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
|
||||
"no": "Nie",
|
||||
"yes": "Tak",
|
||||
"options-u": "OPTIONS",
|
||||
@@ -193,6 +195,9 @@
|
||||
"never-use-aim": "Never use Aim",
|
||||
"toggle": "Toggle",
|
||||
"always-use-aim": "Always use Aim",
|
||||
"never-use-2-stunts": "Never use 2 Stunts",
|
||||
"prompt-for-2-stunts": "Prompt for 2 Stunts",
|
||||
"always-use-2-stunts": "Always use 2 Stunts",
|
||||
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
|
||||
"sections-u": "SECTIONS",
|
||||
"show-the-power-list": "Show the Power list in the Character tab",
|
||||
@@ -248,6 +253,7 @@
|
||||
"total": "Total",
|
||||
"target_number": "Target Number",
|
||||
"stunt_points": "Stunt Points",
|
||||
"stunt_die": "Stunt Die",
|
||||
"ability": "Ability",
|
||||
"ability_value": "Ability Value (field 1 of 4)",
|
||||
"focus_value": "Focus (field 2 of 4)",
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
"arcana/psychic-u": "ARCANA/PSÍQUICO",
|
||||
"whisper-u": "SUSSURO",
|
||||
"aim-u": "MIRA",
|
||||
"stunts2-u": "2 Stunts",
|
||||
"char-name-u": "NOME DO PERSONAGEM",
|
||||
"mage": "Mago",
|
||||
"rogue": "Ladino",
|
||||
@@ -186,6 +187,7 @@
|
||||
"show": "Mostrar",
|
||||
"hide": "Esconder",
|
||||
"apply-armor-penalty-to-dexterity-rolls": "Aplicar Penalidade de Armadura em rolagens de Destreza",
|
||||
"add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
|
||||
"no": "Não",
|
||||
"yes": "Sim",
|
||||
"options-u": "OPÇÕES",
|
||||
@@ -193,6 +195,9 @@
|
||||
"never-use-aim": "Nunca usar Mirar",
|
||||
"toggle": "Botão",
|
||||
"always-use-aim": "Sempre usar Mirar",
|
||||
"never-use-2-stunts": "Never use 2 Stunts",
|
||||
"prompt-for-2-stunts": "Prompt for 2 Stunts",
|
||||
"always-use-2-stunts": "Always use 2 Stunts",
|
||||
"aim-value-a-value-must-be-entered-here": "Valor para mirar (um número DEVE ser informado aqui)",
|
||||
"sections-u": "SECTIONS",
|
||||
"show-the-power-list": "Mostrar a lista de Poderes na aba de Personagem",
|
||||
@@ -248,6 +253,7 @@
|
||||
"total": "Total",
|
||||
"target_number": "Número Alvo",
|
||||
"stunt_points": "Pontos de Façanha",
|
||||
"stunt_die": "Stunt Die",
|
||||
"ability": "Habilidade",
|
||||
"ability_value": "Valor da Habilidade (campo 1 de 4)",
|
||||
"focus_value": "Foco (campo 2 de 4)",
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
"arcana/psychic-u": "ARCANA/PSYCHIC",
|
||||
"whisper-u": "WHISPER",
|
||||
"aim-u": "AIM",
|
||||
"stunts2-u": "2 Stunts",
|
||||
"char-name-u": "ИМЯ ПЕРСОНАЖА",
|
||||
"mage": "Mage",
|
||||
"rogue": "Плут",
|
||||
@@ -186,6 +187,7 @@
|
||||
"show": "Показать",
|
||||
"hide": "Скрыть",
|
||||
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
|
||||
"add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
|
||||
"no": "Нет",
|
||||
"yes": "Да",
|
||||
"options-u": "OPTIONS",
|
||||
@@ -193,6 +195,9 @@
|
||||
"never-use-aim": "Never use Aim",
|
||||
"toggle": "Toggle",
|
||||
"always-use-aim": "Always use Aim",
|
||||
"never-use-2-stunts": "Never use 2 Stunts",
|
||||
"prompt-for-2-stunts": "Prompt for 2 Stunts",
|
||||
"always-use-2-stunts": "Always use 2 Stunts",
|
||||
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
|
||||
"sections-u": "SECTIONS",
|
||||
"show-the-power-list": "Show the Power list in the Character tab",
|
||||
@@ -248,6 +253,7 @@
|
||||
"total": "Total",
|
||||
"target_number": "Target Number",
|
||||
"stunt_points": "Stunt Points",
|
||||
"stunt_die": "Stunt Die",
|
||||
"ability": "Ability",
|
||||
"ability_value": "Ability Value (field 1 of 4)",
|
||||
"focus_value": "Focus (field 2 of 4)",
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
"arcana/psychic-u": "ARCANA/PSYCHIC",
|
||||
"whisper-u": "WHISPER",
|
||||
"aim-u": "AIM",
|
||||
"stunts2-u": "2 Stunts",
|
||||
"char-name-u": "CHARACTER NAME",
|
||||
"mage": "Mage",
|
||||
"rogue": "Rogue",
|
||||
@@ -186,6 +187,7 @@
|
||||
"show": "Show",
|
||||
"hide": "Hide",
|
||||
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
|
||||
"add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
|
||||
"no": "No",
|
||||
"yes": "Yes",
|
||||
"options-u": "OPTIONS",
|
||||
@@ -193,6 +195,9 @@
|
||||
"never-use-aim": "Never use Aim",
|
||||
"toggle": "Toggle",
|
||||
"always-use-aim": "Always use Aim",
|
||||
"never-use-2-stunts": "Never use 2 Stunts",
|
||||
"prompt-for-2-stunts": "Prompt for 2 Stunts",
|
||||
"always-use-2-stunts": "Always use 2 Stunts",
|
||||
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
|
||||
"sections-u": "CHARACTER TAB SECTIONS",
|
||||
"show-the-power-list": "Show the Power list in the Character tab",
|
||||
@@ -248,6 +253,7 @@
|
||||
"total": "Total",
|
||||
"target_number": "Target Number",
|
||||
"stunt_points": "Stunt Points",
|
||||
"stunt_die": "Stunt Die",
|
||||
"ability": "Ability",
|
||||
"ability_value": "Ability Value (field 1 of 4)",
|
||||
"focus_value": "Focus (field 2 of 4)",
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
"arcana/psychic-u": "ARCANA/PSYCHIC",
|
||||
"whisper-u": "WHISPER",
|
||||
"aim-u": "AIM",
|
||||
"stunts2-u": "2 Stunts",
|
||||
"char-name-u": "CHARACTER NAME",
|
||||
"mage": "Mage",
|
||||
"rogue": "Rogue",
|
||||
@@ -186,6 +187,7 @@
|
||||
"show": "Visa",
|
||||
"hide": "Dölj",
|
||||
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
|
||||
"add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
|
||||
"no": "Nej",
|
||||
"yes": "Ja",
|
||||
"options-u": "OPTIONS",
|
||||
@@ -193,6 +195,9 @@
|
||||
"never-use-aim": "Never use Aim",
|
||||
"toggle": "Toggle",
|
||||
"always-use-aim": "Always use Aim",
|
||||
"never-use-2-stunts": "Never use 2 Stunts",
|
||||
"prompt-for-2-stunts": "Prompt for 2 Stunts",
|
||||
"always-use-2-stunts": "Always use 2 Stunts",
|
||||
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
|
||||
"sections-u": "SECTIONS",
|
||||
"show-the-power-list": "Show the Power list in the Character tab",
|
||||
@@ -248,6 +253,7 @@
|
||||
"total": "Total",
|
||||
"target_number": "Target Number",
|
||||
"stunt_points": "Stunt Points",
|
||||
"stunt_die": "Stunt Die",
|
||||
"ability": "Ability",
|
||||
"ability_value": "Ability Value (field 1 of 4)",
|
||||
"focus_value": "Focus (field 2 of 4)",
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
"arcana/psychic-u": "ARCANA/PSYCHIC",
|
||||
"whisper-u": "WHISPER",
|
||||
"aim-u": "AIM",
|
||||
"stunts2-u": "2 Stunts",
|
||||
"char-name-u": "CHARACTER NAME",
|
||||
"mage": "Mage",
|
||||
"rogue": "Rogue",
|
||||
@@ -186,6 +187,7 @@
|
||||
"show": "Show",
|
||||
"hide": "Hide",
|
||||
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
|
||||
"add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
|
||||
"no": "Hayır",
|
||||
"yes": "Evet",
|
||||
"options-u": "OPTIONS",
|
||||
@@ -193,6 +195,9 @@
|
||||
"never-use-aim": "Never use Aim",
|
||||
"toggle": "Toggle",
|
||||
"always-use-aim": "Always use Aim",
|
||||
"never-use-2-stunts": "Never use 2 Stunts",
|
||||
"prompt-for-2-stunts": "Prompt for 2 Stunts",
|
||||
"always-use-2-stunts": "Always use 2 Stunts",
|
||||
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
|
||||
"sections-u": "SECTIONS",
|
||||
"show-the-power-list": "Show the Power list in the Character tab",
|
||||
@@ -248,6 +253,7 @@
|
||||
"total": "Total",
|
||||
"target_number": "Target Number",
|
||||
"stunt_points": "Stunt Points",
|
||||
"stunt_die": "Stunt Die",
|
||||
"ability": "Ability",
|
||||
"ability_value": "Ability Value (field 1 of 4)",
|
||||
"focus_value": "Focus (field 2 of 4)",
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
"arcana/psychic-u": "ARCANA/PSYCHIC",
|
||||
"whisper-u": "WHISPER",
|
||||
"aim-u": "AIM",
|
||||
"stunts2-u": "2 Stunts",
|
||||
"char-name-u": "CHARACTER NAME",
|
||||
"mage": "Mage",
|
||||
"rogue": "Rogue",
|
||||
@@ -186,6 +187,7 @@
|
||||
"show": "Show",
|
||||
"hide": "Hide",
|
||||
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
|
||||
"add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
|
||||
"no": "No",
|
||||
"yes": "Yes",
|
||||
"options-u": "OPTIONS",
|
||||
@@ -193,6 +195,9 @@
|
||||
"never-use-aim": "Never use Aim",
|
||||
"toggle": "Toggle",
|
||||
"always-use-aim": "Always use Aim",
|
||||
"never-use-2-stunts": "Never use 2 Stunts",
|
||||
"prompt-for-2-stunts": "Prompt for 2 Stunts",
|
||||
"always-use-2-stunts": "Always use 2 Stunts",
|
||||
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
|
||||
"sections-u": "CHARACTER TAB SECTIONS",
|
||||
"show-the-power-list": "Show the Power list in the Character tab",
|
||||
@@ -248,6 +253,7 @@
|
||||
"total": "Total",
|
||||
"target_number": "Target Number",
|
||||
"stunt_points": "Stunt Points",
|
||||
"stunt_die": "Stunt Die",
|
||||
"ability": "Ability",
|
||||
"ability_value": "Ability Value (field 1 of 4)",
|
||||
"focus_value": "Focus (field 2 of 4)",
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
"arcana/psychic-u": "ARCANA/PSYCHIC",
|
||||
"whisper-u": "WHISPER",
|
||||
"aim-u": "AIM",
|
||||
"stunts2-u": "2 Stunts",
|
||||
"char-name-u": "CHARACTER NAME",
|
||||
"mage": "Mage",
|
||||
"rogue": "盜賊",
|
||||
@@ -186,6 +187,7 @@
|
||||
"show": "顯示",
|
||||
"hide": "隱藏",
|
||||
"apply-armor-penalty-to-dexterity-rolls": "Apply Armor Penalty to Dexterity rolls",
|
||||
"add-tiebreaker-to-initiative-rolls": "Add Tiebreaker to Initiative rolls",
|
||||
"no": "否",
|
||||
"yes": "是",
|
||||
"options-u": "OPTIONS",
|
||||
@@ -193,6 +195,9 @@
|
||||
"never-use-aim": "Never use Aim",
|
||||
"toggle": "Toggle",
|
||||
"always-use-aim": "Always use Aim",
|
||||
"never-use-2-stunts": "Never use 2 Stunts",
|
||||
"prompt-for-2-stunts": "Prompt for 2 Stunts",
|
||||
"always-use-2-stunts": "Always use 2 Stunts",
|
||||
"aim-value-a-value-must-be-entered-here": "Aim value (a number MUST be entered here)",
|
||||
"sections-u": "SECTIONS",
|
||||
"show-the-power-list": "Show the Power list in the Character tab",
|
||||
@@ -248,6 +253,7 @@
|
||||
"total": "Total",
|
||||
"target_number": "Target Number",
|
||||
"stunt_points": "Stunt Points",
|
||||
"stunt_die": "Stunt Die",
|
||||
"ability": "Ability",
|
||||
"ability_value": "Ability Value (field 1 of 4)",
|
||||
"focus_value": "Focus (field 2 of 4)",
|
||||
|
||||
@@ -0,0 +1,353 @@
|
||||
{
|
||||
"art": "art",
|
||||
"armor prce": "armor prce",
|
||||
"(0%)": "(0%)",
|
||||
"(10%)": "(10%)",
|
||||
"(20%)": "(20%)",
|
||||
"(30%)": "(30%)",
|
||||
"(40%)": "(40%)",
|
||||
"(record pristine/worn/junk status)": "(record pristine/worn/junk status)",
|
||||
"0": "0",
|
||||
"Survivor's Name": "Survivor's Name",
|
||||
"10": "10",
|
||||
"Individual Bonds": "Individual Bonds",
|
||||
"Community Bonds": "Community Bonds",
|
||||
"112382": "112382",
|
||||
"motivations and mental disorders": "motivations and mental disorders",
|
||||
"incidents of san loss without going insane": "incidents of san loss without going insane",
|
||||
"wounds and ailments": "wounds and ailments",
|
||||
"armor and gear": "armor and gear",
|
||||
"weapons": "weapons",
|
||||
"personal details and notes": "personal details and notes",
|
||||
"Archetype": "Archetype",
|
||||
"Setting": "Setting",
|
||||
"315": "315",
|
||||
"Current Home": "Current Home",
|
||||
"Sex": "Sex",
|
||||
"Age": "Age",
|
||||
"Birthplace": "Birthplace",
|
||||
"8 points of thick hide": "8 points of thick hide",
|
||||
"adapted": "adapted",
|
||||
"age": "age",
|
||||
"agent signature": "agent signature",
|
||||
"alertness fail checkbox": "alertness fail checkbox",
|
||||
"alertness rank": "alertness rank",
|
||||
"alertness": "alertness",
|
||||
"ammo input": "ammo input",
|
||||
"ammo": "ammo",
|
||||
"anthropology fail checkbox": "anthropology fail checkbox",
|
||||
"anthropology rank": "anthropology rank",
|
||||
"anthropology": "anthropology",
|
||||
"appraise fail checkbox": "appraise fail checkbox",
|
||||
"appraise rank": "appraise rank",
|
||||
"appraise": "appraise",
|
||||
"Skills": "Skills",
|
||||
"archeology fail checkbox": "archeology fail checkbox",
|
||||
"archeology rank": "archeology rank",
|
||||
"archeology": "archeology",
|
||||
"armor piercing input": "armor piercing input",
|
||||
"armor piercing": "armor piercing",
|
||||
"armor": "armor",
|
||||
"art fail checkbox": "art fail checkbox",
|
||||
"art name": "art name",
|
||||
"art rank": "art rank",
|
||||
"art roll": "art roll",
|
||||
"artillery fail checkbox": "artillery fail checkbox",
|
||||
"artillery rank": "artillery rank",
|
||||
"artillery roll": "artillery roll",
|
||||
"artillery": "artillery",
|
||||
"athletics fail checkbox": "athletics fail checkbox",
|
||||
"athletics rank": "athletics rank",
|
||||
"athletics roll": "athletics roll",
|
||||
"athletics": "athletics",
|
||||
"attack": "attack",
|
||||
"attacks": "attacks",
|
||||
"authorizing officer": "authorizing officer",
|
||||
"base range input": "base range input",
|
||||
"base range": "base range",
|
||||
"Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.": "Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.",
|
||||
"bond name": "bond name",
|
||||
"bond score": "bond score",
|
||||
"bond flag": "bond flag",
|
||||
"BP": "BP",
|
||||
"breaking point": "breaking point",
|
||||
"CHA": "CHA",
|
||||
"character name": "Character name",
|
||||
"charisma distinguishing features": "charisma distinguishing features",
|
||||
"charisma roll": "charisma roll",
|
||||
"charisma score": "charisma score",
|
||||
"charisma": "charisma",
|
||||
"Check a box when you attempt to use a skill and fail. After the session, add 1d4-1 to each checked skill and erase all checks.": "Check a box when you attempt to use a skill and fail. After the session, add 1d4-1 to each checked skill and erase all checks.",
|
||||
"checkbox for first aid": "checkbox for first aid",
|
||||
"CON": "CON",
|
||||
"constitution distinguishing features": "constitution distinguishing features",
|
||||
"constitution roll": "constitution roll",
|
||||
"constitution score": "constitution score",
|
||||
"constitution": "constitution",
|
||||
"craft fail checkbox": "craft fail checkbox",
|
||||
"craft name": "craft name",
|
||||
"craft rank": "craft rank",
|
||||
"craft roll": "craft roll",
|
||||
"craft": "craft",
|
||||
"current status:": "current status:",
|
||||
"damage input": "damage input",
|
||||
"damage": "damage",
|
||||
"damage bonus": "damage bonus",
|
||||
"damage (×2)": "damage (×2)",
|
||||
"DB": "DB",
|
||||
"DD": "DD",
|
||||
"demolitions fail checkbox": "demolitions fail checkbox",
|
||||
"demolitions rank": "demolitions rank",
|
||||
"demolitions roll": "demolitions roll",
|
||||
"demolitions": "demolitions",
|
||||
"developments which affect home and family": "developments which affect home and family",
|
||||
"DEX": "DEX",
|
||||
"dexterity distinguishing features": "dexterity distinguishing features",
|
||||
"dexterity roll": "dexterity roll",
|
||||
"dexterity score": "dexterity score",
|
||||
"dexterity": "dexterity",
|
||||
"disguise fail checkbox": "disguise fail checkbox",
|
||||
"disguise rank": "disguise rank",
|
||||
"disguise roll": "disguise roll",
|
||||
"disguise": "disguise",
|
||||
"distinguishing features": "distinguishing features",
|
||||
"dodge fail checkbox": "dodge fail checkbox",
|
||||
"dodge rank": "dodge rank",
|
||||
"dodge roll": "dodge roll",
|
||||
"dodge": "dodge",
|
||||
"drive fail checkbox": "drive fail checkbox",
|
||||
"drive rank": "drive rank",
|
||||
"drive roll": "drive roll",
|
||||
"drive": "drive",
|
||||
"education": "education and occupational history",
|
||||
"employer": "employer",
|
||||
"enter a name for non-player character": "enter a name for non-player character",
|
||||
"enter armor text": "enter armor text",
|
||||
"enter hit points": "enter hit points",
|
||||
"enter npc description": "enter npc description",
|
||||
"enter sanity loss": "enter sanity loss",
|
||||
"enter willpower points": "enter willpower points",
|
||||
"equipment & resources": "equipment & resources",
|
||||
"firearms fail checkbox": "firearms fail checkbox",
|
||||
"firearms rank": "firearms rank",
|
||||
"firearms roll": "firearms roll",
|
||||
"firearms": "firearms",
|
||||
"first aid fail checkbox": "first aid fail checkbox",
|
||||
"first aid rank": "first aid rank",
|
||||
"first aid roll": "first aid roll",
|
||||
"first aid": "first aid",
|
||||
"forensics fail checkbox": "forensics fail checkbox",
|
||||
"forensics rank": "forensics rank",
|
||||
"forensics roll": "forensics roll",
|
||||
"forensics": "forensics",
|
||||
"foriegn languages and other skills:": "foriegn languages and other skills:",
|
||||
"gm whisper toggle": "gm whisper toggle",
|
||||
"GM Whisper": "GM Whisper",
|
||||
"Has First Aid been attempted since the last injury?": "Has First Aid been attempted since the last injury?",
|
||||
"heavy machinery fail checkbox": "heavy machinery fail checkbox",
|
||||
"heavy machinery rank": "heavy machinery rank",
|
||||
"heavy machinery roll": "heavy machinery roll",
|
||||
"heavy machinery": "heavy machinery",
|
||||
"heavy weapons fail checkbox": "heavy weapons fail checkbox",
|
||||
"heavy weapons rank": "heavy weapons rank",
|
||||
"heavy weapons roll": "heavy weapons roll",
|
||||
"heavy weapons": "heavy weapons",
|
||||
"helplessness 1": "helplessness 1",
|
||||
"helplessness 2": "helplessness 2",
|
||||
"helplessness 3": "helplessness 3",
|
||||
"helplessness": "helplessness",
|
||||
"history fail checkbox": "history fail checkbox",
|
||||
"history rank": "history rank",
|
||||
"history roll": "history roll",
|
||||
"history": "history",
|
||||
"hit points": "hit points",
|
||||
"HP": "HP",
|
||||
"insight fail checkbox": "insight fail checkbox",
|
||||
"insight rank": "insight rank",
|
||||
"insight roll": "insight roll",
|
||||
"insight": "insight",
|
||||
"injuries": "injuries",
|
||||
"INT": "INT",
|
||||
"intelligence distinguishing features": "intelligence distinguishing features",
|
||||
"intelligence roll": "intelligence roll",
|
||||
"intelligence score": "intelligence score",
|
||||
"intelligence": "intelligence",
|
||||
"kill radius input": "kill radius input",
|
||||
"kill radius": "kill radius",
|
||||
"law fail checkbox": "law fail checkbox",
|
||||
"law rank": "law rank",
|
||||
"law roll": "law roll",
|
||||
"law": "law",
|
||||
"lethality % input": "lethality % input",
|
||||
"lethality %": "lethality %",
|
||||
"lethality": "lethality",
|
||||
"lethality (×2)": "lethality (×2)",
|
||||
"luck": "Luck",
|
||||
"Luck": "Luck",
|
||||
"medicine fail checkbox": "medicine fail checkbox",
|
||||
"medicine rank": "medicine rank",
|
||||
"medicine roll": "medicine roll",
|
||||
"medicine": "medicine",
|
||||
"melee weapons fail checkbox": "melee weapons fail checkbox",
|
||||
"melee weapons rank": "melee weapons rank",
|
||||
"melee weapons roll": "melee weapons roll",
|
||||
"melee weapons": "melee weapons",
|
||||
"military science fail checkbox": "military science fail checkbox",
|
||||
"military science name": "military science name",
|
||||
"military science rank": "military science rank",
|
||||
"military science roll": "military science roll",
|
||||
"military science": "military science",
|
||||
"motivations": "motivations",
|
||||
"name": "name",
|
||||
"nationality": "nationality",
|
||||
"navigate fail checkbox": "navigate fail checkbox",
|
||||
"navigate rank": "navigate rank",
|
||||
"navigate roll": "navigate roll",
|
||||
"navigate": "navigate",
|
||||
"notes": "notes",
|
||||
"npc": "NPC",
|
||||
"occult fail checkbox": "occult fail checkbox",
|
||||
"occult rank": "occult rank",
|
||||
"occult roll": "occult roll",
|
||||
"occult": "occult",
|
||||
"off": "off",
|
||||
"on": "on",
|
||||
"other notes name": "other notes name",
|
||||
"other notes": "other notes",
|
||||
"pc": "PC",
|
||||
"permanent resources": "permanent resources",
|
||||
"personal data": "personal data",
|
||||
"persuade fail checkbox": "persuade fail checkbox",
|
||||
"persuade rank": "persuade rank",
|
||||
"persuade roll": "persuade roll",
|
||||
"persuade": "persuade",
|
||||
"pharmacy fail checkbox": "pharmacy fail checkbox",
|
||||
"pharmacy rank": "pharmacy rank",
|
||||
"pharmacy roll": "pharmacy roll",
|
||||
"pharmacy": "pharmacy",
|
||||
"pilot fail checkbox": "pilot fail checkbox",
|
||||
"pilot name": "pilot name",
|
||||
"pilot rank": "pilot rank",
|
||||
"pilot roll": "pilot roll",
|
||||
"pilot": "pilot",
|
||||
"Please indicate why this agent was recruited and why the agent agreed to be recruited.": "Please indicate why this agent was recruited and why the agent agreed to be recruited.",
|
||||
"post apoc lore fail checkbox": "post apoc lore fail checkbox",
|
||||
"post apoc lore name": "post apoc lore name",
|
||||
"post apoc lore rank": "post apoc lore rank",
|
||||
"post apoc lore roll": "post apoc lore roll",
|
||||
"post apoc lore": "post apoc lore",
|
||||
"POW": "POW",
|
||||
"power distinguishing features": "power distinguishing features",
|
||||
"power roll": "power roll",
|
||||
"power score": "power score",
|
||||
"power": "power",
|
||||
"pris/worn/junk": "pris/worn/junk",
|
||||
"pristine": "pristine",
|
||||
"reassure fail checkbox": "reassure fail checkbox",
|
||||
"reassure rank": "reassure rank",
|
||||
"reassure roll": "reassure roll",
|
||||
"reassure": "reassure",
|
||||
