diff --git a/.DS_Store b/.DS_Store deleted file mode 100644 index 59af1182f2..0000000000 Binary files a/.DS_Store and /dev/null differ diff --git a/13th Age Glorantha/translations/fi.json b/13th Age Glorantha/translations/fi.json new file mode 100644 index 0000000000..1bf16b91d5 --- /dev/null +++ b/13th Age Glorantha/translations/fi.json @@ -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
(+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" +} + + diff --git a/13th Age Glorantha/translations/tr.json b/13th Age Glorantha/translations/tr.json index 6c7b6984fe..ab642a8f0a 100644 --- a/13th Age Glorantha/translations/tr.json +++ b/13th Age Glorantha/translations/tr.json @@ -17,8 +17,8 @@ "CHA": "KAR", "Charisma": "Karizma", "Base": "Temel", - "+Misc.": "Çeşitli", - "+Item": "Eşya", + "+Misc.": "+Çeşitli", + "+Item": "+Eşya", "Mod": "Mod", "Total": "Toplam", "Basic Melee Attack": "Temel Yakın Dövüş Saldırısı", @@ -34,33 +34,33 @@ "On Miss": "Iska", "AC": "AC", "PD": "PD", - "MD": "doktor", + "MD": "MD", "Basic melee": "Temel yakın dövüş", "Basic ranged": "Temel menzilli", - "Situational Attack Modifier": "Durumsal Saldırı Değiştirici", - "Damage on hit": "Vurma Anında Hasar", - "Damage on miss": "Iskalama Anında Hasar", + "Situational Attack Modifier": "Durumsal Saldırı Bonusu", + "Damage on hit": "Vurma hasarı", + "Damage on miss": "Iskalama hasarı", "Escalation die value": "Tartışmalı ölüm oranı", "Attack result": "Saldırı sonucu", - "Hit Points": "Can Değeri", - "HP": "PV", - "Recoveries": "Arda Kalanlar", + "Hit Points": "Can Puanı", + "HP": "HP", + "Recoveries": "Geri Kazanılanlar", "Recovery": "Yenilenme", "Recovery Value": "Yenilenme Değeri", - "Current": "Şu An", + "Current": "Mevcut", "Max.": "Maks.", - "Rec. Die": "Rec. Die", + "Rec. Die": "Ölüm Kaydı", "Temp.": "Geçici", - "Initiative": "Initiative", + "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", "Powers & Spells": "Güçler ve Büyüler", "Feats": "Başarılar", "At-Will": "İsteğe Bağlı", - "Battle uses left": "Battle uses left", - "Daily uses left": "Daily uses left", + "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 @@ "Equipment": "Teçhizat", "Coins": "Madeni Para", "Qty": "miktar", - "Incremental Advances": "Incremental Advances", + "Incremental Advances": "Artan İlerlemeler", "4th / 7th / 10th Level": "4. / 7. / 10. Seviye
(+1 ila 3 yetenek)", "abilities": "yetenekleri", "Extra Magic Item": "Ekstra Büyülü Eşya", diff --git a/13th Age by Roll20/translation.json b/13th Age by Roll20/translation.json new file mode 100644 index 0000000000..bae8fecaf0 --- /dev/null +++ b/13th Age by Roll20/translation.json @@ -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" +} \ No newline at end of file diff --git a/13th Age by Roll20/translations/ca.json b/13th Age by Roll20/translations/ca.json new file mode 100644 index 0000000000..094a1e321a --- /dev/null +++ b/13th Age by Roll20/translations/ca.json @@ -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" +} \ No newline at end of file diff --git a/13th Age by Roll20/translations/de.json b/13th Age by Roll20/translations/de.json index 0be3272f3b..242f93a4f4 100644 --- a/13th Age by Roll20/translations/de.json +++ b/13th Age by Roll20/translations/de.json @@ -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!", diff --git a/13th Age by Roll20/translations/es.json b/13th Age by Roll20/translations/es.json index 3a9ad94dc3..bae8fecaf0 100644 --- a/13th Age by Roll20/translations/es.json +++ b/13th Age by Roll20/translations/es.json @@ -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" } \ No newline at end of file diff --git a/13th Age by Roll20/translations/fi.json b/13th Age by Roll20/translations/fi.json new file mode 100644 index 0000000000..bae8fecaf0 --- /dev/null +++ b/13th Age by Roll20/translations/fi.json @@ -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" +} \ No newline at end of file diff --git a/13th Age by Roll20/translations/fr.json b/13th Age by Roll20/translations/fr.json index 916e247d85..bae8fecaf0 100644 --- a/13th Age by Roll20/translations/fr.json +++ b/13th Age by Roll20/translations/fr.json @@ -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" } \ No newline at end of file diff --git a/13th Age by Roll20/translations/hu.json b/13th Age by Roll20/translations/hu.json new file mode 100644 index 0000000000..a3ec5509ab --- /dev/null +++ b/13th Age by Roll20/translations/hu.json @@ -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" +} \ No newline at end of file diff --git a/13th Age by Roll20/translations/ko.json b/13th Age by Roll20/translations/ko.json index 8d8490dd63..bae8fecaf0 100644 --- a/13th Age by Roll20/translations/ko.json +++ b/13th Age by Roll20/translations/ko.json @@ -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" } \ No newline at end of file diff --git a/13th Age by Roll20/translations/pt.json b/13th Age by Roll20/translations/pt.json index 2b9d1e2a8e..bae8fecaf0 100644 --- a/13th Age by Roll20/translations/pt.json +++ b/13th Age by Roll20/translations/pt.json @@ -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" } \ No newline at end of file diff --git a/13th Age by Roll20/translations/sl.json b/13th Age by Roll20/translations/sl.json new file mode 100644 index 0000000000..bae8fecaf0 --- /dev/null +++ b/13th Age by Roll20/translations/sl.json @@ -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" +} \ No newline at end of file diff --git a/13th Age by Roll20/translations/uk.json b/13th Age by Roll20/translations/uk.json new file mode 100644 index 0000000000..bae8fecaf0 --- /dev/null +++ b/13th Age by Roll20/translations/uk.json @@ -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" +} \ No newline at end of file diff --git a/13th Age by Roll20/translations/zu.json b/13th Age by Roll20/translations/zu.json index 5b36dffb29..2a07bdf189 100644 --- a/13th Age by Roll20/translations/zu.json +++ b/13th Age by Roll20/translations/zu.json @@ -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" } \ No newline at end of file diff --git a/13th_Age-neovatar/translations/ca.json b/13th_Age-neovatar/translations/ca.json index 7c8ff59606..7ddab10fb2 100644 --- a/13th_Age-neovatar/translations/ca.json +++ b/13th_Age-neovatar/translations/ca.json @@ -26,7 +26,7 @@ "Defenses": "Defenses", "Attack": "Atac", "Damage": "Mal", - "Miss": "Erres", + "Miss": "Fallada", "Ability": "Característica", "Misc.": "Varis", "Weapon": "Arma", diff --git a/13th_Age-neovatar/translations/fi.json b/13th_Age-neovatar/translations/fi.json new file mode 100644 index 0000000000..1bf16b91d5 --- /dev/null +++ b/13th_Age-neovatar/translations/fi.json @@ -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
(+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" +} + + diff --git a/13th_Age-neovatar/translations/tr.json b/13th_Age-neovatar/translations/tr.json index 81d58ce76d..43d45b3ef6 100644 --- a/13th_Age-neovatar/translations/tr.json +++ b/13th_Age-neovatar/translations/tr.json @@ -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.", diff --git a/24XX/translations/fi.json b/24XX/translations/fi.json new file mode 100644 index 0000000000..ac1c948ffc --- /dev/null +++ b/24XX/translations/fi.json @@ 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a[href^='~']:not(.userscript-selected){color:#909090}.sheet-rolltemplate-5e-shaped a[href^='!'].userscript-notselected,.sheet-rolltemplate-5e-shaped a[href^='~'].userscript-notselected{color:#909090}.sheet-rolltemplate-5e-shaped .userscript-section:not(:first-child){margin-top:5px}.sheet-rolltemplate-5e-shaped .userscript-section:not(:last-child){margin-bottom:5px}.sheet-rolltemplate-5e-shaped .userscript-section-heading{font-size:14px;font-weight:700}.sheet-rolltemplate-5e-shaped .userscript-criterion-name{font-style:italic;font-weight:700}.sheet-rolltemplate-5e-shaped .userscript-shaped-config{width:100%}.sheet-rolltemplate-5e-shaped .userscript-shaped-config tr:nth-child(odd){background:#dedede}.sheet-rolltemplate-5e-shaped .userscript-shaped-config table{width:100%}.sheet-rolltemplate-5e-shaped hr{background-image:linear-gradient(to right,transparent,rgba(0,0,0,.75),transparent);border:0;height:1px;margin:5px 0}.sheet-rolltemplate-5e-shaped .sheet-spells-wrapper{font-family:'Times New Roman',Times,serif;font-size:1.1em;font-style:italic;text-transform:lowercase!important}.sheet-rolltemplate-5e-shaped .sheet-prepared-matters .sheet-spell-wrapper:not(.sheet-prepared) a[href^='~']{color:#909090}.sheet-rolltemplate-5e-shaped a[href^='!'].userscript-remove{color:#909090}.sheet-rolltemplate-5e-shaped .sheet-entity-scroller{display:flex;flex-wrap:wrap;justify-content:space-between;max-height:calc(60vh - 170px);overflow-y:auto}.sheet-rolltemplate-5e-shaped .sheet-entity-scroller a{overflow:hidden;white-space:nowrap;width:49%}.sheet-rolltemplate-5e-shaped .sheet-ammo-wrapper .inlinerollresult{font-size:inherit;font-weight:400} \ No newline at end of file +button[type=roll] { + background-image: none; + border: 0; + box-shadow: none; + text-align: left; + text-shadow: initial +} +button[type=roll].btn { + font-size: inherit; + margin: 0; + white-space: normal +} +button[type=roll].btn:not(.sheet-visible-button) { + background-color: transparent; + padding: 0 +} +button[type=roll].btn:not(.sheet-visible-button):hover { + color: #3f88e6!important +} +button[type=roll].btn:not(.sheet-visible-button):hover .sheet-light-label, button[type=roll].btn:not(.sheet-visible-button):hover input, button[type=roll].btn:not(.sheet-visible-button):hover span { + color: #3f88e6!important +} +button[type=roll].btn:not(.sheet-visible-button):hover h3 { + color: #3f88e6!important +} +button[type=roll].btn.sheet-visible-button { + background-color: #3f88e6; + border-radius: 4px; + box-shadow: 0 2px 5px 0 rgba(0, 0, 0, .3); + color: rgba(255, 255, 255, .87); + font-size: .9em; + padding: 1px 3px +} +button[type=roll].btn.sheet-visible-button:active { + box-shadow: 0 4px 8px 0 rgba(0, 0, 0, .3) +} +button[type=roll]:hover { + background-position: initial +} +button[type=roll]::before { + content: ''!important; + font-family: inherit!important +} +button[type=roll]:active { + box-shadow: none +} +button.repcontrol_add, button.repcontrol_edit { + color: #000; + font-size: .8em; + margin-top: 2px; + padding: 0 2px +} +button.repcontrol_del { + color: #591209; + font-size: 1.1em; + padding: 0 2px 1px; + position: relative; + z-index: 8 +} +button.repcontrol_add, button.repcontrol_del, button.repcontrol_edit { + background: #fff; + border: 1px solid #000; + border-radius: 4px +} +.btn.repcontrol_move { + background: #fff; + border: 1px solid #000; + font-size: 1.2em; + font-weight: 700; + line-height: .875; + padding: 0 2px; + position: relative; + z-index: 8 +} +p { + margin: 0 +} +ol, ul { + margin: 0 0 0 15px +} +.repcontrol::after { + clear: both; + content: ' '; + display: block; + font-size: 0; + height: 0; + visibility: hidden +} +.sheet-no-controls .repcontrol { + display: none +} +label { + font-size: 1em; + font-weight: 400; + margin-bottom: 0; + padding-right: 0; + text-align: inherit; + width: auto +} +.repcontrol_add { + float: left +} +*, .sheet-rolltemplate-5e-shaped * { + box-sizing: border-box; + line-height: initial; + word-wrap: break-word +} +.sheet-wrapper { + font-size: 11px; + margin-left: -10px; + margin-right: -10px; + min-width: 870px +} +.sheet-left, .sheet-rolltemplate-5e-shaped .sheet-left { + text-align: left!important +} +.sheet-center, .sheet-rolltemplate-5e-shaped .sheet-center { + text-align: center +} +.sheet-right, .sheet-rolltemplate-5e-shaped .sheet-right { + text-align: right!important +} +.sheet-clear { + clear: both +} +.sheet-flex-grow { + flex-grow: 1 +} +.sheet-no-shrink { + flex-shrink: 0 +} +.sheet-inline, .sheet-rolltemplate-5e-shaped .sheet-inline { + display: inline +} +.sheet-inline-block, .sheet-rolltemplate-5e-shaped .sheet-inline-block { + display: inline-block +} +.sheet-block { + display: block +} +.sheet-pre-line { + white-space: pre-line +} +.sheet-relative, .sheet-rolltemplate-5e-shaped .sheet-relative { + position: relative +} +.sheet-absolute { + position: absolute; + top: 0 +} +.sheet-absolute-top-right { + position: absolute; + right: 0; + top: 0 +} +.sheet-z-index-1 { + z-index: 1 +} +.sheet-positive-z-index { + z-index: 5 +} +.sheet-fixed { + position: fixed +} +.sheet-mar-t-sm { + margin-top: 2px +} +.sheet-pad-t-sm { + padding-top: 2px +} +.sheet-mar-t-smd { + margin-top: 4px +} +.sheet-pad-t-smd { + padding-top: 