"research fail checkbox": "research fail checkbox",
|
||||
"research rank": "research rank",
|
||||
"research roll": "research roll",
|
||||
"research": "research",
|
||||
"resource checks": "resource checks",
|
||||
"resources at hand": "resources at hand",
|
||||
"resources stowed": "resources stowed",
|
||||
"resources in storage": "resources in storage",
|
||||
"bonds and disorders": "bonds and disorders",
|
||||
"rank": "skill %",
|
||||
"recovery SAN": "recovery SAN",
|
||||
"remarks": "remarks",
|
||||
"ranged weapons fail checkbox": "ranged weapons fail checkbox",
|
||||
"ranged weapons rank": "ranged weapons rank",
|
||||
"ranged weapons roll": "ranged weapons roll",
|
||||
"ranged weapons": "ranged weapons",
|
||||
"resources": "resources",
|
||||
"ride fail checkbox": "ride fail checkbox",
|
||||
"ride rank": "ride rank",
|
||||
"ride roll": "ride roll",
|
||||
"ride": "ride",
|
||||
"roll": "roll",
|
||||
"SAN": "SAN",
|
||||
"SAN LOSS": "SAN LOSS",
|
||||
"sanity points": "sanity points",
|
||||
"scavenge fail checkbox": "scavenge fail checkbox",
|
||||
"scavenge rank": "scavenge rank",
|
||||
"scavenge roll": "scavenge roll",
|
||||
"scavenge": "scavenge",
|
||||
"science fail checkbox": "science fail checkbox",
|
||||
"science name": "science name",
|
||||
"science rank": "science rank",
|
||||
"science roll": "science roll",
|
||||
"science": "science",
|
||||
"score": "score",
|
||||
"search fail checkbox": "search fail checkbox",
|
||||
"search rank": "search rank",
|
||||
"search roll": "search roll",
|
||||
"search": "search",
|
||||
"sex": "sex",
|
||||
"sheet settings toggle": "sheet settings toggle",
|
||||
"sheet settings": "sheet settings",
|
||||
"sheet type": "Sheet Type",
|
||||
"Sheet Type": "Sheet Type",
|
||||
"skill % input": "skill % input",
|
||||
"skill %": "skill %",
|
||||
"skill fail checkbox": "skill fail checkbox",
|
||||
"specialization name": "specialization name",
|
||||
"skill or stat used": "skill or stat used",
|
||||
"skill rank": "skill rank",
|
||||
"skill roll": "skill roll",
|
||||
"skill": "name",
|
||||
"skills": "skills",
|
||||
"special training input": "special training input",
|
||||
"statistical data": "statistical data",
|
||||
"Statistics": "Statistics",
|
||||
"stealth fail checkbox": "stealth fail checkbox",
|
||||
"stealth rank": "stealth rank",
|
||||
"stealth roll": "stealth roll",
|
||||
"stealth": "stealth",
|
||||
"STR": "STR",
|
||||
"strength distinguishing features": "strength distinguishing features",
|
||||
"strength roll": "strength roll",
|
||||
"strength score": "strength score",
|
||||
"strength": "strength",
|
||||
"surgery fail checkbox": "surgery fail checkbox",
|
||||
"surgery rank": "surgery rank",
|
||||
"surgery roll": "surgery roll",
|
||||
"surgery": "surgery",
|
||||
"survival fail checkbox": "survival fail checkbox",
|
||||
"survival rank": "survival rank",
|
||||
"survival roll": "survival roll",
|
||||
"survival": "survival",
|
||||
"swim fail checkbox": "swim fail checkbox",
|
||||
"swim rank": "swim rank",
|
||||
"swim roll": "swim roll",
|
||||
"swim": "swim",
|
||||
"technology use fail checkbox": "technology use fail checkbox",
|
||||
"technology use rank": "technology use rank",
|
||||
"technology use roll": "technology use roll",
|
||||
"technology use": "technology use",
|
||||
"top secret//orcon//special access required delta green agent documenation sheet": "top secret//orcon//special access required delta green agent documenation sheet ",
|
||||
"unarmed combat fail checkbox": "unarmed combat fail checkbox",
|
||||
"unarmed combat rank": "unarmed combat rank",
|
||||
"unarmed combat roll": "unarmed combat roll",
|
||||
"unarmed combat": "unarmed combat",
|
||||
"united states form": "united states form",
|
||||
"unnatural fail checkbox": "unnatural fail checkbox",
|
||||
"unnatural rank": "unnatural rank",
|
||||
"unnatural roll": "unnatural roll",
|
||||
"unnatural": "unnatural",
|
||||
"uses per game": "uses per game",
|
||||
"violence 1": "violence 1",
|
||||
"violence 2": "violence 2",
|
||||
"violence 3": "violence 3",
|
||||
"violence": "violence",
|
||||
"weapons input": "weapons input",
|
||||
"whisper rolls to gm": "whisper rolls to gm",
|
||||
"willpower points": "willpower points",
|
||||
"WP": "WP",
|
||||
"x5": "x5",
|
||||
"yes: only Medicine, Surgery, or long-term rest can help further.": "yes: only Medicine, Surgery, or long-term rest can help further.",
|
||||
"-": "-"
|
||||
}
|
||||
@@ -0,0 +1,357 @@
|
||||
{
|
||||
"1d6": "d6",
|
||||
"2d6": "2d6",
|
||||
"_": "",
|
||||
"academic": "Academic",
|
||||
"academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry. <br /><br />As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.",
|
||||
"acrobatics": "Acrobatics",
|
||||
"acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge. <br /><br />As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.",
|
||||
"acting_beyond_attacks": "Acting beyond attacks",
|
||||
"advantage": "Advantage",
|
||||
"advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used. <br /><br />If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.",
|
||||
"approach": "Approach",
|
||||
"approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert. <br /><br />If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).",
|
||||
"arcana": "Arcana",
|
||||
"arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual. <br /><br />When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.",
|
||||
"artistry": "Artistry",
|
||||
"artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork. <br /><br />As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.",
|
||||
"assistance": "Assistance",
|
||||
"assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check. <br /><br />Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.",
|
||||
"attack": "Attack",
|
||||
"attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it. <br /><br />Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).",
|
||||
"base_effect": "Base Effect",
|
||||
"blood": "Blood",
|
||||
"blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead. <br /><br />Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.",
|
||||
"bonds": "Bonds",
|
||||
"bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict. <br /><br />Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.",
|
||||
"boon": "Boon",
|
||||
"boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage",
|
||||
"careful": "Careful",
|
||||
"careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN). <br /><br />Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.",
|
||||
"character_mode": "Character",
|
||||
"character_name": "A hero rises to save the world, thus named:",
|
||||
"charisma": "Charisma",
|
||||
"charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile. <br /><br />As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.",
|
||||
"chooses": "chooses",
|
||||
"combat_booming_voice": "Booming voice [+1 Physical damage]",
|
||||
"combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]",
|
||||
"combat_crossbow": "Crossbow [+2 Physical damage]",
|
||||
"combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]",
|
||||
"combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]",
|
||||
"combat_darts": "8 darts [+1 Physical damage each]",
|
||||
"combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]",
|
||||
"combat_flaming_sword": "Flaming sword [+3 physical damage]",
|
||||
"combat_health": "Psychosocial Health",
|
||||
"combat_iron_briefs": "Iron briefs [+1 Physical resist]",
|
||||
"combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]",
|
||||
"combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]",
|
||||
"combat_pitchfork": "Pitchfork [+0 Physical damage]",
|
||||
"combat_plate_armor": "Plate armor [+2 Physical resist]",
|
||||
"combat_scowling_face": "A scowling face [+0 Psychosocial damage]",
|
||||
"combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]",
|
||||
"combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]",
|
||||
"combat_sturdy_sword": "Sturdy sword [+2 Physical damage]",
|
||||
"combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]",
|
||||
"complexity": "Complexity",
|
||||
"complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.",
|
||||
"concerted": "Concerted",
|
||||
"concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN). <br /><br />Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.",
|
||||
"conflict": "Conflict",
|
||||
"conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns. <br /><br />Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.",
|
||||
"consequence": "Consequence",
|
||||
"consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.",
|
||||
"coordination": "Coordination",
|
||||
"coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination. <br /><br />As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.",
|
||||
"creative": "Creative",
|
||||
"creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN). <br /><br />Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.",
|
||||
"culture": "Culture",
|
||||
"culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore. <br /><br />As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.",
|
||||
"current": "Current",
|
||||
"damage": "Damage",
|
||||
"damage_and_defense": "Damage & Defense",
|
||||
"damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.",
|
||||
"damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.<br /><br />On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.",
|
||||
"defending_attacking": "Defending/Attacking",
|
||||
"description": "Description",
|
||||
"description_placeholder": "Description...",
|
||||
"difficulty": "Difficulty",
|
||||
"difficulty_modifier": "Difficulty Modifier",
|
||||
"difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check. <br /><br />A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.",
|
||||
"doom": "Doom",
|
||||
"doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.<br /><br />If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.",
|
||||
"doomsday_clock": "Doomsday Clock",
|
||||
"doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.",
|
||||
"enhanced": "Enhanced Version",
|
||||
"experience": "Experience",
|
||||
"export_character": "Export Character",
|
||||
"fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.",
|
||||
"fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.",
|
||||
"fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.",
|
||||
"fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.",
|
||||
"fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.",
|
||||
"fallen_consequence_6": "May now speak to the dead.",
|
||||
"fallen_consequences": "Fallen Consequences",
|
||||
"fallen_heroes": "Fallen Heroes",
|
||||
"fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.",
|
||||
"focus": "Focus",
|
||||
"focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits. <br /><br />When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.",
|
||||
"glossary": "Glossary",
|
||||
"group_skill_check": "Group Skill Check",
|
||||
"group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.",
|
||||
"guile": "Guile",
|
||||
"guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith. <br /><br />As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.",
|
||||
"guts": "Guts",
|
||||
"guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead. <br /><br />Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.",
|
||||
"impose": "Impose",
|
||||
"impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark. <br /><br />As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.",
|
||||
"initiative_category": "Initiative Category",
|
||||
"initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions. <br /><br />Before each Round, players may decide beforehand what everyone's Initiative Category is.",
|
||||
"insight": "Insight",
|
||||
"insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed. <br /><br />As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.",
|
||||
"inventory": "Inventory",
|
||||
"inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.",
|
||||
"item_name": "Name",
|
||||
"item_points": "Points",
|
||||
"item_pool": "Pool",
|
||||
"item_quantity": "Qty.",
|
||||
"item_type": "Item Type",
|
||||
"item_used": "Spent",
|
||||
"knowledge": "Knowledge",
|
||||
"knowledge_description": "Careful: assess, inquire, analyze<br />Concerted: recall, memorize, restore<br />Creative: theorize, shift, make logical connections",
|
||||
"learning_spells_and_techniques": "Learning Spells & Techniques",
|
||||
"learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor. <br /><br />The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.",
|
||||
"life": "Life",
|
||||
"life_and_death": "Life & Death: Fallen Heroes",
|
||||
"long_rest": "Long Rest",
|
||||
"makes_them_different": "What makes them different?",
|
||||
"max": "Max",
|
||||
"mod": "Mod",
|
||||
"modifier": "Modifier",
|
||||
"moment": "Moment",
|
||||
"moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives. <br /><br />The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.",
|
||||
"movement_in_conflict": "Movement in Conflict",
|
||||
"movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.",
|
||||
"name_placeholder": "Name...",
|
||||
"npc_mode": "NPC",
|
||||
"npc_name": "Name",
|
||||
"observe": "Observe",
|
||||
"observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later. <br /><br />As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.",
|
||||
"oddities_ancient_ring": "An ancient and unbreakable ring",
|
||||
"oddities_and_valuables": "Oddities & Valuables",
|
||||
"oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.",
|
||||
"oddities_darkvision_glasses": "A pair of glasses granting darkvision",
|
||||
"oddities_dead_donkey": "The bottom half of a dead donkey",
|
||||
"oddities_divine_blood": "A vial of a divine being’s blood",
|
||||
"oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent",
|
||||
"oddities_hat": "A hat that somehow always keeps your head dry",
|
||||
"oddities_heavy_crown": "A heavy crown with an oppressive aura",
|
||||
"oddities_human_teeth": "A pouch of human teeth",
|
||||
"oddities_monkey_head": "Shrunken monkey heads",
|
||||
"oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour",
|
||||
"oddities_seashell_horn": "A seashell horn good luck charm",
|
||||
"oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks",
|
||||
"oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings",
|
||||
"oddities_silk_dress": "A constantly-glowing silk dress",
|
||||
"oddities_songbird": "A songbird in a cage",
|
||||
"oddities_telepathic_yak": "A telepathic yak",
|
||||
"oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious",
|
||||
"oddities_tyrant_pants": "The pants of a local tyrant",
|
||||
"omen": "Omen",
|
||||
"omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed. <br /><br />Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.",
|
||||
"opportunity": "Opportunity",
|
||||
"opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.",
|
||||
"painful_lesson": "Most painful lesson",
|
||||
"physical": "Physical",
|
||||
"physical_description": "Careful: assess, be safe, be calm, follow guidelines<br />Concerted: charge, endure, overwhelm<br />Creative: bedazzle, innovate, exceed expectations",
|
||||
"physical_health": "Physical Health",
|
||||
"physique": "Physique",
|
||||
"physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater. <br /><br />As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.",
|
||||
"player_name": "Player Name",
|
||||
"portrait": "Portrait",
|
||||
"practical": "Practical",
|
||||
"practical_description": "Careful: soothe, refine, survey<br />Concerted: rush, withstand, brute force<br />Creative: invent, adapt, experiment",
|
||||
"pronouns": "Pronouns",
|
||||
"prowess": "Prowess",
|
||||
"prowess_description": "Careful: sense, attune, investigate<br />Concerted: assail, subsist, give all<br />Creative: explore, expand, create",
|
||||
"quick_overview": "A Quick Overview of Essential Mechanics",
|
||||
"recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.",
|
||||
"recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.",
|
||||
"requires_arc_api": "This feature requires the ARC API.",
|
||||
"rest": "Rest",
|
||||
"rest_and_recovery": "Rest and Recovery",
|
||||
"rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero. <br /><br />Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.",
|
||||
"ritual": "Ritual",
|
||||
"ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.",
|
||||
"ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.",
|
||||
"roll": "Roll",
|
||||
"roll_fail": "It fails...",
|
||||
"roll_success": "Success!",
|
||||
"roll_tie": "It's a tie.",
|
||||
"rolls": "rolls",
|
||||
"select_placeholder": "Select...",
|
||||
"settings": "Settings",
|
||||
"sheet_mode": "Sheet Mode",
|
||||
"short_desc": "Short Description",
|
||||
"short_rest": "Short Rest",
|
||||
"skill": "Skill",
|
||||
"skill_check": "Skill Check",
|
||||
"skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved. <br /><br />When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation. <br /><br />If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.",
|
||||
"skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert. <br /><br />Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).",
|
||||
"skill_info": "Skill Info",
|
||||
"skills": "Skills",
|
||||
"social": "Social",
|
||||
"social_description": "Careful: reason, detail, guide<br />Concerted: intimidate, enforce, invade<br />Creative: charm, incite, inspire",
|
||||
"spells_and_techniques": "Spells & Techniques",
|
||||
"spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.",
|
||||
"spells_and_techniques_in_conflict": "Spells & Techniques in Conflict",
|
||||
"spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.",
|
||||
"spells_bind_weapon": "Bind Weapon",
|
||||
"spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon",
|
||||
"spells_blackout": "Blackout",
|
||||
"spells_blackout_base_effect": "Stop others by making them fall asleep",
|
||||
"spells_burn_the_past": "Burn The Past",
|
||||
"spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target",
|
||||
"spells_compel": "Compel",
|
||||
"spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need",
|
||||
"spells_from_dust_to_dust": "From Dust To Dust",
|
||||
"spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust",
|
||||
"spells_lifebringer": "Lifebringer",
|
||||
"spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power",
|
||||
"spells_little_escapologist": "Little Escapologist",
|
||||
"spells_little_escapologist_base_effect": "Disappear from sight",
|
||||
"spells_manic_hands": "Manic Hands",
|
||||
"spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions",
|
||||
"spells_master_of_elements": "Master Of Elements",
|
||||
"spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will",
|
||||
"spells_pierce_the_veil": "Pierce The Veil",
|
||||
"spells_pierce_the_veil_base_effect": "See anywhere, any time",
|
||||
"spells_secret_door": "Secret Door",
|
||||
"spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?",
|
||||
"spells_shadowbind": "Shadowbind",
|
||||
"spells_shadowbind_base_effect": "Restrain a being of your choice",
|
||||
"spells_soundshift": "Soundshift",
|
||||
"spells_soundshift_base_effect": "Sound is your plaything. You decide its shape",
|
||||
"spells_spirit_pact": "Spirit Pact",
|
||||
"spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant",
|
||||
"spells_trick_of_the_light": "Trick Of The Light",
|
||||
"spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions",
|
||||
"spells_trinket": "Trinket",
|
||||
"spells_trinket_base_effect": "Minor magical effects certain to delight anyone",
|
||||
"spells_true_miracle": "True Miracle",
|
||||
"spells_true_miracle_base_effect": "Bring your wish to reality",
|
||||
"spells_unmask_the_self": "Unmask The Self",
|
||||
"spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see",
|
||||
"spells_whisper": "Whisper",
|
||||
"spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song",
|
||||
"spells_windstep": "Windstep",
|
||||
"spells_windstep_base_effect": "With concentration you step out and appear anywhere at will",
|
||||
"stand_ground": "Stand Ground",
|
||||
"stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level. <br /><br />Characters who choose to Stand Ground begin their Turn first in the Round.",
|
||||
"success_fail": "Success/Fail",
|
||||
"supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug",
|
||||
"supplies_and_oddities": "Supplies & Oddities",
|
||||
"supplies_and_sundries": "Supplies & Sundries",
|
||||
"supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.",
|
||||
"supplies_artisans_tools": "Artisan’s tools and playing cards",
|
||||
"supplies_backpack": "Large backpack and a blank book",
|
||||
"supplies_bedroll": "Bedroll and local map",
|
||||
"supplies_board_games": "Board games and a gallon of beer",
|
||||
"supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes",
|
||||
"supplies_crowbar_and_lantern": "Crowbar and lantern",
|
||||
"supplies_encyclopeida": "Complete encyclopedia set",
|
||||
"supplies_fine_clothes": "Mirror and fine clothes",
|
||||
"supplies_fishing_pole": "Fishing pole and flint & tinder",
|
||||
"supplies_horse": "Horse and riding gear",
|
||||
"supplies_live_hen": "Live hen and its cage",
|
||||
"supplies_rations": "3 days’ rations",
|
||||
"supplies_rope_and_carpet": "10-height rope and a rolled-up carpet",
|
||||
"supplies_spyglass": "Spyglass and magic reagents",
|
||||
"supplies_tent": "2-person tent and a bottle of wine",
|
||||
"supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles",
|
||||
"supplies_traps": "Traps and animal bait",
|
||||
"survival": "Survival",
|
||||
"survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness. <br /><br />As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.",
|
||||
"tactics": "Tactics",
|
||||
"tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack. <br /><br />As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.",
|
||||
"takes_a_rest": "takes a",
|
||||
"techniques_become_one": "Become One",
|
||||
"techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else",
|
||||
"techniques_bind_magic": "Bind Magic",
|
||||
"techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique",
|
||||
"techniques_deadly_focus": "Deadly Focus",
|
||||
"techniques_deadly_focus_base_effect": "Damage is doubled",
|
||||
"techniques_defy_the_fates": "Defy The Fates",
|
||||
"techniques_defy_the_fates_base_effect": "Rewind time",
|
||||
"techniques_dispel": "Dispel",
|
||||
"techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique",
|
||||
"techniques_doompause": "Doompause",
|
||||
"techniques_doompause_base_effect": "Hold off the Doom",
|
||||
"techniques_flowmotion": "Flowmotion",
|
||||
"techniques_flowmotion_base_effect": "Move fast—very fast",
|
||||
"techniques_fluorescent_transcendence": "Fluorescent Transcendence",
|
||||
"techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment",
|
||||
"techniques_heartpiercer": "Heartpiercer",
|
||||
"techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist",
|
||||
"techniques_inspiration": "Inspiration",
|
||||
"techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action",
|
||||
"techniques_interdiction": "Interdiction",
|
||||
"techniques_interdiction_base_effect": "Bar an opponent from using a specific approach",
|
||||
"techniques_memory_seed": "Memory Seed",
|
||||
"techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with",
|
||||
"techniques_netherwave": "Netherwave",
|
||||
"techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet",
|
||||
"techniques_only_ones_who_know": "Only Ones Who Know",
|
||||
"techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does",
|
||||
"techniques_redo": "Redo",
|
||||
"techniques_redo_base_effect": "Reroll the last skill check",
|
||||
"techniques_saving_grace": "Saving Grace",
|
||||
"techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you",
|
||||
"techniques_stonewall": "Stonewall",
|
||||
"techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally",
|
||||
"techniques_turn_the_tide": "Turn The Tide",
|
||||
"techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take",
|
||||
"techniques_uncanny_alarm": "Uncanny Alarm",
|
||||
"techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict",
|
||||
"techniques_weave_through_water": "Weave Through Water",
|
||||
"techniques_weave_through_water_base_effect": "Learn to walk or breathe through water",
|
||||
"tests": "tests",
|
||||
"theme": "Theme",
|
||||
"three_rumors": "Persistent rumors",
|
||||
"threshold_number": "Threshold Number",
|
||||
"threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.<br /><br />Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.",
|
||||
"tinker": "Tinker",
|
||||
"tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures. <br /><br />As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.",
|
||||
"tn": "TN",
|
||||
"tn_difficult": "Difficult [TN +0]",
|
||||
"tn_easy": "Easy [TN +1]",
|
||||
"tn_impossibly_difficult": "Impossibly Difficult [TN -3]",
|
||||
"tn_modifier+0": "[+0 to TN] No change ",
|
||||
"tn_modifier+1": "[+1 to TN] Easy",
|
||||
"tn_modifier+2": "[+2 to TN] Intensely easy",
|
||||
"tn_modifier+3": "[+3 to TN] Exceptionally easy ",
|
||||
"tn_modifier-1": "[-1 to TN] Very difficult",
|
||||
"tn_modifier-2": "[-2 to TN] Staggeringly difficult",
|
||||
"tn_modifier-3": "[-3 to TN] Extremely difficult",
|
||||
"tn_no_change": "No change",
|
||||
"tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]",
|
||||
"tn_very_difficult": "Very Difficult [TN -1]",
|
||||
"tooltip_hide": "Hide",
|
||||
"tooltip_show": "Show",
|
||||
"tooltips": "Toggle Tooltip",
|
||||
"trade": "Trade",
|
||||
"trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items. <br /><br />As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.",
|
||||
"turn": "Turn",
|
||||
"turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights. <br /><br />Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.",
|
||||
"update_character_sheet": "Don't forget to update your hero's character sheet.",
|
||||
"use_dark": "Dark",
|
||||
"use_light": "Light",
|
||||
"use_sync": "Sync with Browser",
|
||||
"version": "Version",
|
||||
"versus": "vs",
|
||||
"weaponry": "Weaponry",
|
||||
"weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points. <br /><br />As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.",
|
||||
"xp": "XP",
|
||||
"xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).",
|
||||
"xp_spent": "Spent",
|
||||
"xp_total": "Total"
|
||||
}
|
||||
+350
-350
@@ -1,357 +1,357 @@
|
||||
{
|
||||
"1d6": "d6",
|
||||
"2d6": "2d6",
|
||||
"1d6": "1k6",
|
||||
"2d6": "2k6",
|
||||
"_": "",
|
||||
"academic": "Academic",
|
||||
"academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry. <br /><br />As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.",
|
||||
"acrobatics": "Acrobatics",
|
||||
"acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge. <br /><br />As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.",
|
||||
"acting_beyond_attacks": "Acting beyond attacks",
|
||||
"advantage": "Advantage",
|
||||
"advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used. <br /><br />If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.",
|
||||
"approach": "Approach",
|
||||
"approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert. <br /><br />If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).",
|
||||
"arcana": "Arcana",
|
||||
"arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual. <br /><br />When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.",
|
||||
"artistry": "Artistry",
|
||||
"artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork. <br /><br />As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.",
|
||||
"assistance": "Assistance",
|
||||
"assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check. <br /><br />Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.",
|
||||
"attack": "Attack",
|
||||
"attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it. <br /><br />Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).",
|
||||
"base_effect": "Base Effect",
|
||||
"blood": "Blood",
|
||||
"blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead. <br /><br />Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.",
|
||||
"bonds": "Bonds",
|
||||
"bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict. <br /><br />Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.",
|
||||
"boon": "Boon",
|
||||
"boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage",
|
||||
"careful": "Careful",
|
||||
"careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN). <br /><br />Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.",
|
||||
"character_mode": "Character",
|
||||
"character_name": "A hero rises to save the world, thus named:",
|
||||
"charisma": "Charisma",
|
||||
"charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile. <br /><br />As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.",
|
||||
"chooses": "chooses",
|
||||
"combat_booming_voice": "Booming voice [+1 Physical damage]",
|
||||
"combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]",
|
||||
"combat_crossbow": "Crossbow [+2 Physical damage]",
|
||||
"combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]",
|
||||
"combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]",
|
||||
"combat_darts": "8 darts [+1 Physical damage each]",
|
||||
"combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]",
|
||||
"combat_flaming_sword": "Flaming sword [+3 physical damage]",
|
||||
"combat_health": "Psychosocial Health",
|
||||
"combat_iron_briefs": "Iron briefs [+1 Physical resist]",
|
||||
"combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]",
|
||||
"combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]",
|
||||
"combat_pitchfork": "Pitchfork [+0 Physical damage]",
|
||||
"combat_plate_armor": "Plate armor [+2 Physical resist]",
|
||||
"combat_scowling_face": "A scowling face [+0 Psychosocial damage]",
|
||||
"combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]",
|
||||
"combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]",
|
||||
"combat_sturdy_sword": "Sturdy sword [+2 Physical damage]",
|
||||
"combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]",
|
||||
"complexity": "Complexity",
|
||||
"complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.",
|
||||
"concerted": "Concerted",
|
||||
"concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN). <br /><br />Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.",
|
||||
"conflict": "Conflict",
|
||||
"conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns. <br /><br />Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.",
|
||||
"consequence": "Consequence",
|
||||
"consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.",
|
||||
"coordination": "Coordination",
|
||||
"coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination. <br /><br />As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.",
|
||||
"creative": "Creative",
|
||||
"creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN). <br /><br />Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.",
|
||||
"culture": "Culture",
|
||||
"culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore. <br /><br />As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.",
|
||||
"current": "Current",
|
||||
"damage": "Damage",
|
||||
"damage_and_defense": "Damage & Defense",
|
||||
"damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.",
|
||||
"damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.<br /><br />On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.",
|
||||
"defending_attacking": "Defending/Attacking",
|
||||
"description": "Description",
|
||||
"description_placeholder": "Description...",
|
||||
"difficulty": "Difficulty",
|
||||
"difficulty_modifier": "Difficulty Modifier",
|
||||
"difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check. <br /><br />A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.",
|
||||
"doom": "Doom",
|
||||
"doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.<br /><br />If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.",
|
||||
"doomsday_clock": "Doomsday Clock",
|
||||
"doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.",
|
||||
"enhanced": "Enhanced Version",
|
||||
"experience": "Experience",
|
||||
"export_character": "Export Character",
|
||||
"fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.",
|
||||
"fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.",
|
||||
"fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.",
|
||||
"fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.",
|
||||
"fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.",
|
||||
"fallen_consequence_6": "May now speak to the dead.",
|
||||
"fallen_consequences": "Fallen Consequences",
|
||||
"fallen_heroes": "Fallen Heroes",
|
||||
"fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.",
|
||||
"focus": "Focus",
|
||||
"focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits. <br /><br />When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.",
|
||||
"glossary": "Glossary",
|
||||
"group_skill_check": "Group Skill Check",
|
||||
"group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.",
|
||||
"guile": "Guile",
|
||||
"guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith. <br /><br />As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.",
|
||||
"guts": "Guts",
|
||||
"guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead. <br /><br />Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.",
|
||||
"impose": "Impose",
|
||||
"impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark. <br /><br />As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.",
|
||||
"initiative_category": "Initiative Category",
|
||||
"initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions. <br /><br />Before each Round, players may decide beforehand what everyone's Initiative Category is.",
|
||||
"insight": "Insight",
|
||||
"insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed. <br /><br />As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.",
|
||||
"inventory": "Inventory",
|
||||
"inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.",
|
||||
"item_name": "Name",
|
||||
"item_points": "Points",
|
||||
"item_pool": "Pool",
|
||||
"item_quantity": "Qty.",
|
||||
"item_type": "Item Type",
|
||||
"item_used": "Spent",
|
||||
"knowledge": "Knowledge",
|
||||
"knowledge_description": "Careful: assess, inquire, analyze<br />Concerted: recall, memorize, restore<br />Creative: theorize, shift, make logical connections",
|
||||
"learning_spells_and_techniques": "Learning Spells & Techniques",
|
||||
"learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor. <br /><br />The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.",
|
||||
"life": "Life",
|
||||
"life_and_death": "Life & Death: Fallen Heroes",
|
||||
"long_rest": "Long Rest",
|
||||
"makes_them_different": "What makes them different?",
|
||||
"academic": "Wykształcenie",
|
||||
"academic_description": "Pogoń za wiedzą teoretyczną, głównie naukową lub historyczną - przywoływanie przedkolonialnej historii orków, teoretyzowanie na temat zasad naukowych lub rozumienie teoretycznej chemii. <br /><br /> Podobnie jak w przypadku innych Umiejętności Wiedzy, bohater używając go z Podejściem Kreatywnym teoretyzuje, zmienia, myśli poza schematami. Z Podejściem Ostrożnym: ocenia, pyta, analizuje, a z Przywódczym: przypomina, przywraca, dopisuje.",
|
||||
"acrobatics": "Akrobatyka",
|
||||
"acrobatics_description": "Dynamiczna równowaga, gimnastyka i inne wyczyny zręcznościowe. Przykładowo: salto, przeskoczenie z jednego drzewa na drugie, utrzymanie równowagi na nierównej półce skalnej. <br /> <br /> Podobnie jak w przypadku innych umiejętności fizycznych, używając Podejścia Kreatywnego, bohater: oszałamia, jest innowacyjny, przekracza oczekiwania. Podejście ostrożne: bohater optymalizuje, zabezpiecza, podąża za doświadczeniem. Podejście Przywódcze: naciera, próbuje przetrwać, przytłacza.",
|
||||
"acting_beyond_attacks": "Działania poza atakami",
|
||||
"advantage": "Przewaga",
|
||||
"advantage_description": "Przewagi dają premie do PW kolejnych Testów Umiejętności wykonywanych przez sojuszników. Tworzenie Przewagi zużywa akcję w Starciu i zazwyczaj wymaga wykonania Testu Umiejętności — na przykład odwrócenia uwagi za pomocą Sprytu. Jeśli się powiedzie, bohater zwiększa PW Testów Umiejętności swoich sojuszników o liczbę równą użytym poziomom Umiejętności. <br /><br />Jeśli Przewagę można uzyskać przy minimalnym ryzyku — jak np. rozciąganie pułapek z daleka od pola bitwy — wówczas Test Umiejętności nie jest konieczny. Podwyższenie PW wynosiłoby wtedy +1 dla Przewagi utrudniającej działania wrogów; +2 dla Przewagi całkowicie uniemożliwiającej wrogą akcję.",
|
||||
"approach": "Podejście",
|
||||
"approach_description": "Wartości Podejścia reprezentują umiejętności Bohatera w rozwiązywaniu problemów w konkretny sposób. Bohaterowie mają tendencję do wymyślania kreatywnych rozwiązań, są ostrożni i skupieni na szczegółach lub preferują podejmowanie wyzwań poprzez czysty wspólny wysiłek. Bezpośrednio też determinują, jak łatwy może być Test Umiejętności. Wartości podejścia wahają się od +0 do +3, gdzie 0 oznacza brak umiejętności, +1 jest średnie, +2 to osoba z darem, a +3 - ekspert. <br /> <br /> Jeśli wszystkie Wartości Podejścia zostaną zredukowane do zera, zazwyczaj poprzez obrażenia przekraczające Krew i Łzy bohatera, wówczas bohater pada. Wartości Podejścia ustala się w trakcie Tworzenia Postaci i mogą zostać podniesione przy użyciu PD.",
|
||||
"arcana": "Arkana",
|
||||
"arcana_description": "Wiedza tajemna, wyczuwanie duchów, przekierowywanie magii; wymagane do używania ulepszonych Zaklęć i uczenie się nowych ognisk. Inne wykorzystanie obejmuje: odczytywanie magicznych run, wykrywanie, czy na danym obszarze niedawno użyto magii, zbieranie składników niezbędnych do odprawienia rytuału. <br /><br /> Użyte z Podejściem Kreatywnym pozwala bohaterowi eksplorować, rozszerzać, tworzyć; z Ostrożnym: wyczuwać, dostrajać, badać; z Przywódczym: zapamiętywać, pamiętać, zobowiązywać się.",
|
||||
"artistry": "Kunszt",
|
||||
"artistry_description": "Tworzenie, projektowanie, malowanie lub inne artystyczne wyrażanie siebie. Przykładowo: namalowanie portretu księżycowego księcia, napisanie niebywale sugestywnego poematu, identyfikacja zdobień w czyimś kryptycznym dziele sztuki. <br /><br /> Podobnie jak w przypadku innych Umiejętności Praktycznych, bohater używający ich z Kreatywnym Podejściem może: wymyślać, adaptować się, eksperymentować. Z Podejściem Ostrożnym: uspokajać, udoskonalać, badać. Z Przywódczym: pospieszać, wytrzymywać, używać brutalnej siły.",
|
||||
"assistance": "Asysta",
|
||||
"assistance_description": "Za każdym razem, kiedy ktoś wykonuje Test Umiejętności, jeden z graczy może wyrazić chęć Asysty i dodać ich większy poziom Więzi do PW. Asysta może również pojawić się w Starciu. W Starciu Asysta musi zostać zadeklarowana jako akcja w turze, by asystujący gracz mógł dodać bonus do następnego Testu Umiejętności sojusznika. <br /><br />Poświęcenie mniejszych poziomów Więzi pozwala na przerzucenie wyniku natychmiast i w każdym momencie.",
|
||||
"attack": "Atak",
|
||||
"attack_description": "Atakowanie przeciwnika, by zadać mu obrażenia Krwi lub Łez. Ataki wymagają sukcesu w Testach Umiejętności, czy to Krzepy lub uzbrojenia, by zadać obrażenia Krwi, czy Wyczucia lub Szydzenia, by zadać obrażenia Łez. Inne Umiejętności mogą zostać wykorzystane, jeśli poprze ich użycie dobra argumentacja lub cel jest na nie szczególnie podatny. <br /><br />Podobnie jak w przypadku wszystkich Testów Umiejętności, mogą się pojawić Modyfikatory Stopnia Trudności, a także Asysty, jednak wymaga to od sojusznika deklaracji takiej akcji w Turze. Przedmioty obronne, jak na przykład zbroja, redukują PW o ilość ich punktów (np. +3).",
|
||||
"base_effect": "Efekt podstawowy",
|
||||
"blood": "Krew",
|
||||
"blood_description": "Krew determinuje wytrzymałość Bohatera na ataki fizyczne: pchnięcie włócznią, potężny cios czy nawet wiadro rzucone w głowę. Im wyższa wartość, tym \"zdrowszy\" jest bohater. Jeśli spadnie do zera, następne obrażenia, które Bohater otrzyma, obniżają Wartości Podejścia.<br /><br />Krew, podobnie jak Łzy, może zostać odzyskane podczas odpoczynku i może nawet zmieniać się w zależności od dnia. Kiedy bohater budzi się z Długiego Odpoczynku, gracz może rzucić 2k6+modyfikator Krwi określony podczas Tworzenia Postaci. Modyfikator można podnieść za pomocą PD. Ma również wpływ na to, jak długo musi trwać Długi Odpoczynek - jest to równowartość 10 godzin w grze pomniejszone o mniejszy modyfikator spośród Krwi i Łez.\n",
|
||||
"bonds": "Więzi",
|
||||
"bonds_description": "Więzi odzwierciedlają związek między dwoma graczami zobrazowany przez kwadraty i ćwiartki. Dodawanie Więzi wypełnia ćwiartkę - zwaną również mniejszym poziomem. Każdy wypełniony kwadrat oznacza jeden większy poziom Więzi. Głębsza Więź przyczynia się do bardziej skutecznych Asyst podczas Testów Umiejętności, a nawet Starć. <br /><br />Więzi można podnieść w trakcie gry, kiedy bohater zaakceptuje niedogodność dla swojego sojusznika (+1 mniejszy poziom w pierwszym kwadracie) lub przyjmuje obrażenia lub podejmuje duże ryzyko (+2 mniejsze poziomy w drugim kwadracie). Podjęcie decyzji diametralnie zmieniającej życie, trudnego osobistego wyboru lub poświęcenie życia dodaje +4 mniejsze poziomy i jest jedynym sposobem, by zapełnić trzeci większy poziom Więzi.",
|
||||
"boon": "Bonus",
|
||||
"boon_placeholder": "Modyfikator obrażeń lub obrony, np. +1 Obrażeń Łez",
|
||||
"careful": "Ostrożność",
|
||||
"careful_description": "Jedno z trzech Podejść, które można wykorzystać podczas Testu Umiejętności, a które bezpośrednio wpływa na bazowy PW. <br /><br /> Umiejętności wykorzystujące to podejście będą wymagały zwrócenia uwagi na szczegóły, analizowaniu zmiennych i upewnianiu się, że działanie nie pociągnie za sobą żadnych niepożądanych konsekwencji. Jak każda Wartość Podejścia może mieć wartość od +0 (brak umiejętności), do +3 (ekspert) i może zostać zredukowana, jeśli bohater otrzyma zbyt duże obrażenia.",