4px +} +.sheet-mar-t-md { + margin-top: 6px +} +.sheet-pad-t-md { + padding-top: 6px +} +.sheet-mar-t-lg { + margin-top: 8px +} +.sheet-pad-t-lg { + padding-top: 8px +} +.sheet-mar-t-xl { + margin-top: 16px +} +.sheet-pad-t-xl { + padding-top: 16px +} +.sheet-mar-t-xxl { + margin-top: 20px +} +.sheet-pad-t-xxl { + padding-top: 20px +} +.sheet-mar-r-sm { + margin-right: 2px +} +.sheet-pad-r-sm { + padding-right: 2px +} +.sheet-mar-r-smd { + margin-right: 4px +} +.sheet-pad-r-smd { + padding-right: 4px +} +.sheet-mar-r-md { + margin-right: 6px +} +.sheet-pad-r-md { + padding-right: 6px +} +.sheet-rolltemplate-5e-shaped .sheet-mar-r-md { + margin-right: 6px!important +} +.sheet-rolltemplate-5e-shaped .sheet-pad-r-md { + padding-right: 6px!important +} +.sheet-mar-r-lg { + margin-right: 8px +} +.sheet-pad-r-lg { + padding-right: 8px +} +.sheet-mar-r-xl { + margin-right: 16px +} +.sheet-pad-r-xl { + padding-right: 16px +} +.sheet-mar-r-xxl { + margin-right: 20px +} +.sheet-pad-r-xxl { + padding-right: 20px +} +.sheet-mar-b-sm { + margin-bottom: 2px +} +.sheet-pad-b-sm { + padding-bottom: 2px +} +.sheet-mar-b-smd { + margin-bottom: 4px +} +.sheet-pad-b-smd { + padding-bottom: 4px +} +.sheet-mar-b-md { + margin-bottom: 6px +} +.sheet-pad-b-md { + padding-bottom: 6px +} +.sheet-mar-b-lg { + margin-bottom: 8px +} +.sheet-pad-b-lg { + padding-bottom: 8px +} +.sheet-mar-b-xl { + margin-bottom: 16px +} +.sheet-pad-b-xl { + padding-bottom: 16px +} +.sheet-mar-b-xxl { + margin-bottom: 20px +} +.sheet-pad-b-xxl { + padding-bottom: 20px +} +.sheet-mar-l-sm { + margin-left: 2px +} +.sheet-pad-l-sm { + padding-left: 2px +} +.sheet-rolltemplate-5e-shaped .sheet-mar-l-sm { + margin-left: 2px!important +} +.sheet-rolltemplate-5e-shaped .sheet-pad-l-sm { + padding-left: 2px!important +} +.sheet-mar-l-smd { + margin-left: 4px +} +.sheet-pad-l-smd { + padding-left: 4px +} +.sheet-rolltemplate-5e-shaped .sheet-mar-l-smd { + margin-left: 4px!important +} +.sheet-rolltemplate-5e-shaped .sheet-pad-l-smd { + padding-left: 4px!important +} +.sheet-mar-l-md { + margin-left: 6px +} +.sheet-pad-l-md { + padding-left: 6px +} +.sheet-rolltemplate-5e-shaped .sheet-mar-l-md { + margin-left: 6px!important +} +.sheet-rolltemplate-5e-shaped .sheet-pad-l-md { + padding-left: 6px!important +} +.sheet-mar-l-lg { + margin-left: 8px +} +.sheet-pad-l-lg { + padding-left: 8px +} +.sheet-rolltemplate-5e-shaped .sheet-mar-l-lg { + margin-left: 8px!important +} +.sheet-rolltemplate-5e-shaped .sheet-pad-l-lg { + padding-left: 8px!important +} +.sheet-mar-l-xl { + margin-left: 16px +} +.sheet-pad-l-xl { + padding-left: 16px +} +.sheet-rolltemplate-5e-shaped .sheet-mar-l-xl { + margin-left: 16px!important +} +.sheet-rolltemplate-5e-shaped .sheet-pad-l-xl { + padding-left: 16px!important +} +.sheet-mar-l-xxl { + margin-left: 20px +} +.sheet-pad-l-xxl { + padding-left: 20px +} +.sheet-rolltemplate-5e-shaped .sheet-mar-l-xxl { + margin-left: 20px!important +} +.sheet-rolltemplate-5e-shaped .sheet-pad-l-xxl { + padding-left: 20px!important +} +.sheet-no-pad { + padding: 0 +} +.sheet-col-01, .sheet-rolltemplate-5e-shaped .sheet-col-01 { + width: 1% +} +.sheet-col-02, .sheet-rolltemplate-5e-shaped .sheet-col-02 { + width: 2% +} +.sheet-col-03, .sheet-rolltemplate-5e-shaped .sheet-col-03 { + width: 3% +} +.sheet-col-04, .sheet-rolltemplate-5e-shaped .sheet-col-04 { + width: 4% +} +.sheet-col-05, .sheet-rolltemplate-5e-shaped .sheet-col-05 { + width: 5% +} +.sheet-col-06, .sheet-rolltemplate-5e-shaped .sheet-col-06 { + width: 6% +} +.sheet-col-07, .sheet-rolltemplate-5e-shaped .sheet-col-07 { + width: 7% +} +.sheet-col-08, .sheet-rolltemplate-5e-shaped .sheet-col-08 { + width: 8% +} +.sheet-col-09, .sheet-rolltemplate-5e-shaped .sheet-col-09 { + width: 9% +} +.sheet-col-10, .sheet-rolltemplate-5e-shaped .sheet-col-10 { + width: 10% +} +.sheet-col-11, .sheet-rolltemplate-5e-shaped .sheet-col-11 { + width: 11% +} +.sheet-col-12, .sheet-rolltemplate-5e-shaped .sheet-col-12 { + width: 12% +} +.sheet-col-13, .sheet-rolltemplate-5e-shaped .sheet-col-13 { + width: 13% +} +.sheet-col-14, .sheet-rolltemplate-5e-shaped .sheet-col-14 { + width: 