|
||||
"character_mode": "Bohater",
|
||||
"character_name": "Powstaje bohater, by uratować świat. A imię jego jest:",
|
||||
"charisma": "Charyzma",
|
||||
"charisma_description": "Atrakcyjny lub przystępny urok osobisty, zamiłowanie do subtelnej rozmowy, humoru i dowcipu. Przykładowo: przekonanie wiedźmy do dołączenia się do sprawy poprzez elokwentne argumentowanie, komplementowanie poczucia sprawiedliwości błędnego rycerza, bycie uśmiechniętym mediatorem w rozmowach dwóch prowadzących wojnę królów. <br /><br/>Podobnie jak w przypadku innych Umiejętności Społecznych, bohater używający ich z Kreatywnym Podejściem może: oczarowywać, podżegać, inspirować. Z Podejściem Ostrożnym: używać zdrowego rozsądku, orientować się na szczegóły, prowadzić. Z Przywódczym: zastraszać, wymuszać, osaczać.",
|
||||
"chooses": "wybiera",
|
||||
"combat_booming_voice": "Donośny głos [+1 obrażeń Krwi]",
|
||||
"combat_critical_thinking": "Krytyczne myślenie [+2 obrony Łez]",
|
||||
"combat_crossbow": "Kusza [+2 obrażeń Łez]",
|
||||
"combat_cunning_wit": "Wysokie standardy [+3 obrażeń Łez]",
|
||||
"combat_dagger": "Sztylet [+1 Obrażeń Krwi] i toga [+1 Obrony Krwi]",
|
||||
"combat_darts": "8 rzutek [+1 obrażeń Krwi każda]",
|
||||
"combat_devastating_vocabulary": "Łacina podwórkowa [+2 Obrażeń Łez]",
|
||||
"combat_flaming_sword": "Płonący miecz [+3 Obrażeń Krwi]",
|
||||
"combat_health": "Zdrowie Psychosocjalne",
|
||||
"combat_iron_briefs": "Żelazne Slipy [+1 Obrony Krwi]",
|
||||
"combat_love_letter": "Krzepiący list od ukochanego przyjaciela [+3 obrony Łez]",
|
||||
"combat_memories_of_hardship": "Wspomnienia niedoli [+1 obrony Łez]\n",
|
||||
"combat_pitchfork": "Widły [+0 Obrażeń Krwi]",
|
||||
"combat_plate_armor": "Zbroja płytowa [+2 Obrony Krwi]",
|
||||
"combat_scowling_face": "Marsowa Mina [+0 Obrażeń Łez]",
|
||||
"combat_self_esteem": "Pewność siebie [+1 obrażeń Łez] i rozwój osobisty [+1 obrony Łez]",
|
||||
"combat_studden_leather_armor": "Ćwiekowana skórzana zbroja [+1 obrony Krwi] i stoicki spokój [+1 obrony Łez]",
|
||||
"combat_sturdy_sword": "Solidny miecz [+2 Obrażeń Krwi]",
|
||||
"combat_well_rounded_education": "Wszechstronne Wykształcenie [+1 obrażeń Łez]",
|
||||
"complexity": "Złożoność",
|
||||
"complexity_description": "Złożoność określa przybliżony poziom mocy, od 1 do 4 - od tego zależy, czy Zaklęcie lub Technika są słabe czy mają wpływ na cały świat.",
|
||||
"concerted": "Przywództwo",
|
||||
"concerted_description": "Jedno z trzech Podejść, które można wykorzystać podczas Testu Umiejętności, a które bezpośrednio wpływa na bazowy PW. <br /><br />Umiejętności wykorzystujące to podejście są przykładem wysiłku, wytrwałości i siły woli. Jak każda Wartość Podejścia może mieć wartość od +0 (brak umiejętności), do +3 (ekspert) i może zostać zredukowana, jeśli bohater otrzyma zbyt duże obrażenia.",
|
||||
"conflict": "Starcie",
|
||||
"conflict_description": "Starcia mają miejsce, gdy niebezpieczeństwo jest nieuchronne i ważą się losy zwycięstwa — walka w tawernie lub nawet pojedynek z kurtyzanami. Starcia wymagają osobnych zasad, które starannie porządkują działania wszystkich postaci zgodnie z rundami i turami. <br /><br />Postaci mogą wykonać jedną akcję w swojej turze i swobodnie poruszać się maksymalnie o 2 wysokości; wszystkie postaci mają po jednej Turze w Rundzie. Wybór akcji w Turze określa, kiedy dana postać wejdzie do akcji – jest to regulowane Kategorią Inicjatywy.",
|
||||
"consequence": "Konsekwencja",
|
||||
"consequence_description": "Kiedy rzut kostką w teście umiejętności jest równy PW, gracz może zdecydować się na Sukces z Konsekwencją komplikującą sytuację Bohatera i jego sojuszników. Może to powodować opóźnienia lub nieefektywność, trwałą lub tymczasową utratę zasobów, niezgodę i nieporozumienia, zranienie lub bardzo brutalny mord, a może nawet tajemniczą komplikację, która zostanie ujawniona dopiero później.",
|
||||
"coordination": "Koordynacja",
|
||||
"coordination_description": "Świadome pozycjonowanie i kontrola ciała, rąk i instynktów dla utrzymania płynności ruchów. Przykładowo: ciche poruszanie się, by pozostać niezauważonym, uskutecznianie sztuczek dzięki zwinnym palcom, wygrywanie zawodów wymagających koordynacji oko-ręka.\n<br /><br /> Podobnie jak w przypadku innych Umiejętności Fizycznych, bohater używający ich z Kreatywnym Podejściem może: oszałamiać, być innowacyjny, przekraczać oczekiwania. Z Podejściem Ostrożnym: optymalizować, zabezpieczać, korzystać z doświadczenia. Z Przywódczym: nacierać, przetrwać, przytłaczać.",
|
||||
"creative": "Kreatywność",
|
||||
"creative_description": "Jedno z trzech Podejść, które można wykorzystać podczas Testu Umiejętności, a które bezpośrednio wpływa na bazowy PW. <br /><br />Umiejętności wykorzystujące to podejście używane są w interesujący, niecodzienny i zaskakujący spokój. Jak każda Wartość Podejścia może mieć wartość od +0 (brak umiejętności), do +3 (ekspert) i może zostać zredukowana, jeśli bohater otrzyma zbyt duże obrażenia.",
|
||||
"culture": "Kultura",
|
||||
"culture_description": "Umiejętność wczucia się w miejscowe wierzenia, zwyczaje i opowieści. Przykładowo: bezbłędne pokłonienie się legendarnym wojowniczym wiedźmom, zauważenie zaszyfrowanej pieśni starszych plemienia, zrozumienie prawdy w folklorowym postrzeganiu jakiegoś stworzenia.<br /><br />Podobnie jak w przypadku innych Umiejętności Wiedzy, bohater używający ich z Kreatywnym Podejściem może: teoretyzować, zmieniać, myśleć poza schematami. Z Podejściem Ostrożnym: oceniać, pytać, analizować. Z Przywódczym: przypominać, przywracać, dopisywać.\n",
|
||||
"current": "Obecnie",
|
||||
"damage": "Obrażenia",
|
||||
"damage_and_defense": "Obrażenia i Obrona",
|
||||
"damage_and_defense_description": "PRZEDMIOTY OBRAŻEŃ zapewniają bonusy do obrażeń za każdym razem, gdy atakujesz stworzenie. Tymczasem PRZEDMIOTY OBRONNE zmniejszają obrażenia, a także utrudniają trafienie gracza.",
|
||||
"damage_description": "Za każdym razem, kiedy Atak się powiedzie, obniża punkty Krwi lub Łez przeciwnika - w zależności od rodzaju Ataku - o wartość Obrażeń. Obrażenia są równe PW Ataku + wszystkie bonusy z, na przykład, broni. Buzdygan +2, przykładowo, dodaje +2 do Obrażeń. Obrażenia mogą obniżyć Krew lub Łzy do zera lub poniżej; jeśli tak się wydarzy, następny udany Atak uderzy bezpośrednio w Wartości Podejścia ofiary. <br /><br /> Z drugiej strony, przedmioty obronne, takie jak, na przykład, tarcze, obniżają PW Ataku, a co za tym idzie, redukują również zadawane obrażenia.",
|
||||
"defending_attacking": "Obrona/Atak",
|
||||
"description": "Opis",
|
||||
"description_placeholder": "Opis...",
|
||||
"difficulty": "Poziom Trudności",
|
||||
"difficulty_modifier": "Modyfikator Poziomu Trudności",
|
||||
"difficulty_modifier_description": "Odzwierciedla, jak trudny jest Test Umiejętności. Jest ustalany przez Przewodnika przed rzutem, by ustalić końcowy PW. Jeśli Bohater jest źle przygotowany lub ma złe narzędzia, PW Testu Umiejętności będzie niższy. <br /><br />\nModyfikator +1 oznacza, że test jest łatwiejszy; od -1 do -3 oznacza, że test jest trudniejszy niż gracz oczekiwał, prawdopodobnie ze względu na brak odpowiedniego przygotowania, narzędzi, cel jest odporny na tę konkretną Umiejętność, lub nawet inne, o wiele niebezpieczniejsze ryzyko.\n\n",
|
||||
"doom": "Zagłada",
|
||||
"doom_description": "Katastrofalne wydarzenie, które zagraża dewastacją całego świata, w którym żyją Bohaterowie i ich pobratymcy. Może to być coś wielkiego - na przykład przeraźliwe trzęsienie ziemi spowodowane śmiercią bogini - lub mniejszego - odejście czczonych duchów, okrutnie złamane serce lub koniec pewnej epoki.<br /><br />Jeśli Zagłada zostaje pokonana, gratulacje; Bohaterowie mogą pławić się w chwale sukcesu, a może wyruszyć na poszukiwanie większych przygód. Jeśli Zagłada zmiecie wszystkich? Zdecydujcie: zaakceptujcie epilog, stwórzcie nowy początek na prochach upadłego świata, lub nawet stawcie czoła losowi i cofnijcie czas.",
|
||||
"doomsday_clock": "Zegar Zagłady",
|
||||
"doomsday_clock_description": "Odmierza czas pozostały do przyjścia Zagłady. Zegar Zagłady zbudowany jest z Momentów i postępuje w określonych odstępach czasu, których ilość określona jest przez ilość sesji przeznaczonych na rozgrywkę. Za każdym razem, kiedy Zegar postępuje, zostaje zabrany jeden Moment i wykonywany jest rzut za Zwiastuny, by zorientować się, czy więcej Momentów znika. Kiedy wszystkie Momenty zostaną zabrane, uwolniona zostaje apokalipsa,",
|
||||
"enhanced": "Ulepszona Wersja",
|
||||
"experience": "Punkty Doświadczenia",
|
||||
"export_character": "Eksportuj postać",
|
||||
"fallen_consequence_1": "Już nigdy nie wypowie słowa, jednak zyskuje możliwość komunikacji telepatycznej.",
|
||||
"fallen_consequence_2": "Cierpi z powodu otwartej rany, która krwawi permanentnie, nie zadając jednak żadnych obrażeń.",
|
||||
"fallen_consequence_3": "Zyskuje niepokojącą prezencję; dzieci i zwierzęta przed nim uciekają.",
|
||||
"fallen_consequence_4": "Ma wizję o trzech bladych niewiastach, wygrzebujących się z ziemi.",
|
||||
"fallen_consequence_5": "Przestaje mrugać i musi ciągle aplikować nawilżacz do oczu.",
|
||||
"fallen_consequence_6": " Może teraz rozmawiać ze zmarłymi.",
|
||||
"fallen_consequences": "Konsekwencje padnięcia",
|
||||
"fallen_heroes": "Bohaterowie, którzy padli",
|
||||
"fallen_heroes_description": "Kiedy wartość Krwi i Łez zostaje zredukowana do zera, następne obrażenia odbijają się na Wartościach Podejścia. Kilka Wartości Podejścia może otrzymać obrażenia w tym samym momencie. Jeśli wszystkie Wartości Podejścia zostaną zredukowane do zera, Bohater pada. Jeśli bohater polegnie, masz wybór: pozwolić mu żyć z losowo wyrzuconą konsekwencją, lub umrzeć. Jeśli gracz wybierze życie, rzuca na konsekwecję, Wartości Podejścia wracają do ich pierwotnej wartości, a bohater budzi się po pięciu minutach czasu rzeczywistego i godzinie czasu w grze. Jeśli wybrał śmierć - wszyscy bohaterowie otrzymują PD równe trzykrotności mniejszych poziomów Więzi z poległym, a Zegar Zagłady zabiera Moment.",
|
||||
"focus": "Skupienie",
|
||||
"focus_description": "Wyostrzanie uwagi, koncentracja; wymagane do wykonywania Ulepszonych Technik jak i uczenia się ich nowych ognisk. Inne zastosowania obejmują: przetrwanie intensywnego umysłowego przymusu czy tortur, opieranie się odwracającym uwagę wydarzeniom i skupianie się na celu, przekraczanie granic własnego ciała. <br /><br />Użyte z Podejściem Kreatywnym pozwala bohaterowi eksplorować, rozszerzać, tworzyć; z Ostrożnym: wyczuwać, dostrajać, badać; z Przywódczym: zapamiętywać, pamiętać, zobowiązywać się.",
|
||||
"glossary": "Słowniczek",
|
||||
"group_skill_check": "Test umiejętności grupowych",
|
||||
"group_skill_check_description": "Jeśli Bohaterowie chcą podejść do zadania wspólnie - na przykład wspólne poszukiwanie zapasów w lesie - wykonywany jest Test Umiejętności Grupowej. Składa się z indywidualnych Testów Umiejętności każdego gracza, z wykorzystaniem jakiegokolwiek Podejścia czy Umiejętności, która może zostać wykorzystana w tym momencie. Jeśli więcej niż połowa graczy uzyska sukces, cały test się powodzi. Jednakże każda porażka może nieść za sobą komplikacje.",
|
||||
"guile": "Spryt",
|
||||
"guile_description": "Oszukiwanie i manipulacja przez kłamstwa, blefowanie lub inne oszustwa i podstępy. Na przykład: okłamanie sprzedawcy, blefowanie o posiadaniu broni, która wyparowuje przeciwników, wykiwanie zagubionych młodzieńców, by podłożyli fałszywe dowody oczerniające kowala. <br /><br /> Podobnie jak w przypadku innych Umiejętności Społecznych, bohater używający ich z Kreatywnym Podejściem może: oczarowywać, podżegać, inspirować. Z Podejściem Ostrożnym: używać zdrowego rozsądku, orientować się na szczegóły, prowadzić. Z Przywódczym: zastraszać, wymuszać, osaczać.\n",
|
||||
"guts": "Łzy",
|
||||
"guts_description": "Łzy są miarą wytrzymałości na psychologiczne lub socjalne obrażenia: ostra riposta, przeszywająca zdrada, a nawet strach. Ulepszanie Technik i Zaklęć zazwyczaj zadaje obrażenia Łez. Im wyższa wartość, tym \"zdrowszy\" jest bohater. Tak jak w przypadku Krwi, jeśli wartość spadnie do zera, następny psychosocjalny atak redukuje Wartości Podejścia. <br /><br />Łzy, podobnie jak Krew, mogą zostać odzyskane podczas odpoczynku i mogą nawet zmieniać się w zależności od dnia. Kiedy bohater budzi się z Długiego Odpoczynku, gracz może rzucić 2k6+modyfikator Krwi określony podczas Tworzenia Postaci. Modyfikator można podnieść za pomocą PD. Ma również wpływ na to, jak długo musi trwać Długi Odpoczynek - jest to równowartość 10 godzin w grze pomniejszone o mniejszy modyfikator spośród Krwi i Łez.\n",
|
||||
"impose": "Szydzenie",
|
||||
"impose_description": "Emanowanie władczością i pewnością siebie, która może umocnić wyrażane opinie, zamknąć innym usta lub pozwolić górować nad wszystkimi. Szydzenie jest jedną z dwóch Umiejętności, które w trackie Starcia może automatycznie zadać Obrażenia Łez (drugą jest Wyczucie). Inne zastosowanie: zawstydzenie diabła swoją buńczucznością, zwrócenie na siebie uwagi elitarnego barda, odwrócenie uwagi strażnika druzgocącym komentarzem. <br /><br />Podobnie jak w przypadku innych Umiejętności Społecznych, bohater używający ich z Kreatywnym Podejściem może: oczarowywać, podżegać, inspirować. Z Podejściem Ostrożnym: używać zdrowego rozsądku, orientować się na szczegóły, prowadzić. Z Przywódczym: zastraszać, wymuszać, osaczać.",
|
||||
"initiative_category": "Kategoria Inicjatywy",
|
||||
"initiative_category_description": "Kategoria Inicjatywy determinuje kolejność Tur w Rundzie podczas Starcia. W kolejności: 1. Bohaterowie utrzymujący pozycję, 2. Bohaterowie chcący przedsięwziąć nieszkodliwe akcje, w tym także tworzenie Przewagi, 3. Bohaterowie atakujący, 4. Bohaterowie wykorzystujący Zaklęcie lub Technikę, 5. Bohaterowie poruszający się daleko. Kilka postaci może wykonać akcje z tej samej Kategorii, jednakże Bohaterowie i sojusznicy zawsze wykonują swoje akcje jako pierwsi i mogą między sobą zadecydować, w jakiej kolejności je podejmą.<br /><br />Przed każdą Rundą gracze mogą ustalić, w jakiej Kategorii Inicjatywy znajdzie się każdy z nich.\n",
|
||||
"insight": "Wyczucie",
|
||||
"insight_description": "Wczucie się w emocje innych; wewnętrzny wdzięk i dojrzałość w interakcjach. Wyczucie jest jedną z dwóch Umiejętności, które automatycznie mogą zadać Obrażenia Łez podczas Starcia (drugą jest Szydzenie). Inne zastosowanie: zorientowanie się, że hrabia kłamie, wiedza, w jaki sposób pocieszać wdowę w żałobie, sprawianie wrażenia spokojnego i opanowanego.<br /><br />Podobnie jak w przypadku innych Umiejętności Społecznych, bohater używający ich z Kreatywnym Podejściem może: oczarowywać, podżegać, inspirować. Z Podejściem Ostrożnym: używać zdrowego rozsądku, orientować się na szczegóły, prowadzić. Z Przywódczym: zastraszać, wymuszać, osaczać.\n",
|
||||
"inventory": "Ekwipunek",
|
||||
"inventory_description": "Rzeczy przydatne do uzyskiwania przewagi, a nawet tworzenia nowych zdolności. Przetrwanie zimnej nocy w dzikiej głuszy jest o wiele prostsze, gdy ma się w posiadaniu namiot i krzesiwo do rozpalania ogniska. Zaklęcia i Techniki również wpisują się w ekwipunek. Innymi rzeczami, ktróre się do niego zaliczają są też przedmioty zadające Obrażenia i obronne, Zapasy i Drobiazgi takie jak racje żywnościowe i śpiwory, a także Osobliwości i Precjoza, które są zaiste dziwne.",
|
||||
"item_name": "Nazwa",
|
||||
"item_points": "Punkty",
|
||||
"item_pool": "Pula",
|
||||
"item_quantity": "Ilość",
|
||||
"item_type": "Typ przedmiotu",
|
||||
"item_used": "Wydane",
|
||||
"knowledge": "Wiedza",
|
||||
"knowledge_description": "Ostrożność: oceniaj, wnikaj, analizuj<br /> Przywództwo: przypominaj sobie, odnawiaj, zastępuj<br />Kreatywność: teoretyzuj, zmieniaj, łącz wątki.\n",
|
||||
"learning_spells_and_techniques": "Nauka Zaklęć i Technik",
|
||||
"learning_spells_and_techniques_base_effect": "By zdobyć nowe Zaklęcie lub Technikę - czy to dodatkowe ognisko czy całkiem nową moc - Bohater musi mieć dostęp do źródła, z którego może się nauczyć, a także kilka sukcesów w specjalnych Testach Umiejętności równych Złożoności Zaklęcia i z PW równym wartości Arkan lub Skupienia (bez Podejścia).<br /><br />Źródło nauczania powinno być dostępne za każdym razem, kiedy gracz wykonuje specjalny Test Umiejętności. Może to być, na przykład, księga zaklęć, którą Bohater nosi ze sobą, a nawet mentor, który im towarzyszy.",
|
||||
"life": "Życie",
|
||||
"life_and_death": "Życie i Śmierć: kiedy bohater pada",
|
||||
"long_rest": "Długi odpoczynek",
|
||||
"makes_them_different": "Co ich wyróżnia?",
|
||||
"max": "Max",
|
||||
"mod": "Mod",
|
||||
"modifier": "Modifier",
|
||||
"modifier": "Modyfikator",
|
||||
"moment": "Moment",
|
||||
"moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives. <br /><br />The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.",
|
||||
"movement_in_conflict": "Movement in Conflict",
|
||||
"movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.",
|
||||
"name_placeholder": "Name...",
|
||||
"npc_mode": "NPC",
|
||||
"npc_name": "Name",
|
||||
"observe": "Observe",
|
||||
"observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later. <br /><br />As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.",
|
||||
"oddities_ancient_ring": "An ancient and unbreakable ring",
|
||||
"oddities_and_valuables": "Oddities & Valuables",
|
||||
"oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.",
|
||||
"oddities_darkvision_glasses": "A pair of glasses granting darkvision",
|
||||
"oddities_dead_donkey": "The bottom half of a dead donkey",
|
||||
"oddities_divine_blood": "A vial of a divine being’s blood",
|
||||
"oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent",
|
||||
"oddities_hat": "A hat that somehow always keeps your head dry",
|
||||
"oddities_heavy_crown": "A heavy crown with an oppressive aura",
|
||||
"oddities_human_teeth": "A pouch of human teeth",
|
||||
"oddities_monkey_head": "Shrunken monkey heads",
|
||||
"oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour",
|
||||
"oddities_seashell_horn": "A seashell horn good luck charm",
|
||||
"oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks",
|
||||
"oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings",
|
||||
"oddities_silk_dress": "A constantly-glowing silk dress",
|
||||
"oddities_songbird": "A songbird in a cage",
|
||||
"oddities_telepathic_yak": "A telepathic yak",
|
||||
"oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious",
|
||||
"oddities_tyrant_pants": "The pants of a local tyrant",
|
||||
"omen": "Omen",
|
||||
"omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed. <br /><br />Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.",
|
||||
"opportunity": "Opportunity",
|
||||
"opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.",
|
||||
"painful_lesson": "Most painful lesson",
|
||||
"physical": "Physical",
|
||||
"physical_description": "Careful: assess, be safe, be calm, follow guidelines<br />Concerted: charge, endure, overwhelm<br />Creative: bedazzle, innovate, exceed expectations",
|
||||
"physical_health": "Physical Health",
|
||||
"physique": "Physique",
|
||||
"physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater. <br /><br />As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.",
|
||||
"player_name": "Player Name",
|
||||
"portrait": "Portrait",
|
||||
"practical": "Practical",
|
||||
"practical_description": "Careful: soothe, refine, survey<br />Concerted: rush, withstand, brute force<br />Creative: invent, adapt, experiment",
|
||||
"pronouns": "Pronouns",
|
||||
"prowess": "Prowess",
|
||||
"prowess_description": "Careful: sense, attune, investigate<br />Concerted: assail, subsist, give all<br />Creative: explore, expand, create",
|
||||
"quick_overview": "A Quick Overview of Essential Mechanics",
|
||||
"recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.",
|
||||
"recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.",
|
||||
"requires_arc_api": "This feature requires the ARC API.",
|
||||
"rest": "Rest",
|
||||
"rest_and_recovery": "Rest and Recovery",
|
||||
"rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero. <br /><br />Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.",
|
||||
"ritual": "Ritual",
|
||||
"ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.",
|
||||
"ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.",
|
||||
"roll": "Roll",
|
||||
"roll_fail": "It fails...",
|
||||
"roll_success": "Success!",
|
||||
"roll_tie": "It's a tie.",
|
||||
"rolls": "rolls",
|
||||
"select_placeholder": "Select...",
|
||||
"settings": "Settings",
|
||||
"sheet_mode": "Sheet Mode",
|
||||
"short_desc": "Short Description",
|
||||
"short_rest": "Short Rest",
|
||||
"skill": "Skill",
|
||||
"skill_check": "Skill Check",
|
||||
"skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved. <br /><br />When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation. <br /><br />If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.",
|
||||
"skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert. <br /><br />Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).",
|
||||
"skill_info": "Skill Info",
|
||||
"skills": "Skills",
|
||||
"social": "Social",
|
||||
"social_description": "Careful: reason, detail, guide<br />Concerted: intimidate, enforce, invade<br />Creative: charm, incite, inspire",
|
||||
"spells_and_techniques": "Spells & Techniques",
|
||||
"spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.",
|
||||
"spells_and_techniques_in_conflict": "Spells & Techniques in Conflict",
|
||||
"spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.",
|
||||
"spells_bind_weapon": "Bind Weapon",
|
||||
"spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon",
|
||||
"spells_blackout": "Blackout",
|
||||
"spells_blackout_base_effect": "Stop others by making them fall asleep",
|
||||
"spells_burn_the_past": "Burn The Past",
|
||||
"spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target",
|
||||
"spells_compel": "Compel",
|
||||
"spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need",
|
||||
"spells_from_dust_to_dust": "From Dust To Dust",
|
||||
"spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust",
|
||||
"spells_lifebringer": "Lifebringer",
|
||||
"spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power",
|
||||
"spells_little_escapologist": "Little Escapologist",
|
||||
"spells_little_escapologist_base_effect": "Disappear from sight",
|
||||
"spells_manic_hands": "Manic Hands",
|
||||
"spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions",
|
||||
"spells_master_of_elements": "Master Of Elements",
|
||||
"spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will",
|
||||
"spells_pierce_the_veil": "Pierce The Veil",
|
||||
"spells_pierce_the_veil_base_effect": "See anywhere, any time",
|
||||
"spells_secret_door": "Secret Door",
|
||||
"spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?",
|
||||
"spells_shadowbind": "Shadowbind",
|
||||
"spells_shadowbind_base_effect": "Restrain a being of your choice",
|
||||
"spells_soundshift": "Soundshift",
|
||||
"spells_soundshift_base_effect": "Sound is your plaything. You decide its shape",
|
||||
"spells_spirit_pact": "Spirit Pact",
|
||||
"spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant",
|
||||
"spells_trick_of_the_light": "Trick Of The Light",
|
||||
"spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions",
|
||||
"spells_trinket": "Trinket",
|
||||
"spells_trinket_base_effect": "Minor magical effects certain to delight anyone",
|
||||
"spells_true_miracle": "True Miracle",
|
||||
"spells_true_miracle_base_effect": "Bring your wish to reality",
|
||||
"spells_unmask_the_self": "Unmask The Self",
|
||||
"spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see",
|
||||
"spells_whisper": "Whisper",
|
||||
"spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song",
|
||||
"spells_windstep": "Windstep",
|
||||
"spells_windstep_base_effect": "With concentration you step out and appear anywhere at will",
|
||||
"stand_ground": "Stand Ground",
|
||||
"stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level. <br /><br />Characters who choose to Stand Ground begin their Turn first in the Round.",
|
||||
"success_fail": "Success/Fail",
|
||||
"supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug",
|
||||
"supplies_and_oddities": "Supplies & Oddities",
|
||||
"supplies_and_sundries": "Supplies & Sundries",
|
||||
"supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.",
|
||||
"supplies_artisans_tools": "Artisan’s tools and playing cards",
|
||||
"supplies_backpack": "Large backpack and a blank book",
|
||||
"supplies_bedroll": "Bedroll and local map",
|
||||
"supplies_board_games": "Board games and a gallon of beer",
|
||||
"supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes",
|
||||
"supplies_crowbar_and_lantern": "Crowbar and lantern",
|
||||
"supplies_encyclopeida": "Complete encyclopedia set",
|
||||
"supplies_fine_clothes": "Mirror and fine clothes",
|
||||
"supplies_fishing_pole": "Fishing pole and flint & tinder",
|
||||
"supplies_horse": "Horse and riding gear",
|
||||
"supplies_live_hen": "Live hen and its cage",
|
||||
"supplies_rations": "3 days’ rations",
|
||||
"supplies_rope_and_carpet": "10-height rope and a rolled-up carpet",
|
||||
"supplies_spyglass": "Spyglass and magic reagents",
|
||||
"supplies_tent": "2-person tent and a bottle of wine",
|
||||
"supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles",
|
||||
"supplies_traps": "Traps and animal bait",
|
||||
"survival": "Survival",
|
||||
"survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness. <br /><br />As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.",
|
||||
"tactics": "Tactics",
|
||||
"tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack. <br /><br />As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.",
|
||||
"takes_a_rest": "takes a",
|
||||
"techniques_become_one": "Become One",
|
||||
"techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else",
|
||||
"techniques_bind_magic": "Bind Magic",
|
||||
"techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique",
|
||||
"techniques_deadly_focus": "Deadly Focus",
|
||||
"techniques_deadly_focus_base_effect": "Damage is doubled",
|
||||
"techniques_defy_the_fates": "Defy The Fates",
|
||||
"techniques_defy_the_fates_base_effect": "Rewind time",
|
||||
"techniques_dispel": "Dispel",
|
||||
"techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique",
|
||||
"techniques_doompause": "Doompause",
|
||||
"techniques_doompause_base_effect": "Hold off the Doom",
|
||||
"techniques_flowmotion": "Flowmotion",
|
||||
"techniques_flowmotion_base_effect": "Move fast—very fast",
|
||||
"techniques_fluorescent_transcendence": "Fluorescent Transcendence",
|
||||
"techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment",
|
||||
"techniques_heartpiercer": "Heartpiercer",
|
||||
"techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist",
|
||||
"techniques_inspiration": "Inspiration",
|
||||
"techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action",
|
||||
"techniques_interdiction": "Interdiction",
|
||||
"techniques_interdiction_base_effect": "Bar an opponent from using a specific approach",
|
||||
"techniques_memory_seed": "Memory Seed",
|
||||
"techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with",
|
||||
"techniques_netherwave": "Netherwave",
|
||||
"techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet",
|
||||
"techniques_only_ones_who_know": "Only Ones Who Know",
|
||||
"techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does",
|
||||
"techniques_redo": "Redo",
|
||||
"techniques_redo_base_effect": "Reroll the last skill check",
|
||||
"techniques_saving_grace": "Saving Grace",
|
||||
"techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you",
|
||||
"techniques_stonewall": "Stonewall",
|
||||
"techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally",
|
||||
"techniques_turn_the_tide": "Turn The Tide",
|
||||
"techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take",
|
||||
"techniques_uncanny_alarm": "Uncanny Alarm",
|
||||
"techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict",
|
||||
"techniques_weave_through_water": "Weave Through Water",
|
||||
"techniques_weave_through_water_base_effect": "Learn to walk or breathe through water",
|
||||
"tests": "tests",
|
||||
"theme": "Theme",
|
||||
"three_rumors": "Persistent rumors",
|
||||
"threshold_number": "Threshold Number",
|
||||
"threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.<br /><br />Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.",
|
||||
"tinker": "Tinker",
|
||||
"tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures. <br /><br />As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.",
|
||||
"tn": "TN",
|
||||
"tn_difficult": "Difficult [TN +0]",
|
||||
"tn_easy": "Easy [TN +1]",
|
||||
"tn_impossibly_difficult": "Impossibly Difficult [TN -3]",
|
||||
"tn_modifier+0": "[+0 to TN] No change ",
|
||||
"tn_modifier+1": "[+1 to TN] Easy",
|
||||
"tn_modifier+2": "[+2 to TN] Intensely easy",
|
||||
"tn_modifier+3": "[+3 to TN] Exceptionally easy ",
|
||||
"tn_modifier-1": "[-1 to TN] Very difficult",
|
||||
"tn_modifier-2": "[-2 to TN] Staggeringly difficult",
|
||||
"tn_modifier-3": "[-3 to TN] Extremely difficult",
|
||||
"tn_no_change": "No change",
|
||||
"tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]",
|
||||
"tn_very_difficult": "Very Difficult [TN -1]",
|
||||
"tooltip_hide": "Hide",
|
||||
"tooltip_show": "Show",
|
||||
"tooltips": "Toggle Tooltip",
|
||||
"trade": "Trade",
|
||||
"trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items. <br /><br />As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.",
|
||||
"turn": "Turn",
|
||||
"turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights. <br /><br />Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.",
|
||||
"update_character_sheet": "Don't forget to update your hero's character sheet.",
|
||||
"use_dark": "Dark",
|
||||
"use_light": "Light",
|
||||
"use_sync": "Sync with Browser",
|
||||
"version": "Version",
|
||||
"moment_description": "Tworzą Zegar Zagłady. Za każdym razem, kiedy Zegar postępuje, jeden Moment automatycznie zostaje zabrany i wykonuje się rzuty za każdego Zwiastuna wciąż pozostającego w grze. Za każde wyrzucone 5 lub 6, kolejny Moment zostaje zabrany. Kiedy wszystkie Momenty zostaną zabrane, nadchodzi czas, by ocalić świat - Zagłada przychodzi.<br /><br />Liczba Momentów w rozgrywce ustalana jest na starcie i bazuje na długości samej gry.",
|
||||
"movement_in_conflict": "Ruch w Starciu",
|
||||
"movement_in_conflict_description": "Podczas Starcia i w ich Turze, Bohaterowie mogą poruszać się do dwóch wysokości bez wykorzystywania akcji. Jednakże poruszenie się dalej, do 5 wysokości jest akcją samą w sobie. Jeśli Bohater jest atakowany lub wzięty na cel przez przeciwnika, musi uzyskać sukces w Teście Umiejętności takim jak Akrobatyka, by z powodzeniem się wymknąć. Może uznać, że chce się poruszyć bez względu na wszystko, ale pozwoli to przeciwnikom w promieniu dwóch wysokości wykonać darmowy Atak w jego kierunku.",
|
||||
"name_placeholder": "Nazwa...",
|
||||
"npc_mode": "BN",
|
||||
"npc_name": "Imię",
|
||||
"observe": "Obserwacja",
|
||||
"observe_description": "Umiejętność obserwowania otoczenia i wychwytywania nawet najmniejszych szczegółów przy użyciu wszystkich zmysłów. Na przykład: wykrywanie mocnego zapachu, nikłego dźwięku czy dziwnego smaku, przetrzepanie miejsca zbrodni w poszukiwaniu wskazówek, przywoływanie w pamięci szczegółów wydarzenia kilka godzin po zajściu.<br /><br />Podobnie jak w przypadku innych Umiejętności Wiedzy, bohater używający ich z Kreatywnym Podejściem może: teoretyzować, zmieniać, myśleć poza schematami. Z Podejściem Ostrożnym: oceniać, pytać, analizować. Z Przywódczym: przypominać, przywracać, dopisywać.\n",
|
||||
"oddities_ancient_ring": "Starożytny niezniszczalny pierścień",
|
||||
"oddities_and_valuables": "Osobliwości i Precjoza",
|
||||
"oddities_and_valuables_description": "Osobliwości i Precjoza są dokładnie tym, na co brzmią: dziwnymi, fantastycznymi, jednak niejednokrotnie niezwykle wartościowymi przedmiotami. Niektóre z nich mogą być z natury magiczne.",
|
||||
"oddities_darkvision_glasses": "Para okularów noktowizyjnych",
|
||||
"oddities_dead_donkey": "Tylna połowa martwego osła",
|
||||
"oddities_divine_blood": "Fiolka z krwią boskiej istoty",
|
||||
"oddities_giant_serpent_scales": "Skóra i łuski zrzucone przez gigantycznego węża",
|
||||
"oddities_hat": "Kapelusz, który zawsze jakoś suszy ci głowę",
|
||||
"oddities_heavy_crown": "Ciężka korona o przytłaczającej aurze",
|
||||
"oddities_human_teeth": "Sakiewka z ludzkimi zębami",
|
||||
"oddities_monkey_head": "Zasuszone małpie głowy",
|
||||
"oddities_potion_brawn": "Eliksir Tężyzny dodający +2 obrażeń Krwi i +2 obrony Krwi przez następną godzinę czasu rzeczywistego",
|
||||
"oddities_seashell_horn": "Amulet szczęścia ze spiczastej muszli",
|
||||
"oddities_seeds": "Garść ziaren, które posadzone natychmiast wyrastają w dziesięciometrowe badyle",
|
||||
"oddities_shadow_mirror": "Lustro z cienistymi figurami w tle każdego odbicia",
|
||||
"oddities_silk_dress": "Nieustannie świecąca jedwabna suknia",
|
||||
"oddities_songbird": "Słowik w klatce",
|
||||
"oddities_telepathic_yak": "Telepatyczny jak",
|
||||
"oddities_troll_flesh": "Porcja regenerującego się trollowego mięsa. Jest jadalne, ale Robert Makłowicz nie poleca",
|
||||
"oddities_tyrant_pants": "Spodnie lokalnego tyrana",
|
||||
"omen": "Zwiastun",
|
||||
"omen_description": "Zwiastuny są elementami fabularnymi prowadzącymi do postępującej Zagłady. Nawet jeżeli bezpośrednio nie są za nią odpowiedzialne, przyspieszają jej przybycie. Za każdym razem, kiedy Zehar Zagłady postępuje, zostaje zabrany, Przewodnik wykonuje rzut tyloma kośćmi, ile Zwiastunów nadal pozostaje w grze. Za każde wyrzucone 5 lub 6, zabierany jest dodatkowy moment.<br /><br />Rozgrywki zazwyczaj zaczynają się z trzema Zwiastunami w grze, jednak krótsze rozgrywki (np. krótsze niż 3 godziny) mogą mieć tylko dwa Zwiastuny.\n\n",
|
||||
"opportunity": "Szansa",
|
||||
"opportunity_description": "Kiedy wartość wyrzucona podczas Testu Umiejętności jest równa PW, gracz może wybrać, czy jego rzut będzie porażką z Szansą, która polepszy sytuację jego i jego sojuszników. Może to być redukcja ryzyka (opadające napięcie, na przykład), przekierowanie ryzyka (przerzucenie uwagi na kogoś innego), zdobycie szacunku sojuszników lub obserwatorów, zdobycie nowych informacji czy nawet tajemniczego bonusu, którego przeznaczenie zostanie wyjawione później.",
|
||||
"painful_lesson": "Najboleśniejsza lekcja życiowa",
|
||||
"physical": "Fizyczne",
|
||||
"physical_description": "Kreatywność: olśniewaj, bądź innowacyjny, przewyższaj oczekiwania<br />Ostrożność: optymalizuj, bądź zachowawczy, wykonuj plan<br />Przywództwo: wytrzymuj, nacieraj, przytłaczaj.\n",
|
||||
"physical_health": "Zdrowie Fizyczne",
|
||||
"physique": "Krzepa",
|
||||
"physique_description": "Manifestacja siły, wytrzymałości i kondycji. Krzepa jest jedną z dwóch Umiejętności, które mogą automatycznie zadać Obrażenia Krwi podczas Konfliktu, drugą jest Uzbrojenie. Inne zastosowanie obejmuje: wyprowadzenie mocnego ciosu w przeciwnika, wyważenie drzwi taranem, wstrzymanie oddechu pod wodą.<br /><br />Podobnie jak w przypadku innych Umiejętności Fizycznych, bohater używający ich z Kreatywnym Podejściem może: oszałamiać, być innowacyjny, przekraczać oczekiwania. Z Podejściem Ostrożnym: optymalizować, zabezpieczać, korzystać z doświadczenia. Z Przywódczym: nacierać, przetrwać, przytłaczać.\n",
|
||||
"player_name": "Imię Gracza/Graczki",
|
||||
"portrait": "Portret",
|
||||
"practical": "Praktyczne",
|
||||
"practical_description": "Kreatywność: wynajduj, adaptuj się, eksperymentuj<br />Ostrożność: uspokajaj, udoskonalaj, oceniaj<br />Przywództwo: ponaglaj, przetrwaj, używaj brutalnej siły.\n",
|
||||
"pronouns": "Zaimki",
|
||||
"prowess": "Sprawność",
|
||||
"prowess_description": "Kreatywność: badaj, twórz, rozbudowuj<br />Ostrożność: wyczuwaj, nastrajaj, prowadź dochodzenie<br />Przywództwo: zapamiętuj, pamiętaj, daj z siebie wszystko.\n",
|
||||
"quick_overview": "Szybki przegląd podstawowych mechanik",
|
||||
"recovery_long-rest": "Budzi się z {{0}} Krwi i {{1}} Łez na kolejny dzień.",
|
||||
"recovery_short-rest": "Odzyskuje {{0}} Krwi i {{1}} Łez podczas odpoczynku.",
|
||||
"requires_arc_api": "Ta funkcja wymaga interfejsu API ARC.",
|
||||
"rest": "Odpoczynek",
|
||||
"rest_and_recovery": "Odpoczynek i regeneracja",
|
||||
"rest_description": "Bohaterowie mogą odnowić zdrowie podczas odpoczynku: Krótki Odpoczynek odnawia 1k6 Krwi i 1k6 Łez, Długi Odpoczynek pozwala na wykonanie rzutu, by przypisać nowe wartości Krwi i Łez lub rozdać 7 punktów pomiędzy ich wartości. Przerzut: 2k6 + Modyfikator Krwi/Łez i determinuje ich nową wartość dla Bohatera.<br /><br />Modyfikator Krwi i Łez również określa, jak długi musi być Długi Opdoczynek: 10 godzin w grze pomniejszone o najniższy modyfikator. Odpoczynki trwają do 5 minut czasu rzeczywistego, podczas kiedy Krótki Odpoczynek trwa od 2 minut czasu rzeczywistego i godzinę w grze.\n",
|
||||
"ritual": "Rytuał",
|
||||
"ritual_description": "Rytuały są unikalnymi ceremoniami, których wykonanie odnowi ogniska Zaklęcia lub Techniki. Jeśli ich wykonanie zakończy się sukcesem, wszystkie ogniska się odnawiają, jednak w ilości nie większej, niż pierwotnie.",
|
||||
"ritual_placeholder": "Odnowienie wymaga RYTUAŁU i odnawia wszystkie ogniska ZAKLĘCIA lub TECHNIKI.",
|
||||
"roll": "Rzut",
|
||||
"roll_fail": "Porażka",
|
||||
"roll_success": "Sukces!",
|
||||
"roll_tie": "Rzut jest nierozwiązany.",
|
||||
"rolls": "rzuca",
|
||||
"select_placeholder": "Wybierz...",
|
||||
"settings": "Opcje",
|
||||
"sheet_mode": "Tryb arkusza",
|
||||
"short_desc": "Krótki opis",
|
||||
"short_rest": "Krótki odpoczynek",
|
||||
"skill": "Umiejętność",
|
||||
"skill_check": "Test Umiejętności",
|
||||
"skill_check_description": "Testem Umiejętności jest rzut, który zdeterminuje rezultat akcji Bohatera, jeśli jest ona szczególnie ryzykowna lub stwarza szansę na ciekawe rozwiązanie. Przekradnięcie się koło trolla, na przykład, może wymagać Testu Umiejętności, w szczególności, jeśli sytuacja jest niebezpieczna lub są jakieś dodatkowe komplikacje.<br /><br />Kiedy wykonujesz Test Umiejętności, ustalany jest PW, by zdeterminować łatwość rzutu. Jeśli gracz wyrzuci wartość poniżej PW, gracz uzyskuje czysty sukces. Jeśli jest równy PW, gracz lub Przewodnik może zasugerować lub wybrać czy będzie to sukces z Konsekwencją lub porażkę z Szansą. Jeśli wartość jest wyższa od PW, jest to porażka, co może przynieść dodatkowe komplikacje w zależności od sytuacji.\n<br /><br />Jeśli wyrzuciłeś 1 w teście mając przynajmniej jedną Rangę Umiejętności, rzuć kolejny raz 1k6. Jeśli ponownie wyrzucisz 1, wynik jest perfekcyjny i staje się sukcesem z szansą. Rzuty równe PW lub nieudane mogą zostać ulepszone poprzez poświęcenie 3 punktów Krwi lub Łez, a każdy gracz może wydać jeden mniejszy poziom Więzi, by umożliwić przerzut.\n",
|
||||
"skill_description": "Umiejętności są możliwościami z różnych dziedzin: czy to wiedzy i dziwnych rytuałów, targowania się z obcymi czy nawet zbudowania pięknego pomnika z glicynii. Mistrzostwo Bohatera w konkretnej umiejętności jest wyrażone poprzez rangi: +0 oznacza brak umiejętności, +1 to średnia znajomość tematu, +2 oznacza osobę z darem a +3 eksperta.<br /><br /> Rangi Umiejętności bezpośrednio wpływają na PW. Im wyższa ranga, tym łatwiejsze będzie osiągnięcie sukcesu/ Rangi Umiejętności mogą zostać podniesione bezpośrednio poprzez wydanie PD.\n",
|
||||
"skill_info": "Informacje o Umiejętności",
|
||||
"skills": "Umiejętności",
|
||||
"social": "Społeczne",
|
||||
"social_description": "Ostrożność: rozumuj, orientuj się na detale, prowadź<br />Przywództwo: zastraszaj, wymuszaj, nacieraj<br />Kreatywność: oczarowuj, podżegaj, inspiruj",
|
||||
"spells_and_techniques": "Zaklęcia i Techniki",
|
||||
"spells_and_techniques_base_effect": "Zaklęcia i Techniki są specjalnymi i rzadkimi mocami, wykraczającymi poza zwyczajne umiejętności bohatera. Ich liczba ognisk oznacza, ile razy można z niej skorzytać zanim będzie wymagany rytuał odnawiający. Zaklęcia i Techniki mają swoją podstawową i ulepszoną wersję. Ta druga może zostać wykorzystana zazwyczaj z poświęceniem Łez i dodatkowym Testem Umiejętności - Arkana dla Zaklęć i Skupienie dla Technik. Zupełnie nowe Zaklęcia i Techniki lub ich dodatkowe ogniska można zdobyć poprzez dedykowane im trudne Testy Umiejętności.",
|
||||
"spells_and_techniques_in_conflict": "Zaklęcia i Techniki w Starciu",
|
||||
"spells_and_techniques_in_conflict_base_effect": "W swojej turze Bohater może użyć Zaklęcia lub Techniki ze swojego ekwipunku. Jeśli jednak zostanie zaatakowany przed rozpoczęciem jego tury, Bohater będzie musiał uzyskać sukces w losowym teście z PW = 6. Ten PW będzie obniżał się o 1 po każdym ataku, bez względu na to, czy przeciwnik trafi czy nie. Jeśli Bohaterowi rzut się nie powiedzie, traci on swoją turę, jednak nie wygasa ognisko Zaklęcia czy Techniki.",
|
||||
"spells_bind_weapon": "Związanie Broni",
|
||||
"spells_bind_weapon_base_effect": "Nagle czujesz go w swojej dłoni: jelec magicznego miecza",
|
||||
"spells_blackout": "Zaćmienie",
|
||||
"spells_blackout_base_effect": "Uśpij innych",
|
||||
"spells_burn_the_past": "Stos Przeszłości",
|
||||
"spells_burn_the_past_base_effect": "Wymazujesz wydarzenia minionych godzin z czyjejś pamięci",
|
||||
"spells_compel": "Wymuszenie",
|
||||
"spells_compel_base_effect": "Zmuszasz kogoś do zachowywania się w sposób nienaturalny lub chaotyczny.",
|
||||
"spells_from_dust_to_dust": "Z Prochu w Proch",
|
||||
"spells_from_dust_to_dust_base_effect": "Wytwórz cokolwiek, co widziałeś, z garści prochu",
|
||||
"spells_lifebringer": "Ratownik",
|
||||
"spells_lifebringer_base_effect": "Możesz leczyć rany ciepłym dotykiem twoich dłoni",
|
||||
"spells_little_escapologist": "Mały Uciekinier",
|
||||
"spells_little_escapologist_base_effect": "Znikasz z pola widzenia",
|
||||
"spells_manic_hands": "Maniakalne Dłonie",
|
||||
"spells_manic_hands_base_effect": "Ręce i dłonie wystrzelają z twojej twarzy, pozwalając ci na więcej czynności",
|
||||
"spells_master_of_elements": "Mistrz Żywiołów",
|
||||
"spells_master_of_elements_base_effect": "Powietrze, ziemia, woda i ogień gną się do twojej woli",
|
||||
"spells_pierce_the_veil": "Przeszycie Zasłony",
|
||||
"spells_pierce_the_veil_base_effect": "Widzisz dowolne miejsce w dowolnym czasie",
|
||||
"spells_secret_door": "Tajemne Drzwi",
|
||||
"spells_secret_door_base_effect": "Za kolejnymi drzwiami otwiera się portal. Dokąd prowadzi?",
|
||||
"spells_shadowbind": "Związanie Cieniem",
|
||||
"spells_shadowbind_base_effect": "Powstrzymujesz przeciwnika za pomocą jego własnego cienia",
|
||||
"spells_soundshift": "Tkanie Dźwięku",
|
||||
"spells_soundshift_base_effect": "Dźwięk jest twoją zabawką. To ty decydujesz o jego kształcie",
|
||||
"spells_spirit_pact": "Pakt Ducha",
|
||||
"spells_spirit_pact_base_effect": "Przyzywasz ducha jako swojego sługę z zaświatów",
|
||||
"spells_trick_of_the_light": "Świetlna Sztuczka",
|
||||
"spells_trick_of_the_light_base_effect": "Formujesz światło niczym wodę, tworząc aury i iluzje",
|
||||
"spells_trinket": "Błyskotka",
|
||||
"spells_trinket_base_effect": "Pomniejsze efekty magiczne zdolne do zadowolenia każdego",
|
||||
"spells_true_miracle": "Prawdziwy Cud",
|
||||
"spells_true_miracle_base_effect": "Spełnia twoje życzenie",
|
||||
"spells_unmask_the_self": "Demaskacja",
|
||||
"spells_unmask_the_self_base_effect": "Poznaj imię i ukryte pragnienia każdego bytu, który zobaczysz",
|
||||
"spells_whisper": "Szept",
|
||||
"spells_whisper_base_effect": "Wiadomość wyszeptana w ucho niczym syrenia pieśń",
|
||||
"spells_windstep": "Teleport",
|
||||
"spells_windstep_base_effect": "Wyjdź i pojaw się w innym miejscu kiedy chcesz, by ścigać lub uciec przed zagrożeniem",
|
||||
"stand_ground": "Utrzymaj pozycję",
|
||||
"stand_ground_description": "Każdy atakujący Bohatera lub jego sojuszników w promieniu 2 wysokości otrzymuje karę -1 PW. Możesz uzyskać mniejszy poziom Więzi z sojusznikiem za każdy atak, który w ten sposób udaremnisz, dopóki nie otrzymasz w sumie pierwszego większego poziomu Więzi.<br /><br />Tura bohaterów utrzymujących pozycję jest pierwszą w Rundzie.",
|
||||
"success_fail": "Sukces/Porażka",
|
||||
"supplies_alchemists_tools": "Zestaw alchemiczny i jedna dawka rzadkiej substancji",
|
||||
"supplies_and_oddities": "Zapasy i Drobiazgi",
|
||||
"supplies_and_sundries": "Zapasy i Drobiazgi",
|
||||
"supplies_and_sundries_description": "Zapasy i Drobiazgi przydają się przy eksploracji i przetrwaniu podczas przygód.",
|
||||
"supplies_artisans_tools": "Narzędzia rzemieślnicze i karty do gry",
|
||||
"supplies_backpack": "Duży plecak i czysta książka",
|
||||
"supplies_bedroll": "Śpiwór i mapa okolicy",
|
||||
"supplies_board_games": "Gry planszowe i galon piwa",
|
||||
"supplies_coded_letters": "Stos zaszyfrowanych liter, sygnet i szlacheckie ubrania",
|
||||
"supplies_crowbar_and_lantern": "Łom i latarnia",
|
||||
"supplies_encyclopeida": "Kompletny zestaw encyklopedii",
|
||||
"supplies_fine_clothes": "Lustro i eleganckie ubrania",
|
||||
"supplies_fishing_pole": "Wędka i zestaw do krzesania ognia",
|
||||
"supplies_horse": "Koń i sprzęt do jazdy konnej",
|
||||
"supplies_live_hen": "Żywa kura w klatce",
|
||||
"supplies_rations": "Racje żywnościowe na 3 dni",
|
||||
"supplies_rope_and_carpet": "10 wysokości liny i zwinięty dywan",
|
||||
"supplies_spyglass": "Luneta i magiczne odczynniki",
|
||||
"supplies_tent": "Dwuosobowy namiot i butelka wina",
|
||||
"supplies_thieves_tools": "Przybornik złodzieja, zestaw przebrań i kajdany",
|
||||
"supplies_traps": "Pułapki i przynęta na zwierzęta",
|
||||
"survival": "Przetrwanie",
|
||||
"survival_description": "Zdolność życia z darów ziemi, samowystarczalność w dziczy i przetrwanie w trakcie najsurowszych pór roku. Przykładowo: zbieranie żywności i wody w niebezpiecznym lesie, skórowanie jelenia czy nawigowanie w puszczy. <br /><br />Podobnie jak w przypadku innych Praktycznych Umiejętności, bohater używając ich z Podejściem Kreatywnym może: wymyślać, adaptować się, eksperymentować. Z Podejściem Ostrożnym: uspokajać, udoskonalać, badać. A z Podejściem Przywódczym: pośpieszać, wytrzymywać lub używać brutalnej siły.",
|
||||
"tactics": "Taktyka",
|
||||
"tactics_description": "Znajomość bitew i konfliktów. Przykładowo: przewodzenie żołnierzami Księcia Gawronów za pomocą wyrafinowanej strategii, odpowiednie ustawienie się na polu bitwy podczas zagorzałej walki, instruowanie innej postaci jak rozmieścić się w przygotowaniu do starcia. <br /><br /> Podobnie jak w przypadku innych Umiejętności Wiedzy, bohater używający ich z Kreatywnym Podejściem może: teoretyzować, zmieniać, myśleć poza schematami. Z Podejściem Ostrożnym: oceniać, pytać, analizować. Z Przywódczym: przypominać, przywracać, dopisywać.",
|
||||
"takes_a_rest": "odbywa",
|
||||
"techniques_become_one": "Przejęcie",
|
||||
"techniques_become_one_base_effect": "Odkryj i otrzymaj Zaklęcia i Techniki innego stworzenia",
|
||||
"techniques_bind_magic": "Związanie Magii",
|
||||
"techniques_bind_magic_base_effect": "Nie pozwól komuś użyć Zaklęcia czy Techniki",
|
||||
"techniques_deadly_focus": "Zabójcze Skupienie",
|
||||
"techniques_deadly_focus_base_effect": "Podwój zadawane obrażenia",
|
||||
"techniques_defy_the_fates": "Przeciw Losom",
|
||||
"techniques_defy_the_fates_base_effect": "Cofnij się w czasie",
|
||||
"techniques_dispel": "Rozproszenie",
|
||||
"techniques_dispel_base_effect": "Anuluj efekty Zaklęcia lub Techniki",
|
||||
"techniques_doompause": "Zatrzymanie",
|
||||
"techniques_doompause_base_effect": "Wstrzymaj Zagładę",
|
||||
"techniques_flowmotion": "Przeciąg",
|
||||
"techniques_flowmotion_base_effect": "Poruszaj się bardzo szybko",
|
||||
"techniques_fluorescent_transcendence": "Fluorescencyjna Transcendencja",
|
||||
"techniques_fluorescent_transcendence_base_effect": "ulepsza wszystkie Zaklęcia i Techniki na krótki moment",
|
||||
"techniques_heartpiercer": "Sercowiec",
|
||||
"techniques_heartpiercer_base_effect": "Twoje obrażenia ignorują pancerz i obronę",
|
||||
"techniques_inspiration": "Inspiracja",
|
||||
"techniques_inspiration_base_effect": "Wspomóż czyjąś następną akcję poprzez napełnienie go inspiracją",
|
||||
"techniques_interdiction": "Ubezwłasnowolnienie",
|
||||
"techniques_interdiction_base_effect": "Nie pozwól przeciwnikowi użyć jednego lub większej ilości Podejść",
|
||||
"techniques_memory_seed": "Ziarno Pamięci",
|
||||
"techniques_memory_seed_base_effect": "Wszczep komuś fałszywe wspomnienie",
|
||||
"techniques_netherwave": "Fala z Zaświatów",
|
||||
"techniques_netherwave_base_effect": "Puls energii tak silnej, że zwala każdego z nóg",
|
||||
"techniques_only_ones_who_know": "Kto wie, ten wie",
|
||||
"techniques_only_ones_who_know_base_effect": "Albo wszyscy wiedzą o tym, co zamierzasz, albo nikt",
|
||||
"techniques_redo": "Powtórzenie",
|
||||
"techniques_redo_base_effect": "Powtórz rzut w Teście Umiejętności - swój lub czyjś",
|
||||
"techniques_saving_grace": "Zbawcza Łaska",
|
||||
"techniques_saving_grace_base_effect": "Ochroń swoich sprzymierzeńców, przekierowując obrażenia na siebie",
|
||||
"techniques_stonewall": "Kamienna Ściana",
|
||||
"techniques_stonewall_base_effect": "Zmniejsza wszystkie obrażenia. Bądź gruboskórny - dosłownie lub w przenośni",
|
||||
"techniques_turn_the_tide": "Odwrócenie Losu",
|
||||
"techniques_turn_the_tide_base_effect": "Każda akcja, której się podejmujesz przynosi szansę",
|
||||
"techniques_uncanny_alarm": "Niepokojący Alarm",
|
||||
"techniques_uncanny_alarm_base_effect": "Zapytaj wyroczni o konsekwencje jakiejś akcji",
|
||||
"techniques_weave_through_water": "Wtopienie się w wodę",
|
||||
"techniques_weave_through_water_base_effect": "Możesz chodzić po wodzie lub pod nią oddychać",
|
||||
"tests": "testy",
|
||||
"theme": "widok",
|
||||
"three_rumors": "Uporczywe plotki",
|
||||
"threshold_number": "Poziom Wejścia",
|
||||
"threshold_number_description": "Poziom Wejścia (PW) oznacza łatwość ryzykownych działań; im wyższy PW, tym łatwiejsze jest zadanie do wykonania. PW jest sumą Wartości Podejścia i Rangi Umiejętności, których gracz chciałby użyć. Przewodnik może również dodać Modyfikator Poziomu Trudności, by oddać okoliczności sytuacjyjne lub pozycyjne. <br /><br /> PW może również zostać podniesiony, jeśli sojusznik zdecyduje się asystować. Jeśli tak się stanie, większe poziomy Więzi tego sojusznika z bohaterem automatycznie zostają dodane do PW. Kiedy PW jest znany, gracz może wykonać rzut Testu Umiejętności.",
|
||||
"tinker": "Majsterkowanie",
|
||||
"tinker_description": "Ekspertyza inżynieryjna względem mechanizmów, schematów i struktur. <br /><br /> Podobnie jak w przypadku innych Umiejętności Praktycznych, bohater używający ich z Kreatywnym Podejściem może: wymyślać, adaptować się, eksperymentować. Z Podejściem Ostrożnym: uspokajać, udoskonalać, badać. Z Przywódczym: pospieszać, wytrzymywać, używać brutalnej siły.",
|
||||
"tn": "PW",
|
||||
"tn_difficult": "Trudny [PW +0]",
|
||||
"tn_easy": "Łatwy [PW +1]",
|
||||
"tn_impossibly_difficult": "Niemożliwie trudny [PW -3]",
|
||||
"tn_modifier+0": "[+0 do PW] Bez zmian ",
|
||||
"tn_modifier+1": "[+1 do PW] Łatwy",
|
||||
"tn_modifier+2": "[+2 do PW] Bardzo łatwy",
|
||||
"tn_modifier+3": "[+3 do PW] Wyjątkowo łatwy ",
|
||||
"tn_modifier-1": "[-1 do PW] Bardzo trudny",
|
||||
"tn_modifier-2": "[-2 do PW] Zdumiewająco trudny",
|
||||
"tn_modifier-3": "[-3 do PW] Niemożliwie trudny",
|
||||
"tn_no_change": "Bez zmian",
|
||||
"tn_staggeringly_difficult": "Zdumiewająco trudny [PW -2]",
|
||||
"tn_very_difficult": "Bardzo trudny [PW -1]",
|
||||
"tooltip_hide": "Ukryj",
|
||||
"tooltip_show": "Pokaż",
|
||||
"tooltips": "Przełącz podpowiedź",
|
||||
"trade": "Fach",
|
||||
"trade_description": "Doświadczenie w handlu, obycie ze zwierzętami i industrialnymi czy rynkowymi przedsięwzięciami. Przykładowo: intuicyjna świadomość, czy jakiś towar nie jest zbyt drogi, znajomość procesów garbarskich lub metalurgicznych, znajomość sposobów sprawdzania jakości ziemskich przedmiotów. <br /><br /> Podobnie jak w przypadku innych Umiejętności Praktycznych, bohater używający ich z Kreatywnym Podejściem może: wymyślać, adaptować się, eksperymentować. Z Podejściem Ostrożnym: uspokajać, udoskonalać, badać. Z Przywódczym: pospieszać, wytrzymywać, używać brutalnej siły.",
|
||||
"turn": "Tura",
|
||||
"turn_description": "Tura obejmuje akcję i/lub ruch bohatera w Starciu. Działania obejmują: utrzymanie pozycji, atak, nieszkodliwe akcje (tworzenie Przewagi, Asystowanie lub coś innego), użycie Zaklęcia lub Techniki, a nawet poruszenie się do 5 dodatkowych wysokości. <br /><br />Tury uporządkowane są zgodnie z Kategorią Inicjatywy bazującej na zamiarze gracza. Przed rozpoczęciem rundy, gracze mogą przedyskutować swoje zamiary i ustalić, kto wykonuje akcje w której Kategorii Inicjatywy. Runda kończy się i zaczyna na nowo, kiedy każdy bohater miał swoją Turę.",
|
||||
"update_character_sheet": "Nie zapomnij zaktualizować karty postaci swojego bohatera.",
|
||||
"use_dark": "Ciemny",
|
||||
"use_light": "Jasny",
|
||||
"use_sync": "Synchronizuj z przeglądarką",
|
||||
"version": "Wersja",
|
||||
"versus": "vs",
|
||||
"weaponry": "Weaponry",
|
||||
"weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points. <br /><br />As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.",
|
||||
"xp": "XP",
|
||||
"xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).",
|
||||
"xp_spent": "Spent",
|
||||
"xp_total": "Total"
|
||||
"weaponry": "Uzbrojenie",
|
||||
"weaponry_description": "Biegłość w posługiwaniu się i konserwacji oręża. Uzbrojenie to jedna z dwóch umiejętności, które mogą automatycznie zadawać obrażenia w Starciu, drugą jest Krzepa. Inne zastosowania obejmują: prawidłowe obchodzenie się z mieczem, poradzenie sobie z nieporęcznym młotem, poznanie słabych punktów broni. <br /><br /> Podobnie jak w przypadku innych Umiejętności Fizycznych, bohater używający ich z Kreatywnym Podejściem może: oszałamiać, być innowacyjny, przekraczać oczekiwania. Z Podejściem Ostrożnym: optymalizować, zabezpieczać, korzystać z doświadczenia. Z Przywódczym: nacierać, przetrwać, przytłaczać.",
|
||||
"xp": "PD",
|
||||
"xp_description": "Punkty Doświadczenia (PD) reprezentują wzrastające kompetencje bohatera. Mogą być przyznawane godzinowo (dla rozgrywek na 1-3 sesje) lub na koniec każdej sesji. Gracze mogą wydawać je w dowolnym momencie, by podnieść swoje Wartości Podejścia (3x następny poziom PD), Rangę Umiejętności (2x następna wartość PD) lub modyfikatory Krwi czy Łez (następna wartość PD).",
|
||||
"xp_spent": "Wydane",
|
||||
"xp_total": "Suma"
|
||||
}
|
||||
|
||||
@@ -0,0 +1,129 @@
|
||||
{
|
||||
"add-society-someone": "Add someone to your secret society.",
|
||||
"advance-3basicmoves": "Choose 3 basic moves and advance them.",
|
||||
"advance-4basicmoves": "Advance the other 4 basic moves.",
|
||||
"angel": "Angel",
|
||||
"armor": "Armor",
|
||||
"barter": "Barter",
|
||||
"battlebabe": "Battlebabe",
|
||||
"brainer": "Brainer",
|
||||
"broken": "Broken",
|
||||
"change-char-type": "Change your character to a new type.",
|
||||
"chopper": "Chopper",
|
||||
"class-archetype": "Class",
|
||||
"class-moves": "Class Moves",
|
||||
"cool": "Cool",
|
||||
"crew-contacts": "Crew Contacts",
|
||||
"crippled": "Crippled",
|
||||
"custom-weapons": "Custom Weapons",
|
||||
"description": "Description",
|
||||
"disfigured": "Disfigured",
|
||||
"do-something-under-fire": "Do something under fire",
|
||||
"driver": "Driver",
|
||||
"erase-holding-option": "Erase an option from your holding.",
|
||||
"establishment-security": "Add a security to your establishment.",
|
||||
"experience": "Experience",
|
||||
"faceless": "Faceless",
|
||||
"followers": "Followers",
|
||||
"followers-newoption": "Choose a new option for your followers.",
|
||||
"fortune": "Fortune",
|
||||
"frame": "Frame",
|
||||
"gang": "Gang",
|
||||
"gang-new-option": "Choose a new option for your gang.",
|
||||
"gear-barter": "Gear & Barter",
|
||||
"get-2-gigs-moonlighting": "Get 2 gigs (detail) and Moonlighting.",
|
||||
"get-brainer-gear2": "Get 2 pieces of Brainer gear.",
|
||||
"get-car": "Get a car. (detail)",
|
||||
"get-car-noshit-driver": "Get a car (detail) and a \"No Shit Driver\".",
|
||||
"get-followers-fortune": "Get followers (detail) and fortunes.",
|
||||
"get-gang-alpha": "Get a gang (detail) and Pack Alpha.",
|
||||
"get-gang-leadership": "Get a gang (detail) and Leadership.",
|
||||
"get-gang-security-leadership": "Get a gang (detail) for security, and leadership.",
|
||||
"get-garage-crew": "Get a garage (workspace, detail) and crew.",
|
||||
"get-gig-change-crew": "Get a gig and you may change your crew.",
|
||||
"get-holding-newoption": "Choose a new option for your holding.",
|
||||
"get-holding-wealth": "Get a holding (detail) and Wealth.",
|
||||
"get-move-class": "Get a new move from your class.",
|
||||
"get-move-other": "Get a move from another Playbook.",
|
||||
"get-plus-cool-max2": "Get +1 Cool (max Cool +2)",
|
||||
"get-plus-cool-max3": "Get +1 Cool (max Cool +3)",
|
||||
"get-plus-hard-max2": "Get +1 Hard (max Hard +2)",
|
||||
"get-plus-hard-max3": "Get +1 Hard (max Hard +3)",
|
||||
"get-plus-hot-max2": "Get +1 Hot (max Hot +2)",
|
||||
"get-plus-hot-max3": "Get +1 Hot (max Hot +3)",
|
||||
"get-plus-sharp-max2": "Get +1 Sharp (max Sharp +2)",
|
||||
"get-plus-sharp-max3": "Get +1 Sharp (max Sharp +3)",
|
||||
"get-plus-stat-max3": "Get +1 to any stat (max stat +3)",
|
||||
"get-plus-weird-max2": "Get +1 Weird (max Weird +2)",
|
||||
"get-plus-weird-max3": "Get +1 Weird (max Weird +3)",
|
||||
"gig-abandon-resolve": "Abandon or resolve an obligation gig for good.",
|
||||
"gigs": "Gigs",
|
||||
"give-solace": "Give a Solace move to another character.",
|
||||
"go-aggro": "Go aggro/seize by force",
|
||||
"growing-arms-legs": "You are growing arms and legs.",
|
||||
"gunlugger": "GunLugger",
|
||||
"hard": "Hard",
|
||||
"hardholder": "Hardholder",
|
||||
"harm": "Harm",
|
||||
"highlighted": "Highlighted",
|
||||
"hoard-option": "Add an option to your hoard.",
|
||||
"hoarder": "Hoarder",
|
||||
"hocus": "Hocus",
|
||||
"hold": "Hold",
|
||||
"holding": "Holding",
|
||||
"holding-size": "Size",
|
||||
"hot": "Hot",
|
||||
"hx": "Hx",
|
||||
"improvements": "Improvements",
|
||||
"lock-unlock-class": "Lock/Unlock Class",
|
||||
"looks": "Looks",
|
||||
"macaluso": "Macaluso",
|
||||
"maestro": "Maestro D",
|
||||
"maestro-d": "Maestro D",
|
||||
"marmot": "Marmot",
|
||||
"misses": "Misses",
|
||||
"move": "Move",
|
||||
"name": "Name",
|
||||
"nolonger-vulnerable-hunger": "You can live on local human food and are no loger vulnerable to hunger.",
|
||||
"nolonger-vulnerable-xharm": "You are no longer vulnerable to Ψ-harm.",
|
||||
"open-your-brain": "Open your brain",
|
||||
"operator": "Operator",
|
||||
"other": "Other",
|
||||
"other-moves": "Other Moves",
|
||||
"phase1-add-improvements": "Add all these improvements manually into your stats, they will not be auto-calculated",
|
||||
"power": "Power",
|
||||
"puppet-strings": "Puppet Strings",
|
||||
"quarantine": "Quarantine",
|
||||
"read-a-sitch": "Read a sitch; read a person",
|
||||
"resolve-interest-establishment": "Resolve the interest of somebody in your establishment.",
|
||||
"retire-char-safety": "Retire your character. (to safety)",
|
||||
"rolls": "rolls",
|
||||
"s-m-m": "S.M.M.",
|
||||
"savvyhead": "SavvyHead",
|
||||
"second-char": "Create a second character to play.",
|
||||
"seduce-or-manipulate": "Seduce or manipulate",
|
||||
"sharp": "Sharp",
|
||||
"shattered": "Shattered",
|
||||
"show-hide-improvements": "Show/Hide Improvements",
|
||||
"size": "Size",
|
||||
"skinner": "Skinner",
|
||||
"solace": "Solace",
|
||||
"stat": "Stat",
|
||||
"stats": "Stats",
|
||||
"stock": "Stock",
|
||||
"strength": "Strength",
|
||||
"succeeds": "Succeeds",
|
||||
"succeeds-partially": "Succeeds partially",
|
||||
"surplus": "Surplus",
|
||||
"tags": "Tags",
|
||||
"talk-directly-humans": "You can talk directly with humans.",
|
||||
"touchstone": "Touchstone",
|
||||
"unlock-stasis-facility": "Unlocks a stasis facility.",
|
||||
"wakeup-human": "You wake up human.",
|
||||
"want": "Want",
|
||||
"weaknesses": "Weaknesses",
|
||||
"weird": "Weird",
|
||||
"workspace-lifesupport": "Add life support to your workspace, and now you can work on people there too.",
|
||||
"your-bike": "Your Bike",
|
||||
"your-cars": "Your Car(s)"
|
||||
}
|
||||
@@ -0,0 +1,182 @@
|
||||
{
|
||||
"add-workspace-2options": "add 2 options to your workspace",
|
||||
"advance-3basicmoves": "choose 3 basic moves and advance them.",
|
||||
"advance-3other-moves": "advance the other 3 basic moves.",
|
||||
"agility": "Agility",
|
||||
"amenities": "Amenities",
|
||||
"ammo": "Ammo",
|
||||
"angel": "Angel",
|
||||
"armor": "Armor",
|
||||
"atmosphere": "Atmosphere",
|
||||
"attractions": "Attractions",
|
||||
"back-minus-harm": "Come back with -1hard",
|
||||
"back-minus-weird": "Come back with +1weird",
|
||||
"barter": "Barter",
|
||||
"battlebabe": "Battlebabe",
|
||||
"brainer": "Brainer",
|
||||
"but": "But",
|
||||
"change-char-type": "change your character to a new type",
|
||||
"change-playbook": "Change to a new Playbook",
|
||||
"charge": "Charge",
|
||||
"child-thing": "Child-Thing",
|
||||
"chopper": "Chopper",
|
||||
"chosen-friends": "Chosen Friends",
|
||||
"config": "Configuration",
|
||||
"damage": "Damage",
|
||||
"playbook-archetype": "Playbook",
|
||||
"playbook-moves": "Playbook Moves",
|
||||
"complications": "Complications",
|
||||
"cool": "Cool",
|
||||
"crew-contacts": "Crew Contacts",
|
||||
"custom-weapons": "Custom Weapons",
|
||||
"description": "Description",
|
||||
"die": "Die",
|
||||
"do-something-under-fire": "do something under fire",
|
||||
"driver": "Driver",
|
||||
"emerged-stasis": "You emerged from stasis",
|
||||
"erase-holding-option": "erase an option from your holding",
|
||||
"establishment": "Establishment",
|
||||
"establishment-security": "add a security to your establishment",
|
||||
"experience": "Experience",
|
||||
"faceless": "Faceless",
|
||||
"features": "Features",
|
||||
"follower_barter": "Follower Barter",
|
||||
"followers": "Followers",
|
||||
"followers-newoption": "choose a new option for your followers",
|
||||
"food": "Food",
|
||||
"force entrance_exit": "Force Entrance/Exit",
|
||||
"fortune": "Fortune",
|
||||
"frame": "Frame",
|
||||
"gang": "Gang",
|
||||
"gang-new-option": "choose a new option for your gang",
|
||||
"gear-barter": "Gear & Barter",
|
||||
"get-2brainer-gear": "get 2 new or relacement brainer gear (you choose)",
|
||||
"get-ally": "get an ally (cf, detail with the MC)",
|
||||
"get-establishment": "get an establishment (detail)",
|
||||
"get-followers-fortune": "get followers (you detail) and Fortunes",
|
||||
"get-gang-alpha": "get a gang (detail) and Pack Alpha",
|
||||
"get-gang-leadership": "get a gang (detail) and Leadership",
|
||||
"get-gang-security-leadership": "get a gang (detail) for security, and Leadership",
|
||||
"get-garage-crew": "get a garage (workspace, detail) and crew",
|
||||
"get-holding-newoption": "choose a new option for your holding",
|
||||
"get-holding-wealth": "get a holding (detail) and Wealth",
|
||||
"get-move-angel": "get a new angel move",
|
||||
"get-move-battlebabe": "get a new battlebabe move",
|
||||
"get-move-brainer": "get a new brainer move",
|
||||
"get-move-child": "get a new child-thing move",
|
||||
"get-move-driver": "get a new driver move",
|
||||
"get-move-faceless": "get a new faceless move",
|
||||
"get-move-gunlugger": "get a new gunlugger move",
|
||||
"get-move-hocus": "get a new hocus move",
|
||||
"get-move-maestro": "get a new maestro d' move",
|
||||
"get-move-news": "get a new news move",
|
||||
"get-move-other": "get a move from another playbook",
|
||||
"get-move-savvyhead": "get a new savvyhead move",
|
||||
"get-move-skinner": "get a new skinner move",
|
||||
"get-move-waterbearer": "get a new waterbearer move",
|
||||
"get-plus-cool-max2": "get +1cool (max cool+2)",
|
||||
"get-plus-cool-max3": "get +1cool (max cool+3)",
|
||||
"get-plus-hard-max2": "get +1hard (max hard+2)",
|
||||
"get-plus-hard-max3": "get +1hard (max hard+3)",
|
||||
"get-plus-hot-max2": "get +1hot (max hot+2)",
|
||||
"get-plus-hot-max3": "get +1hot (max hot+3)",
|
||||
"get-plus-sharp-max2": "get +1sharp (max sharp+2)",
|
||||
"get-plus-sharp-max3": "get +1sharp (max sharp+3)",
|
||||
"get-plus-stat-max3": "get +1 to any stat (max stat+3)",
|
||||
"get-plus-weird-max2": "get +1weird (max weird+2)",
|
||||
"get-plus-weird-max3": "get +1weird (max weird+3)",
|
||||
"get-supplier": "get a supplier (cf, detail with the MC)",
|
||||
"get-vehicle": "get a new vehicle (you detail)",
|
||||
"get-vehicle-combat-driver": "get a vehicle (you detail) and Combat Driver",
|
||||
"get-vehicle-new": "get a vehicle (you detail)",
|
||||
"get-workspace-2options": "get a workspace (you detail) or add 2 options to your workspace",
|
||||
"gigs": "Gigs",
|
||||
"go-aggro": "go aggro/seize by force",
|
||||
"gunlugger": "GunLugger",
|
||||
"hard_shutdown/cover_ground": "hard shutdown/cover ground",
|
||||
"hard": "Hard",
|
||||
"hardholder": "Hardholder",
|
||||
"harm": "Harm",
|
||||
"highlighted": "Highlighted",
|
||||
"hocus": "Hocus",
|
||||
"hold": "Hold",
|
||||
"holding": "Holding",
|
||||
"holding-size": "Size",
|
||||
"hot": "Hot",
|
||||
"hx": "Hx",
|
||||
"hx-notes": "Hx Notes",
|
||||
"improvements": "Improvements",
|
||||
"interested-parties": "Interested Parties",
|
||||
"laws": "Laws",
|
||||
"life-untenable": "When Life is Untenable",
|
||||
"lock-unlock-playbook": "Lock/Unlock Playbook",
|
||||
"look": "Look",
|
||||
"looks": "Looks",
|
||||
"maestro-d": "Maestro D",
|
||||
"marine": "Landfall Marine",
|
||||
"massive": "Massive",
|
||||
"misses": "Misses",
|
||||
"move": "Move",
|
||||
"name": "Name",
|
||||
"news": "News",
|
||||
"no-vuln-hunger": "You are no longer vulnerable to hunger",
|
||||
"no-vuln-phychic": "you're no longer vulnerable to Ψ-harm",
|
||||
"no-vuln-isolation": "you're no longer vulnerable to reflexive isolation",
|
||||
"open-your-brain": "open your brain",
|
||||
"other": "Other",
|
||||
"other-moves": "Other Moves",
|
||||
"penalties": "Penalties",
|
||||
"people-connections": "People with Connections",
|
||||
"phase1-add-improvements": "Add all these improvements manually into your stats, they will not be auto-calculated",
|
||||
"power": "Power",
|
||||
"puppet-strings": "Puppet Strings",
|
||||
"quarantine": "The Quarantine",
|
||||
"read-a-sitch": "read a sitch; read a person",
|
||||
"regulars": "Regulars",
|
||||
"remaining-stasis": "Remaining in Stasis",
|
||||
"resolve-interest-establishment": "resolve somebody's interest in your establishment",
|
||||
"retire-char-safety": "retire your character (to safety)",
|
||||
"roll-your-hx": "roll your Hx",
|
||||
"rolls": "rolls",
|
||||
"savvyhead": "SavvyHead",
|
||||
"second-char": "create a second character to play",
|
||||
"security": "Security",
|
||||
"seduce-or-manipulate": "seduce or manipulate",
|
||||
"sharp": "Sharp",
|
||||
"show-hide-improvements": "Show/Hide Improvements",
|
||||
"size": "Size",
|
||||
"skinner": "Skinner",
|
||||
"source": "Source",
|
||||
"source-2features": "add 2 features to the source",
|
||||
"source-laws": "change the laws and penalties of the source",
|
||||
"specialist-jackson": "Status of Specialist Jackson, Tammy M.",
|
||||
"spend_1_barter_to_replenish_1_stock": "Spend 1 Barter to replenish 1 Stock",
|
||||
"stasis": "Stasis",
|
||||
"stasis-facilities": "Stasis Facilities",
|
||||
"stat": "Stat",
|
||||
"stats": "Stats",
|
||||
"stock": "Stock",
|
||||
"strength": "Strength",
|
||||
"studio": "Studio",
|
||||
"succeeds": "Succeeds",
|
||||
"succeeds-partially": "Succeeds partially",
|
||||
"suffer-harm": "suffer harm",
|
||||
"surplus": "Surplus",
|
||||
"tags": "Tags",
|
||||
"under-disguises": "Under Their Disguises",
|
||||
"unlock-stasis-facility": "unlock a stasis facility",
|
||||
"unlocked-facilities": "Unlocked Facilities",
|
||||
"unmasked": "Unmasked, You Are",
|
||||
"untouched-why": "It's Untouched. Why?",
|
||||
"walkingSuit": "Walking Suit",
|
||||
"want": "Want",
|
||||
"waterbearer": "Waterbearer",
|
||||
"weaknesses": "Weaknesses",
|
||||
"weird": "Weird",
|
||||
"wolves-maelstrom": "Wolves of the Maelstrom",
|
||||
"workspace-lifesupport": "add life support to your workspace, and now you can work on people there too",
|
||||
"your-bike": "Your Bike",
|
||||
"your-cars": "Your Car(s)",
|
||||
"your-den": "Your Den",
|
||||
"your-mask": "Your Mask"
|
||||
}
|
||||
@@ -0,0 +1,39 @@
|
||||
{
|
||||
"game": "Abtract Donjon",
|
||||
"name": "Nom :",
|
||||
"level": "Niveau :",
|
||||
"experience": "XP :",
|
||||
"bonus": "Bonus :",
|
||||
"game's name": "Nom du jeu",
|
||||
"attributes'names": "Noms des attributs",
|
||||
"attributes' descriptions": "Textes de description",
|
||||
"secondary pools' name": "Nom des réserves secondaires",
|
||||
"npc attacks": "Attaques",
|
||||
"npc resistances": "Résistances",
|
||||
"npc vulnerabilities": "Vulnérabilités",
|
||||
"npc special": "Spécial",
|
||||
"opposition": "Opposition : ",
|
||||
"attacks": "Attaques : ",
|
||||
"resistances": "Résistances : ",
|
||||
"vulnerabilities": "Vulnérabilités : ",
|
||||
"special": "Spécial : ",
|
||||
"result": "Résultat : ",
|
||||
"uses": "utilise",
|
||||
"gets": "obtient",
|
||||
"Game's name :": "Nom du jeu",
|
||||
"gameinfo": "Change le nom du jeu pour correspondre à votre style",
|
||||
"attributeinfo": "Change les caractéristiques pour correspondre à votre type de jeu",
|
||||
"First attribute :": "Première caractéristique :",
|
||||
"Second attribute :": "Seconde caractéristique :",
|
||||
"Third attribute :": "Troisième caractéristique :",
|
||||
"Fourth attribute:": "Quatrième caractéristique :",
|
||||
"skillinfo": "Change les compétences pour correspondre à votre type de jeu",
|
||||
"Skills 1 :": "Compétences 1 :",
|
||||
"Skills 2 :": "Compétences 2 :",
|
||||
"Skills 3 :": "Compétences 3 :",
|
||||
"descinfo": "Change les descriptions pour correspondre à votre type de jeu",
|
||||
"attribute description1 :": "Description Caractéristique 1 :",
|
||||
"attribute description2 :": "Description Caractéristique 2 :",
|
||||
"attribute description3 :": "Description Caractéristique 3 :",
|
||||
"attribute description4 :": "Description Caractéristique 4 :"
|
||||
}
|
||||
@@ -0,0 +1,58 @@
|
||||
{
|
||||
"roll-u": "Roll",
|
||||
"roll-action-u": "Roll",
|
||||
"roll4only-u": "Roll 4dF+Skill only",
|
||||
"roll4and-u": "Roll 4dF+Skill+Modifiers",
|
||||
"name-u": "Name & Pronouns",
|
||||
"callsign-u": "Callsign",
|
||||
"playbook-u": "Playbook",
|
||||
"refresh-u": "'Fresh",
|
||||
"fate-points-u": "Fate",
|
||||
"likes-u": "Likes",
|
||||
"kills-u": "Kills",
|
||||
"description-u": "Description",
|
||||
"aspects-u": "Aspects",
|
||||
"concept-u": "Concept",
|
||||
"toxicity-u": "Toxicity",
|
||||
"chopper-u": "Chopper",
|
||||
"luckycharm-u": "Lucky Charm",
|
||||
"additional-aspect-u": "Aspect",
|
||||
"skills-u": "Skills",
|
||||
"skill-only-u": "Skill only",
|
||||
"skill-u": "Skill",
|
||||
"modifiers-u": "Modifiers",
|
||||
"alt-disp-u": "Alternate display",
|
||||
"classic-disp-u": "Classic display",
|
||||
"legendary-u": "Legendary (+8)",
|
||||
"epic-u": "Epic (+7)",
|
||||
"fantastic-u": "Fantastic (+6)",
|
||||
"superb-u": "Superb (+5)",
|
||||
"great-u": "Great (+4)",
|
||||
"good-u": "Good (+3)",
|
||||
"fair-u": "Fair (+2)",
|
||||
"avg-u": "Average (+1)",
|
||||
"mediocre-u": "Mediocre (+0)",
|
||||
"poor-u": "Poor (-1)",
|
||||
"terrible-u": "Terrible (-2)",
|
||||
"consequences-u": "Consequences",
|
||||
"stress-u": "Stress",
|
||||
"mild-u": "Mild",
|
||||
"moderate-u": "Moderate",
|
||||
"severe-u": "Severe",
|
||||
"nerves-u": "Nerves",
|
||||
"nerves-3-u": "(Nerves +3)",
|
||||
"nerves-4-u": "(Nerves +4)",
|
||||
"extra-u": "Extra",
|
||||
"stressboxes-u": "Number of Stress Box owned by the character",
|
||||
"stunts-u": "Stunts",
|
||||
"playbook-stunt-u": "Playbook Stunt",
|
||||
"chopper-mod-u": "Chopper Mod",
|
||||
"gang-stunt-u": "Gang Stunt",
|
||||
"extras-u": "Extras",
|
||||
"advancements-u": "Advancements",
|
||||
"experience-u": "Experience",
|
||||
"advances-u": "Advances",
|
||||
"trigger-u": "Trigger",
|
||||
"triggertext-u": "Your Toxicity Aspect is compelled. \nYou worked together as a team.",
|
||||
"vibes-u": "Vibes"
|
||||
}
|
||||
@@ -0,0 +1,48 @@
|
||||
{
|
||||
"name": "Nome",
|
||||
"concept": "Conceito",
|
||||
"hindrance": "Defeito",
|
||||
"historic": "Histórico",
|
||||
"hero-points": "Pontos de Herói",
|
||||
"experience-points": "Pontos de Experiência",
|
||||
"health-levels": "Níveis de Saúde",
|
||||
"current": "Atual",
|
||||
"max": "Max",
|
||||
"feats": "Proezas",
|
||||
"fixing": "Jeitinho",
|
||||
"fight": "Confusão",
|
||||
"muscles": "Músculos",
|
||||
"brains": "Cachola",
|
||||
"contacts": "Contatos",
|
||||
"cunning": "Esperteza",
|
||||
"deceive": "Falastrice",
|
||||
"charisma": "Maneirice",
|
||||
"stubborn": "Teimosia",
|
||||
"description": "Descrição",
|
||||
"powerful": "Poderosa",
|
||||
"magical": "Mágica",
|
||||
"mod": "Modificador",
|
||||
"targetnumber": "Sucesso maior ou igual a ",
|
||||
"numberofdice": "Quantidade de dados",
|
||||
"status": "Estados",
|
||||
"weapons": "Armas",
|
||||
"action": "Ação",
|
||||
"reaction": "Reação",
|
||||
"hands": "Mãos",
|
||||
"reach": "Alcance",
|
||||
"equipment": "Equipamento",
|
||||
"notes": "Anotações",
|
||||
"spells": "Feitiços",
|
||||
"level": "Nível",
|
||||
"school": "Escola",
|
||||
"air": "Ar",
|
||||
"dimensional": "Dimensional",
|
||||
"fire": "Fogo",
|
||||
"ice": "Gelo",
|
||||
"mind": "Mental",
|
||||
"death": "Morte",
|
||||
"rock": "Rocha",
|
||||
"life": "Vida",
|
||||
"attribute": "Atributo",
|
||||
"size": "Tamanho"
|
||||
}
|
||||
@@ -0,0 +1,531 @@
|
||||
{
|
||||
"skills-list": "acrobatics,animal_handling,athletics,deception,history,insight,intimidation,investigation,lore,medicine,nature,perception,performance,persuasion,riddle,shadowlore,sleight_of_hand,stealth,survival,traditions",
|
||||
"npc-options-u": "NPC OPTIONS",
|
||||
"name-u": "NAME",
|
||||
"npc-type-u": "NPC TYPE",
|
||||
"npc-type-place": "Medium fiend",
|
||||
"armor-class-u": "ARMOUR CLASS",
|
||||
"class-u": "CLASS",
|
||||
"type-u": "TYPE",
|
||||
"npc-armor-place": "corslet of mail",
|
||||
"standard-of-living-u": "STANDARD OF LIVING",
|
||||
"hit-points-u": "HIT POINTS",
|
||||
"formula-u": "FORMULA",
|
||||
"speed-u": "SPEED",
|
||||
"npc-speed-place": "30 ft., fly 60ft.",
|
||||
"poor": "Poor",
|
||||
"frugal": "Frugal",
|
||||
"martial": "Martial",
|
||||
"prosperous": "Prosperous",
|
||||
"rich": "Rich",
|
||||
"attributes-u": "ATTRIBUTES",
|
||||
"str-u": "STR",
|
||||
"dex-u": "DEX",
|
||||
"con-u": "CON",
|
||||
"int-u": "INT",
|
||||
"wis-u": "WIS",
|
||||
"cha-u": "CHA",
|
||||
"saves-u": "SAVES",
|
||||
"skills-u": "SKILLS",
|
||||
"acrobatics-u": "ACROBATICS",
|
||||
"animal_handling-u": "ANIMAL HANDLING",
|
||||
"lore-u": "LORE",
|
||||
"athletics-u": "ATHLETICS",
|
||||
"deception-u": "DECEPTION",
|
||||
"history-u": "HISTORY",
|
||||
"insight-u": "INSIGHT",
|
||||
"intimidation-u": "INTIMIDATION",
|
||||
"investigation-u": "INVESTIGATION",
|
||||
"medicine-u": "MEDICINE",
|
||||
"nature-u": "NATURE",
|
||||
"perception-u": "PERCEPTION",
|
||||
"performance-u": "PERFORMANCE",
|
||||
"persuasion-u": "PERSUASION",
|
||||
"riddle-u": "RIDDLE",
|
||||
"shadowlore-u": "SHADOW LORE",
|
||||
"sleight_of_hand-u": "SLEIGHT OF HAND",
|
||||
"stealth-u": "STEALTH",
|
||||
"survival-u": "SURVIVAL",
|
||||
"traditions-u": "TRADITIONS",
|
||||
"miserable-u": "MISERABLE",
|
||||
"damage-vuln-u": "DAMAGE VULNERABILITIES",
|
||||
"npc-dmg-vuln-place": "fire",
|
||||
"damage-res-u": "DAMAGE RESISTANCES",
|
||||
"npc-dmg-res-place": "cold",
|
||||
"damage-imm-u": "DAMAGE IMMUNITIES",
|
||||
"npc-dmg-imm-place": "lightning, thunder",
|
||||
"cond-imm-u": "CONDITION IMMUNITIES",
|
||||
"npc-cond-imm-place": "charmed",
|
||||
"senses-u": "SENSES",
|
||||
"npc-senses-place": "night vision 120ft., passive Perception 16",
|
||||
"langs-u": "LANGUAGES",
|
||||
"lang-u": "LANGUAGE",
|
||||
"npc-langs-place": "Dalish, Common, Elvish",
|
||||
"challenge-u": "CHALLENGE",
|
||||
"xp-u": "XP",
|
||||
"spellcast-npc-u": "SPELLCASTING NPC",
|
||||
"spell-ability-u": "SPELLCASTING ABILITY",
|
||||
"none-u": "NONE",
|
||||
"strength-u": "STRENGTH",
|
||||
"strength-save-u": "STRENGTH SAVE",
|
||||
"dexterity-u": "DEXTERITY",
|
||||
"dexterity-save-u": "DEXTERITY SAVE",
|
||||
"constitution-u": "CONSTITUTION",
|
||||
"constitution-save-u": "CONSTITUTION SAVE",
|
||||
"intelligence-u": "INTELLIGENCE",
|
||||
"intelligence-save-u": "INTELLIGENCE SAVE",
|
||||
"wisdom-u": "WISDOM",
|
||||
"wisdom-save-u": "WISDOM SAVE",
|
||||
"corruption-u": "CORRUPTION",
|
||||
"corruption-core": "Corruption",
|
||||
"corruption-save-u": "CORRUPTION SAVE",
|
||||
"charisma-u": "CHARISMA",
|
||||
"charisma-save-u": "CHARISMA SAVE",
|
||||
"spell-dc-u": "SPELL DC",
|
||||
"spell-atk-bonus-u": "SPELL ATTACK BONUS",
|
||||
"has-reaction-u": "HAS REACTIONS",
|
||||
"leg-actions:-u": "LEGENDARY ACTIONS:",
|
||||
"gen-opts-u": "GENERAL OPTIONS",
|
||||
"npc-u": "NPC",
|
||||
"roll-queries:-u": "ROLL QUERIES:",
|
||||
"always-adv": "Always Roll Advantage",
|
||||
"adv-toggle": "Advantage Toggle",
|
||||
"query-adv": "Query Advantage",
|
||||
"never-adv": "Never Roll Advantage",
|
||||
"whisp-rolls-gm:-u": "WHISPER ROLLS TO GM:",
|
||||
"never-whisp": "Never Whisper Rolls",
|
||||
"query-whisp": "Query Whisper",
|
||||
"always-whisp": "Always Whisper Rolls",
|
||||
"auto-dmg-roll:-u": "AUTO DAMAGE ROLL:",
|
||||
"never-dmg": "Don't Auto Roll Damage",
|
||||
"always-dmg": "Auto Roll Damage & Crit",
|
||||
"ac": "Armor Class",
|
||||
"hp": "Hit Points",
|
||||
"speed": "Speed",
|
||||
"saving-throw": "Saving Throws",
|
||||
"str": "Str",
|
||||
"dex": "Dex",
|
||||
"con": "Con",
|
||||
"int": "Int",
|
||||
"wis": "Wis",
|
||||
"cha": "Cha",
|
||||
"skills": "Skills",
|
||||
"acrobatics": "Acrobatics",
|
||||
"animal_handling": "Animal Handling",
|
||||
"lore": "Lore",
|
||||
"athletics": "Athletics",
|
||||
"deception": "Deception",
|
||||
"history": "History",
|
||||
"insight": "Insight",
|
||||
"intimidation": "Intimidation",
|
||||
"investigation": "Investigation",
|
||||
"medicine": "Medicine",
|
||||
"nature": "Nature",
|
||||
"perception": "Perception",
|
||||
"performance": "Performance",
|
||||
"persuasion": "Persuasion",
|
||||
"riddle": "Riddle",
|
||||
"shadowlore": "Shadow Lore",
|
||||
"sleight_of_hand": "Sleight of Hand",
|
||||
"stealth": "Stealth",
|
||||
"survival": "Survival",
|
||||
"traditions": "Traditions",
|
||||
"dmg-vuln": "Damage Vulnerabilities",
|
||||
"dmg-res": "Damage Resistances",
|
||||
"dmg-imm": "Damage Immunities",
|
||||
"cond-imm": "Condition Immunities",
|
||||
"senses": "Senses",
|
||||
"langs": "Languages",
|
||||
"challenge": "Challenge",
|
||||
"npc-trait-name-place": "False Appearance.",
|
||||
"npc-trait-desc-place": "If the dragon fails...",
|
||||
"actions": "Actions",
|
||||
"adv": "Advantage",
|
||||
"norm": "Normal",
|
||||
"disadv": "Disadvantage",
|
||||
"name:-u": "NAME:",
|
||||
"attack-u": "ATTACK",
|
||||
"type:-u": "TYPE:",
|
||||
"melee": "Melee",
|
||||
"ranged": "Ranged",
|
||||
"range-reach:-u": "RANGE/REACH:",
|
||||
"range-reach-place": "5 ft.",
|
||||
"to-hit:-u": "TO HIT:",
|
||||
"target:-u": "TARGET:",
|
||||
"target:": "Target:",
|
||||
"to-hit-place": "One target",
|
||||
"on-hit:-u": "ON HIT:",
|
||||
"on-hit-place": "slashing",
|
||||
"on-hit2:-u": "ON HIT 2:",
|
||||
"on-hit-2-place": "fire",
|
||||
"hit:": "Hit: ",
|
||||
"reactions": "Reactions",
|
||||
"npc-repeating-name-place": "Parry.",
|
||||
"npc-repeating-desc-place": "The creature adds 2 to its AC against...",
|
||||
"spells": "Spells",
|
||||
"prep-u": "PREP",
|
||||
"school:-u": "SCHOOL:",
|
||||
"abjuration": "Abjuration",
|
||||
"conjuration": "Conjuration",
|
||||
"divination": "Divination",
|
||||
"enchantment": "Enchantment",
|
||||
"evocation": "Evocation",
|
||||
"illusion": "Illusion",
|
||||
"necromancy": "Necromancy",
|
||||
"transmutation": "Transmutation",
|
||||
"ritual": "Ritual",
|
||||
"ritual-l": "ritual",
|
||||
"range:-u": "RANGE:",
|
||||
"range:": "Range:",
|
||||
"components:-u": "COMPONENTS:",
|
||||
"components:": "Components:",
|
||||
"spell-component-verbal": "V",
|
||||
"spell-component-somatic": "S",
|
||||
"spell-component-material": "M",
|
||||
"spell-ritual": "R",
|
||||
"spell-concentration": "C",
|
||||
"ruby-dust-place": "ruby dust worth 50gp",
|
||||
"concentration-u": "CONCENTRATION",
|
||||
"concentration": "Concentration",
|
||||
"duration:-u": "DURATION:",
|
||||
"duration:": "Duration:",
|
||||
"difficulty-class-abv": "DC",
|
||||
"output:-u": "OUTPUT:",
|
||||
"spellcard-u": "SPELLCARD",
|
||||
"spell-atk:-u": "SPELL ATTACK:",
|
||||
"none": "None",
|
||||
"dmg:-u": "DAMAGE:",
|
||||
"dmg2:-u": "DAMAGE2:",
|
||||
"healing:-u": "HEALING:",
|
||||
"add-ability-mod-u": "ADD ABILITY MOD TO DAMAGE OR HEALING",
|
||||
"effect:-u": "EFFECT:",
|
||||
"npc-atk-effect-place": "Half damage",
|
||||
"desc:-u": "DESCRIPTION:",
|
||||
"at-higher-lvl:-u": "AT HIGHER LEVELS:",
|
||||
"at-higher-lvl": "At Higher Levels",
|
||||
"higher-lvl-cast": "Higher Level Cast",
|
||||
"leg-actions": "Legendary Actions",
|
||||
"leg-actions-desc": "The <span name=\"attr_npc_name\"></span> can take <span name=\"attr_npc_legendary_actions\"></span> legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The <span name=\"attr_npc_name\"></span> regains spent legendary actions at the start of its turn.",
|
||||
"atk-range-place": "5 ft.",
|
||||
"atk-target-place": "One target",
|
||||
"atk-dmg-type-place": "slashing",
|
||||
"atk-dmg-type2-place": "fire",
|
||||
"adv-u": "ADVANTAGE",
|
||||
"norm-u": "NORMAL",
|
||||
"disadv-u": "DISADVANTAGE",
|
||||
"core-u": "CORE",
|
||||
"bio-u": "BIO",
|
||||
"spells-u": "SPELLS",
|
||||
"char-name-u": "CHARACTER NAME",
|
||||
"slayer": "Slayer",
|
||||
"warden": "Warden",
|
||||
"scholar": "Scholar",
|
||||
"treasurehunter": "Treasure Hunter",
|
||||
"warrior": "Warrior",
|
||||
"wanderer": "Wanderer",
|
||||
"paladin": "Paladin",
|
||||
"ranger": "Ranger",
|
||||
"rogue": "Rogue",
|
||||
"sorcerer": "Sorcerer",
|
||||
"warlock": "Warlock",
|
||||
"wizard": "Wizard",
|
||||
"class-level-u": "CLASS & LEVEL",
|
||||
"background-u": "BACKGROUND",
|
||||
"background": "Background",
|
||||
"culture-u": "CULTURE",
|
||||
"shadow-weakness-u": "SHADOW WEAKNESS",
|
||||
"exp-pts-u": "EXPERIENCE POINTS",
|
||||
"inspiration-u": "INSPIRATION",
|
||||
"prof-bonus-u": "PROFICIENCY BONUS",
|
||||
"strength": "Strength",
|
||||
"strength-save": "Strength Save",
|
||||
"dexterity": "Dexterity",
|
||||
"dexterity-save": "Dexterity Save",
|
||||
"constitution": "Constitution",
|
||||
"constitution-save": "Constitution Save",
|
||||
"intelligence": "Intelligence",
|
||||
"intelligence-save": "Intelligence Save",
|
||||
"wisdom": "Wisdom",
|
||||
"wisdom-save": "Wisdom Save",
|
||||
"corruption": "Corruption",
|
||||
"corruption-save": "Corruption Save",
|
||||
"charisma": "Charisma",
|
||||
"charisma-save": "Charisma Save",
|
||||
"saving-throws-u": "SAVING THROWS",
|
||||
"acrobatics-core": "Acrobatics <span>(Dex)</span>",
|
||||
"animal_handling-core": "Animal Handling <span>(Wis)</span>",
|
||||
"lore-core": "Lore <span>(Int)</span>",
|
||||
"athletics-core": "Athletics <span>(Str)</span>",
|
||||
"deception-core": "Deception <span>(Cha)</span>",
|
||||
"history-core": "History <span>(Int)</span>",
|
||||
"insight-core": "Insight <span>(Wis)</span>",
|
||||
"intimidation-core": "Intimidation <span>(Cha)</span>",
|
||||
"investigation-core": "Investigation <span>(Int)</span>",
|
||||
"medicine-core": "Medicine <span>(Wis)</span>",
|
||||
"nature-core": "Nature <span>(Int)</span>",
|
||||
"perception-core": "Perception <span>(Wis)</span>",
|
||||
"performance-core": "Performance <span>(Cha)</span>",
|
||||
"persuasion-core": "Persuasion <span>(Cha)</span>",
|
||||
"riddle-core": "Riddle <span>(Int)</span>",
|
||||
"shadowlore-core": "Shadow Lore <span>(Int)</span>",
|
||||
"sleight_of_hand-core": "Sleight of Hand <span>(Dex)</span>",
|
||||
"stealth-core": "Stealth <span>(Dex)</span>",
|
||||
"survival-core": "Survival <span>(Wis)</span>",
|
||||
"traditions-core": "Traditions <span>(Int)</span>",
|
||||
"pass-wis-u": "PASSIVE WISDOM (PERCEPTION)",
|
||||
"tool-u": "TOOL",
|
||||
"pro-u": "PRO",
|
||||
"attr-u": "ATTRIBUTE",
|
||||
"prof-bonus:-u": "PROFICIENCY BONUS:",
|
||||
"prof-u": "PROFICIENT",
|
||||
"proficency-u": "PROFICIENCY",
|
||||
"expertise-u": "EXPERTISE",
|
||||
"jack-of-all-u": "JACK OF ALL TRADES",
|
||||
"attr:-u": "ATTRIBUTE:",
|
||||
"tool-prof-u": "TOOL PROFICIENCIES",
|
||||
"other-prof-langs-u": "OTHER PROFICIENCIES & LANGUAGES",
|
||||
"prof-langs-u": "PROFICIENCIES & LANGUAGES",
|
||||
"init": "Initiative",
|
||||
"init-u": "INITIATIVE",
|
||||
"hp-max-u": "Hit Point Maximum",
|
||||
"hp-current-u": "CURRENT HIT POINTS",
|
||||
"hp-temp-u": "TEMPORARY HIT POINTS",
|
||||
"total": "Total",
|
||||
"perm": "Perm",
|
||||
"hit-dice-u": "HIT DICE",
|
||||
"successes-u": "SUCCESSES",
|
||||
"failures-u": "FAILURES",
|
||||
"death-save-u": "DEATH SAVE",
|
||||
"death-saves-u": "DEATH SAVES",
|
||||
"atk-u": "ATK",
|
||||
"dmg-type-u": "DAMAGE/TYPE",
|
||||
"attack:-u": "ATTACK:",
|
||||
"proficient-u": "PROFICIENT",
|
||||
"range-place": "Self (60-foot cone)",
|
||||
"magic-bonus:-u": "MAGIC BONUS:",
|
||||
"crit-range-u": "CRIT RANGE:",
|
||||
"damage:-u": "DAMAGE:",
|
||||
"dmg-type-place": "Slashing",
|
||||
"crit:-u": "CRIT:",
|
||||
"damage2:-u": "DAMAGE2:",
|
||||
"saving-throw:-u": "SAVING THROW:",
|
||||
"vs-dc:-u": "VS DC:",
|
||||
"spell-u": "SPELL",
|
||||
"flat-u": "FLAT",
|
||||
"save": "Save",
|
||||
"save-effect:-u": "SAVE EFFECT:",
|
||||
"save-effect-place": "half damage",
|
||||
"ammunition:-u": "AMMUNITION:",
|
||||
"ammunition-place": "Arrows",
|
||||
"description:-u": "DESCRIPTION:",
|
||||
"description-place": "Up to 2 creatures within 5 feet",
|
||||
"atk-spellcasting-u": "ATTACKS & ABILITIES",
|
||||
"copper-u": "CP",
|
||||
"silver-u": "SP",
|
||||
"electrum-piece-u": "EP",
|
||||
"gold-u": "GP",
|
||||
"platinum-piece-u": "PP",
|
||||
"warning-armor-sets-u": "<input type=\"checkbox\" name=\"attr_armorwarning\" value=\"hide\">WARNING - MULTIPLE SETS OF ARMOR OR SHIELDS HAVE BEEN ADDED AND AC IS NOT CORRECTLY CALCULATED. UNEQUIP THE ARMOR PIECE FROM THE ITEM DETAILS.",
|
||||
"item-name-u": "ITEM NAME",
|
||||
"equipped-u": "EQUIPPED",
|
||||
"use-as-resource-u": "USE AS A RESOURCE",
|
||||
"prop:-u": "PROP:",
|
||||
"mods:-u": "MODS:",
|
||||
"total-weight-u": "TOTAL WEIGHT",
|
||||
"immobile-u": "IMMOBILE",
|
||||
"heavily-encumbered-u": "HEAVILY ENCUMBERED",
|
||||
"encumbered-u": "ENCUMBERED",
|
||||
"over-carrying-cap-u": "OVER CARRYING CAPACITY",
|
||||
"equipment-u": "EQUIPMENT",
|
||||
"distinctive-quality-u": "DISTINCTIVE QUALITY",
|
||||
"specialty-u": "SPECIALTY",
|
||||
"hope-u": "HOPE",
|
||||
"dispair-u": "DESPAIR",
|
||||
"class-resource-u": "CLASS RESOURCE",
|
||||
"other-resource-u": "OTHER RESOURCE",
|
||||
"position-u": "POSITION",
|
||||
"shadow-u": "SHADOW",
|
||||
"exhaustion-u": "EXHAUSTION",
|
||||
"feats-traits-u": "VIRTUES, FEATURES & TRAITS",
|
||||
"age-u": "AGE",
|
||||
"size-u": "SIZE",
|
||||
"height-u": "HEIGHT",
|
||||
"weight-u": "WEIGHT",
|
||||
"eye-u": "EYES",
|
||||
"skin-u": "SKIN",
|
||||
"hair-u": "HAIR",
|
||||
"patrons-sanctuaries-u": "PATRONS & SANCTUARIES",
|
||||
"char-backstory-u": "CHARACTER BACKSTORY",
|
||||
"tale-of-years-u": "TALE OF YEARS",
|
||||
"add-feats-traits-u": "ADDITIONAL VIRTUES, FEATURES & TRAITS",
|
||||
"feat-u": "VIRTUE",
|
||||
"treasure-u": "TREASURE",
|
||||
"spell-save-dc-u": "SPELL SAVE DC",
|
||||
"cantrips-u": "CANTRIPS",
|
||||
"ritual-u": "RITUAL",
|
||||
"casting-time:-u": "CASTING TIME:",
|
||||
"casting-time:": "Casting Time:",
|
||||
"at-higher-lvl-dmg:-u": "HIGHER LVL CAST DMG:",
|
||||
"half-dmg-place": "Half damage",
|
||||
"hit-die:-u": "HIT DIE:",
|
||||
"initiative-mod:-u": "INITIATIVE MODIFIER:",
|
||||
"glob-saving-mod:-u": "GLOBAL SAVING THROW MODIFIER:",
|
||||
"glob-ac-mod:-u": "GLOBAL ARMOR CLASS MODIFIER:",
|
||||
"glob-atk-mod:-u": "GLOBAL MAGIC ATTACK MODIFIER:",
|
||||
"pass-perc-mod:-u": "PASSIVE PERCEPTION MODIFIER:",
|
||||
"death-save-mod:-u": "DEATH SAVE MODIFIER:",
|
||||
"magic-caster-lvl:-u": "MAGIC CASTER LEVEL:",
|
||||
"halfling-luck-u": "HALFLING LUCK",
|
||||
"arcane-warrior-u": "ARCANE FIGHTER",
|
||||
"arcane-rogue-u": "ARCANE ROGUE",
|
||||
"class-options-u": "CLASS OPTIONS (<input type=\"text\" name=\"attr_class_label\" value=\"@{class}\" disabled=\"true\">)",
|
||||
"2nd-class:-u": "2ND CLASS:",
|
||||
"lvl:-u": "LEVEL:",
|
||||
"3rd-class:-u": "3RD CLASS:",
|
||||
"4th-class:-u": "4TH CLASS:",
|
||||
"mutliclass-opts-u": "MULTICLASS OPTIONS",
|
||||
"use-cust-class-u": "USE CUSTOM CLASS",
|
||||
"class-name:-u": "CLASS NAME:",
|
||||
"spellcasting-ability:-u": "SPELLCASTING ABILITY:",
|
||||
"spell-slots:-u": "SPELL SLOTS:",
|
||||
"spell-full-u": "FULL (Scholar, Treasure Hunter, Wizard)",
|
||||
"spell-half-u": "HALF (Paladin, Ranger)",
|
||||
"spell-third-u": "THIRD (Arcane Warrior/Rogue)",
|
||||
"cust-class-opts": "CUSTOM CLASS OPTIONS",
|
||||
"normal": "Normal",
|
||||
"expirtise": "Expertise",
|
||||
"skill-opts-u": "SKILL OPTIONS",
|
||||
"version": "v",
|
||||
"always-roll-adv": "Always Roll Advantage",
|
||||
"toggle-roll-adv": "Advantage Toggle",
|
||||
"query-roll-adv": "Query Advantage",
|
||||
"never-roll-adv": "Never Roll Advantage",
|
||||
"never-whisper-roll": "Never Whisper Rolls",
|
||||
"query-whisper-roll": "Query Whisper",
|
||||
"always-whisper-roll": "Always Whisper Rolls",
|
||||
"never-roll-dmg": "Don't Auto Roll Damage",
|
||||
"always-roll-dmg": "Auto Roll Damage & Crit",
|
||||
"add-char-to-templates:-u": "ADD CHARACTER NAME TO TEMPLATES:",
|
||||
"on": "On",
|
||||
"off": "Off",
|
||||
"inventory:-u": "INVENTORY:",
|
||||
"compendium-compatible": "Compendium Compatible",
|
||||
"simple": "Simple",
|
||||
"encumbrance:-u": "ENCUMBRANCE:",
|
||||
"ammo-tracking:-u": "AMMO TRACKING:",
|
||||
"general-opts-u": "GENERAL OPTIONS",
|
||||
"transition-text": "Clicking one of the images below will reformat the data from your current sheet to this sheet. These changes are permanent and cannot be undone.",
|
||||
"transition-text-highlight": "Please make a copy of your game before you use this tool.",
|
||||
"choose-sheet-transfer": "CHOOSE THE SHEET YOU ARE TRANSFERING FROM",
|
||||
"community-sheet-u": "COMMUNITY SHEET",
|
||||
"shaped-sheet-u": "SHAPED SHEET",
|
||||
"transition-opts-u": "TRANSITION OPTIONS",
|
||||
"portions-sheet-utilize": "Portions of this sheet utilize content from the System Reference Document 5.0 under the OGL License. View OGL License and Copyright Notice. https://wiki.roll20.net/SRD_5.0_OGL_License",
|
||||
"api-required-title": "Try it now with easy one click API installation available with your Pro subscription.",
|
||||
"api-required-u": "(API REQUIRED)",
|
||||
"spell_dc_mod:-u": "SPELL SAVE DC MOD:",
|
||||
"custom_ac:-u": "CUSTOM AC:",
|
||||
"npc-info": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely representing non player characters.",
|
||||
"npc-pc": "NPC/PC",
|
||||
"roll-queries-info": "D20 Rolls output according to this option. Always Roll Advantage is the default setting and will roll two D20 on every roll in case of advantage. The expectation is that if there is no advantage or disadvantage you use the left most result. The Advantage Toggle option adds three new buttons to the top of the sheet so that you can toggle advantage on a case by case basis. Query Advantage gives you a prompt every roll asking if the roll has advantage. Never Roll Advantage always rolls a single D20 on any given roll, expecting the player to roll a second time in case of advantage or disadvantage.",
|
||||
"whisp-rolls-gm-info": "All sheet rolls are sent to all players in chat by default. Whisper Toggle gives a set of buttons to quick select your preference on the fly. Query Whisper option gives you a prompt with each roll of whether or not the roll should be sent privately only to yourself and the GM. Always Whisper Rolls will send all rolls only to yourself and the GM.",
|
||||
"auto-dmg-roll-info": "By default, attack damage rolls are not rolled until the hit is confirmed. Damage is rolled from the chat roll template by clicking on the name of the attack in the right hand bar, which then displays the damage. The default method is compatible with 3D dice. Optionally, you can choose to have the Auto Roll Damage & Crit option which will roll damage and critical hit dice at the same time of the attack, presenting all possible outcomes at the time of the attack.",
|
||||
"add-char-to-templates-info": "Character names are not added to the roll template by default, and are only displayed as normal in the chat tab as the player/character selected as 'Speaking As'. Turning this option on adds the character making the roll's name to the template, useful for players represting multiple characters.",
|
||||
"inventory-info": "Character Inventories default to the complex style that is compatible with the Roll20 5E Compendium. This includes granular item amounts/weights, weight and encumbrance tracking, sorting, AC calculations, automatic attack generation, and more. The Simple option provides a text field for item lists for players who want more manual control over the sheet.",
|
||||
"encumbrance-info": "The sheet uses the variant encumbrance rules on page 176 of the PHB. The Off option disables the variant rules and only uses a basic over-limit inventory weight check.",
|
||||
"ammo-tracking-info": "Provides automatic ammo tracking with the <a src='https://wiki.roll20.net/5th_Edition_OGL_by_Roll20#Utilizing_the_5th_Edition_OGL_Companion_API_Script'>5th Edition OGL by Roll20 Companion API Script</a>.",
|
||||
"dungeons-and-dragons-styling": "DUNGEONS AND DRAGONS STYLING",
|
||||
"dungeons-and-dragons-styling-info": "Turns on Dungeons and Dragons styling for both the character sheet and roll templates. This setting is automatically applied to all character sheets and cannot be selectively used.",
|
||||
"cd-bar1-value:-u": "BAR 1 VALUE:",
|
||||
"cd-bar1-max:-u": "BAR 1 MAX:",
|
||||
"cd-bar1-link:-u": "BAR 1 LINK:",
|
||||
"cd-bar1-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's value to this attribute.",
|
||||
"cd-bar1-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 1's max to this attribute.",
|
||||
"cd-bar1-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 1's value to this attribute. If set this will override all other bar settings.",
|
||||
"cd-bar2-value:-u": "BAR 2 VALUE:",
|
||||
"cd-bar2-max:-u": "BAR 2 MAX:",
|
||||
"cd-bar2-link:-u": "BAR 2 LINK:",
|
||||
"cd-bar2-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's value to this attribute.",
|
||||
"cd-bar2-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 2's max to this attribute.",
|
||||
"cd-bar2-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 2's value to this attribute. If set this will override all other bar settings.",
|
||||
"cd-bar3-value:-u": "BAR 3 VALUE:",
|
||||
"cd-bar3-max:-u": "BAR 3 MAX:",
|
||||
"cd-bar3-link:-u": "BAR 3 LINK:",
|
||||
"cd-bar3-value-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's value to this attribute.",
|
||||
"cd-bar3-max-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, set the Bar 3's max to this attribute.",
|
||||
"cd-bar3-link-desc:-u": "On Default Tokens created by doing a Compendium drop onto the virtual table top, link the Bar 3's value to this attribute. If set this will override all other bar settings.",
|
||||
"npc-name-in-rolls:-u": "NPC NAME IN ROLLS:",
|
||||
"show": "Show",
|
||||
"hide": "Hide",
|
||||
"npc-name-in-rolls-desc:-u": "In NPC roll results, show or hide the name of the NPC in the roll result card.",
|
||||
"public:-u": "PUBLIC",
|
||||
"to-gm:-u": "TO <span class='togm'>GM</span>",
|
||||
"toggle-roll-whisper": "Whisper Toggle",
|
||||
"attribute-opts-u": "ATTRIBUTE OPTIONS",
|
||||
"save-opts-u": "SAVE OPTIONS",
|
||||
"by-level": "By Level (Default)",
|
||||
"prof-die": "Proficency Die (DMG)",
|
||||
"custom": "Custom",
|
||||
"core-die-roll:-u": "CORE DIE ROLL:",
|
||||
"has-attack-u": "HAS AN ATTACK",
|
||||
"variant-phb": "Variant (PHB p176)",
|
||||
"carrying-capacity-mod:-u": "CARRYING CAPACITY MODIFIER:",
|
||||
"armor-class-tracking:-u": "ARMOR CLASS TRACKING:",
|
||||
"automatic": "Automatic",
|
||||
"cantrip-progression:-u": "CANTRIP PROGRESSION",
|
||||
"cantrip-dice-u": "CANTRIP DICE",
|
||||
"cantrip-beam-u": "CANTRIP BEAM",
|
||||
"slots_total-u": "SLOTS TOTAL",
|
||||
"slots_remaining-u": "SLOTS REMAINING",
|
||||
"level-calculations:-u": "AUTO LEVEL CALCULATIONS:",
|
||||
"spell_slot_modifiers-u": "SPELL SLOT MODIFIERS",
|
||||
"lvl-u": "LEVEL",
|
||||
"include_spell_desc:-u": "INCLUDE SPELL DESCRIPTION IN ATTACK:",
|
||||
"token_size-u": "TOKEN SIZE",
|
||||
"add-dex-tiebreaker-u": "ADD DEX TIEBREAKER TO INITIATIVE",
|
||||
"initiative-style:-u": "INITIATIVE STYLE:",
|
||||
"query-attr-u": "QUERY ATTRIBUTE",
|
||||
"custom-skills-u": "CUSTOM SKILLS",
|
||||
"weapon-u": "WEAPON",
|
||||
"armor-u": "ARMOR",
|
||||
"other-u": "OTHER",
|
||||
"source:-u": "SOURCE:",
|
||||
"source-type:-u": "SOURCE TYPE:",
|
||||
"racial": "Cultural",
|
||||
"cv": "Virtue",
|
||||
"class": "Class",
|
||||
"feat": "Feat",
|
||||
"other": "Other",
|
||||
"partial": "Partial",
|
||||
"show_all": "Show All",
|
||||
"cr_only": "C&R Only",
|
||||
"spell-icons:-u": "SPELL ICONS:",
|
||||
"custom-pb:-u": "CUSTOM PROFICIENCY BONUS:",
|
||||
"show-global-attack-field-u": "SHOW GLOBAL ATTACK MODIFIER FIELD",
|
||||
"show-global-damage-field-u": "SHOW GLOBAL DAMAGE MODIFIER FIELD",
|
||||
"show-global-save-field-u": "SHOW GLOBAL SAVE MODIFIER FIELD",
|
||||
"show-global-skill-field-u": "SHOW GLOBAL SKILL MODIFIER FIELD",
|
||||
"global-attack-u": "GLOBAL ATTACK MODIFIER",
|
||||
"global-damage-u": "GLOBAL DAMAGE MODIFIER",
|
||||
"global-save-u": "GLOBAL SAVE MODIFIER",
|
||||
"global-skill-u": "GLOBAL SKILL MODIFIER",
|
||||
"global-damage": "Global Damage Modifier",
|
||||
"core-die-roll-info": "Changing the core die will replace the normal 1d20 made with almost all rolls with a randomizer of your choice, such as 2d10 or 3d6.",
|
||||
"pb-type-info": "By default, the character's Proficiency Bonus will be automatically calculated based off of their total level as is the standard method in the PHB. The Proficency Die option supports the alternate method outlined in the DMG where, instead of a flat bonus, a die is rolled instead. The Custom option allows you to replace the PB with anything of your choosing.",
|
||||
"global-save-info": "Creates a custom global save modifier field, underneath the SAVING THROWS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Bless spell.",
|
||||
"global-skill-info": "Creates a custom global skill modifier field, underneath the SKILLS section of the character sheet. Anything put there will be applied to any save roll. Perfect for regular but not permanent bonuses like the Guidance spell.",
|
||||
"global-attack-info": "Creates a custom global attack modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack to-hit roll. Perfect for regular but not permanent bonuses to attack like the Bless spell.",
|
||||
"global-damage-info": "Creates a custom global damage modifier field, underneath the ATTACKS AND SPELL CASTING section of the character sheet. Anything put there will be applied to any attack damage roll. Perfect for regular but not permanent bonuses to damage like the Sneak Attack ability.",
|
||||
"auto-level-calc-info": "By default changing character levels will automatically set spell slots and hit dice. Changing this setting to off prevents this behavior.",
|
||||
"simple-traits-info": "Character FEATURES AND TRAITS section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.",
|
||||
"simple-proficiencies-info": "Character OTHER PROFICIENCIES & LANGUAGES section defaults to the complex style that is compatible with the Roll20 5E Compendium. The Simple option provides a text field for players who want more manual control over the sheet.",
|
||||
"init-tiebreaker-info": "Adds the character's dexterity score as a decimal to the end of the initiative bonus for purposes of breaking ties.",
|
||||
"b-custom-info": "When the Proficiency Bonus type is set to Custom, the character sheet will use this value for the character's Proficiency Bonus.",
|
||||
"footer-wiki-link": "For more information about this character sheet, its functionality, or uses, please check out the Roll20 Wiki for official documentation. https://wiki.roll20.net/5th_Edition_OGL_by_Roll20",
|
||||
"accepting-drop-u": "ACCEPTING DROP FROM COMPENDIUM",
|
||||
"are_you_sure": "Are you sure you want to turn this character into a ",
|
||||
"yes": "Yes",
|
||||
"cancel": "Cancel",
|
||||
"choose": "Choose",
|
||||
"innate:-u": "INNATE:"
|
||||
}
|
||||
@@ -0,0 +1,105 @@
|
||||
{
|
||||
"written-by-brian-tyrrell": "Written by Brian Tyrrell",
|
||||
"edited-by-vi-huntsman": "Edited by Vi Huntsman",
|
||||
"roll20-by-wes-baker-and-jess-peck": "Roll20 by Wes Baker and Jess Peck",
|
||||
"copyright-dungeons-on-a-dime": "Copyright © Dungeons on a Dime 2021",
|
||||
"your-adventurer": "Your Adventurer",
|
||||
"abilities": "Abilities",
|
||||
"my-name-is": "My name is",
|
||||
"and-i-am": "and I am:",
|
||||
"cunning": "Cunning",
|
||||
"base": "Base",
|
||||
"current": "Current",
|
||||
"vigour": "Vigour",
|
||||
"willpower": "Willpower",
|
||||
"injuries": "Injuries",
|
||||
"inventory": "Inventory",
|
||||
"standard-gear": "Standard Gear",
|
||||
"tool-1": "Tool 1",
|
||||
"tool-2": "Tool 2",
|
||||
"tool-3": "Tool 3",
|
||||
"tool-4": "Tool 4",
|
||||
"weapon": "Weapon",
|
||||
"packed-lunch": "Packed Lunch",
|
||||
"money": "Money",
|
||||
"light-source": "Light Source",
|
||||
"backpack": "Backpack",
|
||||
"carried-items": "Carried Items",
|
||||
"max": "Max",
|
||||
"carried-item": "Carried Item",
|
||||
"pocket-items": "Pocket Items",
|
||||
"pocket-item": "Pocket Item",
|
||||
"notes": "Notes",
|
||||
"jobs-and-features": "Jobs and Features",
|
||||
"job": "Job",
|
||||
"feature": "Feature",
|
||||
"job-title": "Job Title",
|
||||
"skill-1": "Skill 1",
|
||||
"skill-2": "Skill 2",
|
||||
"skill-3": "Skill 3",
|
||||
"trait": "Trait",
|
||||
"flaw": "Flaw",
|
||||
"skill": "Skill",
|
||||
"Feature 1": "Feature 1",
|
||||
"Feature 2": "Feature 2",
|
||||
"Feature 3": "Feature 3",
|
||||
"Feature 4": "Feature 4",
|
||||
"Feature 5": "Feature 5",
|
||||
"Feature 6": "Feature 6",
|
||||
"training": "Training",
|
||||
"desired-job": "Desired Job",
|
||||
"new-skill-1": "New Skill 1",
|
||||
"new-skill-2": "New Skill 2",
|
||||
"new-skill-3": "New Skill 3",
|
||||
"new-trait": "New Trait",
|
||||
"new-flaw": "New Flaw",
|
||||
"sessions-without-skills": "Sessions without Skills",
|
||||
"sessions-without-skills-paragraph-1": "During each sessionof play of AOAD, you should get the chance to learn a new Skill for a Job you are training to get.",
|
||||
"sessions-without-skills-paragraph-2": "Mark sessions played where you haven't learnt a skill below, which you can make up for later with the Narrator.",
|
||||
"roll": "Roll",
|
||||
"result": "Result",
|
||||
"critical": "Critical",
|
||||
"success": "Success",
|
||||
"complication": "Complication",
|
||||
"hijinx": "Hijinx",
|
||||
"description-success": "You do as well as you can. The Narrator describes how successful you are.",
|
||||
"description-complication": "You barely manage to pull it off, but not without consequence. The Narrator describes how the situation becomes more complicated.",
|
||||
"description-hijinx": "Something goes terribly wrong. The Narrator describes how things go awry, and hijinx may follow.",
|
||||
"description-critical-success": "You do better than expected! The Narrator describes how things go in your favor.",
|
||||
"your-npc": "Your NPC",
|
||||
"npc-abilities": "NPC",
|
||||
"their-name-is": "Their name is",
|
||||
"and-they-are": "and they are:",
|
||||
"npc_cunning": "Cunning",
|
||||
"npc_vigour": "Vigour",
|
||||
"npc_willpower": "Willpower",
|
||||
"injuries_npc": "Injuries",
|
||||
"inventory_npc": "Inventory",
|
||||
"standard-gear_npc": "Standard Gear",
|
||||
"tool-1_npc": "Tool 1",
|
||||
"tool-2_npc": "Tool 2",
|
||||
"tool-3_npc": "Tool 3",
|
||||
"tool-4_npc": "Tool 4",
|
||||
"weapon_npc": "Weapon",
|
||||
"packed-lunch_npc": "Packed Lunch",
|
||||
"money_npc": "Money",
|
||||
"light-source_npc": "Light Source",
|
||||
"backpack_npc": "Backpack",
|
||||
"carried-items_npc": "Carried Items",
|
||||
"max_npc": "Max",
|
||||
"carried-item_npc": "Carried Item",
|
||||
"pocket-items-npc": "Pocket Items",
|
||||
"pocket-item_npc": "Pocket Item",
|
||||
"notes_npc": "Notes",
|
||||
"npc_difficulty": "Difficulty",
|
||||
"petty": "Petty",
|
||||
"simple": "Simple",
|
||||
"moderate": "Moderate",
|
||||
"troublesome": "Troublesome",
|
||||
"challenging": "Challenging",
|
||||
"daunting": "Daunting",
|
||||
"strength_max": "Max",
|
||||
"max_weak": "Max",
|
||||
"npc_strength": "Strength",
|
||||
"npc_weakness": "Weakness"
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
.DS_Store
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user