14% +} +.sheet-col-15, .sheet-rolltemplate-5e-shaped .sheet-col-15 { + width: 15% +} +.sheet-col-16, .sheet-rolltemplate-5e-shaped .sheet-col-16 { + width: 16% +} +.sheet-col-17, .sheet-rolltemplate-5e-shaped .sheet-col-17 { + width: 17% +} +.sheet-col-18, .sheet-rolltemplate-5e-shaped .sheet-col-18 { + width: 18% +} +.sheet-col-19, .sheet-rolltemplate-5e-shaped .sheet-col-19 { + width: 19% +} +.sheet-col-20, .sheet-rolltemplate-5e-shaped .sheet-col-20 { + width: 20% +} +.sheet-col-21, .sheet-rolltemplate-5e-shaped .sheet-col-21 { + width: 21% +} +.sheet-col-22, .sheet-rolltemplate-5e-shaped .sheet-col-22 { + width: 22% +} +.sheet-col-23, .sheet-rolltemplate-5e-shaped .sheet-col-23 { + width: 23% +} +.sheet-col-24, .sheet-rolltemplate-5e-shaped .sheet-col-24 { + width: 24% +} +.sheet-col-25, .sheet-rolltemplate-5e-shaped .sheet-col-25 { + width: 25% +} +.sheet-col-26, .sheet-rolltemplate-5e-shaped .sheet-col-26 { + width: 26% +} +.sheet-col-27, .sheet-rolltemplate-5e-shaped .sheet-col-27 { + width: 27% +} +.sheet-col-28, .sheet-rolltemplate-5e-shaped .sheet-col-28 { + width: 28% +} +.sheet-col-29, .sheet-rolltemplate-5e-shaped .sheet-col-29 { + width: 29% +} +.sheet-col-30, .sheet-rolltemplate-5e-shaped .sheet-col-30 { + width: 30% +} +.sheet-col-31, .sheet-rolltemplate-5e-shaped .sheet-col-31 { + width: 31% +} +.sheet-col-32, .sheet-rolltemplate-5e-shaped .sheet-col-32 { + width: 32% +} +.sheet-col-33, .sheet-rolltemplate-5e-shaped .sheet-col-33 { + width: 33% +} +.sheet-col-34, .sheet-rolltemplate-5e-shaped .sheet-col-34 { + width: 34% +} +.sheet-col-35, .sheet-rolltemplate-5e-shaped .sheet-col-35 { + width: 35% +} +.sheet-col-36, .sheet-rolltemplate-5e-shaped .sheet-col-36 { + width: 36% +} +.sheet-col-37, .sheet-rolltemplate-5e-shaped .sheet-col-37 { + width: 37% +} +.sheet-col-38, .sheet-rolltemplate-5e-shaped .sheet-col-38 { + width: 38% +} +.sheet-col-39, .sheet-rolltemplate-5e-shaped .sheet-col-39 { + width: 39% +} +.sheet-col-40, .sheet-rolltemplate-5e-shaped .sheet-col-40 { + width: 40% +} +.sheet-col-41, .sheet-rolltemplate-5e-shaped .sheet-col-41 { + width: 41% +} +.sheet-col-42, .sheet-rolltemplate-5e-shaped .sheet-col-42 { + width: 42% +} +.sheet-col-43, .sheet-rolltemplate-5e-shaped .sheet-col-43 { + width: 43% +} +.sheet-col-44, .sheet-rolltemplate-5e-shaped .sheet-col-44 { + width: 44% +} +.sheet-col-45, .sheet-rolltemplate-5e-shaped .sheet-col-45 { + width: 45% +} +.sheet-col-46, .sheet-rolltemplate-5e-shaped .sheet-col-46 { + width: 46% +} +.sheet-col-47, .sheet-rolltemplate-5e-shaped .sheet-col-47 { + width: 47% +} +.sheet-col-48, .sheet-rolltemplate-5e-shaped .sheet-col-48 { + width: 48% +} +.sheet-col-49, .sheet-rolltemplate-5e-shaped .sheet-col-49 { + width: 49% +} +.sheet-col-50, .sheet-rolltemplate-5e-shaped .sheet-col-50 { + width: 50% +} +.sheet-col-51, .sheet-rolltemplate-5e-shaped .sheet-col-51 { + width: 51% +} +.sheet-col-52, .sheet-rolltemplate-5e-shaped .sheet-col-52 { + width: 52% +} +.sheet-col-53, .sheet-rolltemplate-5e-shaped .sheet-col-53 { + width: 53% +} +.sheet-col-54, .sheet-rolltemplate-5e-shaped .sheet-col-54 { + width: 54% +} +.sheet-col-55, .sheet-rolltemplate-5e-shaped .sheet-col-55 { + width: 55% +} +.sheet-col-56, .sheet-rolltemplate-5e-shaped .sheet-col-56 { + width: 56% +} +.sheet-col-57, .sheet-rolltemplate-5e-shaped .sheet-col-57 { + width: 57% +} +.sheet-col-58, .sheet-rolltemplate-5e-shaped .sheet-col-58 { + width: 58% +} +.sheet-col-59, .sheet-rolltemplate-5e-shaped .sheet-col-59 { + width: 59% +} +.sheet-col-60, .sheet-rolltemplate-5e-shaped .sheet-col-60 { + width: 60% +} +.sheet-col-61, .sheet-rolltemplate-5e-shaped .sheet-col-61 { + width: 61% +} +.sheet-col-62, .sheet-rolltemplate-5e-shaped .sheet-col-62 { + width: 62% +} +.sheet-col-63, .sheet-rolltemplate-5e-shaped .sheet-col-63 { + width: 63% +} +.sheet-col-64, .sheet-rolltemplate-5e-shaped .sheet-col-64 { + width: 64% +} +.sheet-col-65, .sheet-rolltemplate-5e-shaped .sheet-col-65 { + width: 65% +} +.sheet-col-66, .sheet-rolltemplate-5e-shaped .sheet-col-66 { + width: 66% +} +.sheet-col-67, .sheet-rolltemplate-5e-shaped .sheet-col-67 { + width: 67% +} +.sheet-col-68, .sheet-rolltemplate-5e-shaped .sheet-col-68 { + width: 68% +} +.sheet-col-69, .sheet-rolltemplate-5e-shaped .sheet-col-69 { + width: 69% +} +.sheet-col-70, .sheet-rolltemplate-5e-shaped .sheet-col-70 { + width: 70% +} +.sheet-col-71, .sheet-rolltemplate-5e-shaped .sheet-col-71 { + width: 71% +} +.sheet-col-72, .sheet-rolltemplate-5e-shaped .sheet-col-72 { + width: 72% +} +.sheet-col-73, .sheet-rolltemplate-5e-shaped .sheet-col-73 { + width: 73% +} +.sheet-col-74, .sheet-rolltemplate-5e-shaped .sheet-col-74 { + width: 74% +} +.sheet-col-75, .sheet-rolltemplate-5e-shaped .sheet-col-75 { + width: 75% +} +.sheet-col-76, .sheet-rolltemplate-5e-shaped .sheet-col-76 { + width: 76% +} +.sheet-col-77, .sheet-rolltemplate-5e-shaped .sheet-col-77 { + width: 77% +} +.sheet-col-78, .sheet-rolltemplate-5e-shaped .sheet-col-78 { + width: 78% +} +.sheet-col-79, .sheet-rolltemplate-5e-shaped .sheet-col-79 { + width: 79% +} +.sheet-col-80, .sheet-rolltemplate-5e-shaped .sheet-col-80 { + width: 80% +} +.sheet-col-81, .sheet-rolltemplate-5e-shaped .sheet-col-81 { + width: 81% +} +.sheet-col-82, .sheet-rolltemplate-5e-shaped .sheet-col-82 { + width: 82% +} +.sheet-col-83, .sheet-rolltemplate-5e-shaped .sheet-col-83 { + width: 83% +} +.sheet-col-84, .sheet-rolltemplate-5e-shaped .sheet-col-84 { + width: 84% +} +.sheet-col-85, .sheet-rolltemplate-5e-shaped .sheet-col-85 { + width: 85% +} +.sheet-col-86, .sheet-rolltemplate-5e-shaped .sheet-col-86 { + width: 86% +} +.sheet-col-87, .sheet-rolltemplate-5e-shaped .sheet-col-87 { + width: 87% +} +.sheet-col-88, .sheet-rolltemplate-5e-shaped .sheet-col-88 { + width: 88% +} +.sheet-col-89, .sheet-rolltemplate-5e-shaped .sheet-col-89 { + width: 89% +} +.sheet-col-90, .sheet-rolltemplate-5e-shaped .sheet-col-90 { + width: 90% +} +.sheet-col-91, .sheet-rolltemplate-5e-shaped .sheet-col-91 { + width: 91% +} +.sheet-col-92, .sheet-rolltemplate-5e-shaped .sheet-col-92 { + width: 92% +} +.sheet-col-93, .sheet-rolltemplate-5e-shaped .sheet-col-93 { + width: 93% +} +.sheet-col-94, .sheet-rolltemplate-5e-shaped .sheet-col-94 { + width: 94% +} +.sheet-col-95, .sheet-rolltemplate-5e-shaped .sheet-col-95 { + width: 95% +} +.sheet-col-96, .sheet-rolltemplate-5e-shaped .sheet-col-96 { + width: 96% +} +.sheet-col-97, .sheet-rolltemplate-5e-shaped .sheet-col-97 { + width: 97% +} +.sheet-col-98, .sheet-rolltemplate-5e-shaped .sheet-col-98 { + width: 98% +} +.sheet-col-99, .sheet-rolltemplate-5e-shaped .sheet-col-99 { + width: 99% +} +.sheet-col-100, .sheet-rolltemplate-5e-shaped .sheet-col-100 { + width: 100% +} +.sheet-auto-expand-wrap { + display: inline-block; + position: relative +} +.sheet-auto-expand-wrap input, .sheet-auto-expand-wrap select, .sheet-auto-expand-wrap textarea { + left: 0; + position: absolute +} +.sheet-auto-expand-wrap textarea~.sheet-auto-expand-text { + margin-right: 4px +} +.sheet-auto-expand-wrap input[type=number]:not(.sheet-no-spin)~.sheet-auto-expand-text { + margin-right: 17px +} +.sheet-auto-expand-text { + display: block; + min-height: 1em; + min-width: 11px; + padding: 0 1px; + visibility: hidden; + white-space: nowrap +} +.sheet-auto-expand-text.sheet-min-2-rem { + min-width: 2rem +} +.sheet-auto-expand-text.sheet-min-3-rem { + min-width: 3rem +} +_:-moz-tree-row(hover), select+.sheet-auto-expand-text { + margin-right: 7px +} +.sheet-1-rem { + width: 16px +} +.sheet-2-rem { + width: 32px +} +.sheet-3-rem { + width: 48px +} +.sheet-4-rem { + width: 64px +} +.sheet-5-rem { + width: 80px +} +.sheet-6-rem { + width: 96px +} +.sheet-7-rem { + width: 112px +} +.sheet-8-rem { + width: 128px +} +.sheet-9-rem { + width: 144px +} +.sheet-10-rem { + width: 160px +} +.sheet-11-rem { + width: 176px +} +.sheet-12-rem { + width: 192px +} +.sheet-13-rem { + width: 208px +} +.sheet-14-rem { + width: 224px +} +.sheet-15-rem { + width: 240px +} +.sheet-16-rem { + width: 256px +} +.sheet-17-rem { + width: 272px +} +.sheet-18-rem { + width: 288px +} +.sheet-19-rem { + width: 304px +} +.sheet-20-rem { + width: 320px +} +.sheet-21-rem { + width: 336px +} +.sheet-22-rem { + width: 352px +} +.sheet-23-rem { + width: 368px +} +.sheet-24-rem { + width: 384px +} +.sheet-25-rem { + width: 400px +} +.sheet-26-rem { + width: 416px +} +.sheet-27-rem { + width: 432px +} +.sheet-28-rem { + width: 448px +} +.sheet-29-rem { + width: 464px +} +.sheet-30-rem { + width: 480px +} +.sheet-1-5-rem { + width: 1.5rem +} +.sheet-3-5-rem { + width: 3.5rem +} +.sheet-height-100 { + height: 100% +} +.sheet-wrapper-button { + width: 100% +} +.sheet-no-overflow { + overflow: hidden; + text-overflow: ellipsis; + white-space: nowrap +} +.sheet-overflow-hidden { + overflow: hidden +} +.sheet-white-space-nowrap { + white-space: nowrap +} +.sheet-hidden, .sheet-srd-hidden { + display: none!important +} +.sheet-visibility-hidden { + visibility: hidden!important +} +input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-visibility-hidden-in-presentation { + visibility: hidden!important +} +input.sheet-toggle-edit-mode:not([value='1'])~div .itemcontrol { + display: none!important +} +.sheet-ammo .repcontainer, .sheet-equipment .repcontainer, .sheet-features .repcontainer, .sheet-flex, .sheet-offense .repcontainer, .sheet-rolltemplate-5e-shaped .sheet-shaped-row, .sheet-section-npc .sheet-skills .repcontainer, .sheet-shaped-row, .sheet-spells .repcontainer, .sheet-utility .repcontainer { + display: flex; + flex-wrap: wrap +} +.sheet-ammo .repcontainer.sheet-column, .sheet-equipment .repcontainer.sheet-column, .sheet-features .repcontainer.sheet-column, .sheet-flex.sheet-column, .sheet-offense .repcontainer.sheet-column, .sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-column, .sheet-section-npc .sheet-skills .repcontainer.sheet-column, .sheet-shaped-row.sheet-column, .sheet-spells .repcontainer.sheet-column, .sheet-utility .repcontainer.sheet-column { + flex-direction: column +} +.sheet-ammo .repcontainer.sheet-center, .sheet-equipment .repcontainer.sheet-center, .sheet-features .repcontainer.sheet-center, .sheet-flex.sheet-center, .sheet-offense .repcontainer.sheet-center, .sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-center, .sheet-section-npc .sheet-skills .repcontainer.sheet-center, .sheet-shaped-row.sheet-center, .sheet-spells .repcontainer.sheet-center, .sheet-utility .repcontainer.sheet-center { + justify-content: center +} +.sheet-ammo .repcontainer.sheet-space-around, .sheet-equipment .repcontainer.sheet-space-around, .sheet-features .repcontainer.sheet-space-around, .sheet-flex.sheet-space-around, .sheet-offense .repcontainer.sheet-space-around, .sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-space-around, .sheet-section-npc .sheet-skills .repcontainer.sheet-space-around, .sheet-shaped-row.sheet-space-around, .sheet-spells .repcontainer.sheet-space-around, .sheet-utility .repcontainer.sheet-space-around { + justify-content: space-around +} +.sheet-ammo .repcontainer.sheet-space-between, .sheet-equipment .repcontainer.sheet-space-between, .sheet-features .repcontainer.sheet-space-between, .sheet-flex.sheet-space-between, .sheet-offense .repcontainer.sheet-space-between, .sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-space-between, .sheet-section-npc .sheet-skills .repcontainer.sheet-space-between, .sheet-shaped-row.sheet-space-between, .sheet-spells .repcontainer.sheet-space-between, .sheet-utility .repcontainer.sheet-space-between { + justify-content: space-between +} +.sheet-ammo .repcontainer.sheet-justify-flex-end, .sheet-equipment .repcontainer.sheet-justify-flex-end, .sheet-features .repcontainer.sheet-justify-flex-end, .sheet-flex.sheet-justify-flex-end, .sheet-offense .repcontainer.sheet-justify-flex-end, .sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-justify-flex-end, .sheet-section-npc .sheet-skills .repcontainer.sheet-justify-flex-end, .sheet-shaped-row.sheet-justify-flex-end, .sheet-spells .repcontainer.sheet-justify-flex-end, .sheet-utility .repcontainer.sheet-justify-flex-end { + justify-content: flex-end +} +.sheet-ammo .repcontainer.sheet-align-flex-start, .sheet-equipment .repcontainer.sheet-align-flex-start, .sheet-features .repcontainer.sheet-align-flex-start, .sheet-flex.sheet-align-flex-start, .sheet-offense .repcontainer.sheet-align-flex-start, .sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-align-flex-start, .sheet-section-npc .sheet-skills .repcontainer.sheet-align-flex-start, .sheet-shaped-row.sheet-align-flex-start, .sheet-spells .repcontainer.sheet-align-flex-start, .sheet-utility .repcontainer.sheet-align-flex-start { + align-items: flex-start +} +.sheet-ammo .repcontainer.sheet-align-center, .sheet-equipment .repcontainer.sheet-align-center, .sheet-features .repcontainer.sheet-align-center, .sheet-flex.sheet-align-center, .sheet-offense .repcontainer.sheet-align-center, .sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-align-center, .sheet-section-npc .sheet-skills .repcontainer.sheet-align-center, .sheet-shaped-row.sheet-align-center, .sheet-spells .repcontainer.sheet-align-center, .sheet-utility .repcontainer.sheet-align-center { + align-items: center +} +.sheet-ammo .repcontainer.sheet-align-flex-end, .sheet-equipment .repcontainer.sheet-align-flex-end, .sheet-features .repcontainer.sheet-align-flex-end, .sheet-flex.sheet-align-flex-end, .sheet-offense .repcontainer.sheet-align-flex-end, .sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-align-flex-end, .sheet-section-npc .sheet-skills .repcontainer.sheet-align-flex-end, .sheet-shaped-row.sheet-align-flex-end, .sheet-spells .repcontainer.sheet-align-flex-end, .sheet-utility .repcontainer.sheet-align-flex-end { + align-items: flex-end +} +.sheet-ammo .repcontainer.sheet-no-wrap, .sheet-equipment .repcontainer.sheet-no-wrap, .sheet-features .repcontainer.sheet-no-wrap, .sheet-flex.sheet-no-wrap, .sheet-offense .repcontainer.sheet-no-wrap, .sheet-rolltemplate-5e-shaped .sheet-shaped-row.sheet-no-wrap, .sheet-section-npc .sheet-skills .repcontainer.sheet-no-wrap, .sheet-shaped-row.sheet-no-wrap, .sheet-spells .repcontainer.sheet-no-wrap, .sheet-utility .repcontainer.sheet-no-wrap { + flex-wrap: nowrap +} +.sheet-vert-align-top { + vertical-align: top +} +.sheet-ammo .repcontainer, .sheet-equipment .repcontainer, .sheet-features .repcontainer, .sheet-offense .repcontainer, .sheet-rolltemplate-5e-shaped .sheet-shaped-row, .sheet-section-npc .sheet-skills .repcontainer, .sheet-shaped-row, .sheet-spells .repcontainer, .sheet-utility .repcontainer { + flex-direction: row +} +.sheet-outer-side { + width: 45px +} +.sheet-gm-info-block, .sheet-gm-info-flex, .sheet-gm-info-inline-block, .sheet-rolltemplate-5e-shaped .sheet-gm-info-block, .sheet-rolltemplate-5e-shaped .sheet-gm-info-flex, .sheet-rolltemplate-5e-shaped .sheet-gm-info-inline-block { + background-color: #f2f5d3!important; + display: none +} +input.sheet-toggle-filter-condense[value='1']~div .sheet-condense, input.sheet-toggle-filter-content:not([value='1'])~div .sheet-content { + display: none +} +.sheet-equipment .repcontainer, .sheet-features .repcontainer, .sheet-offense .repcontainer, .sheet-spells .repcontainer, .sheet-utility .repcontainer { + width: 100% +} +.sheet-equipment .repcontrol, .sheet-features .repcontrol, .sheet-offense .repcontrol, .sheet-spells .repcontrol, .sheet-utility .repcontrol { + width: 100% +} +.sheet-equipment .repitem, .sheet-features .repitem, .sheet-offense .repitem, .sheet-spells .repitem, .sheet-utility .repitem { + width: 100% +} +::-webkit-scrollbar { + height: 6px; + width: 6px +} +::-webkit-scrollbar-button { + height: 0; + width: 0 +} +::-webkit-scrollbar-thumb { + background: #708090; + border: 0; + border-radius: 0 +} +::-webkit-scrollbar-thumb:hover { + background: #5e6b77 +} +::-webkit-scrollbar-thumb :active { + background: #4c565f +} +::-webkit-scrollbar-track { + background: rgba(0, 0, 0, .12); + border: 0; + border-radius: 0 +} +::-webkit-scrollbar-track:active, ::-webkit-scrollbar-track:hover { + background: rgba(0, 0, 0, .12) +} +::-webkit-scrollbar-corner { + background: 0 0 +} +hr { + background-image: linear-gradient(to right, rgba(0, 0, 0, 0), rgba(0, 0, 0, .75), rgba(0, 0, 0, 0)); + border: 0; + height: 1px; + margin: 5px 0 +} +.sheet-no-background { + background-color: transparent!important +} +.charsheet { + background: #fff; + margin-top: -10px; + padding: 1px 2px!important +} +.sheet-wrap-box { + background-color: #fff; + border: 1px solid #000; + border-radius: 4px; + padding: 2px +} +.sheet-heading { + font-weight: 700 +} +.sheet-ability-name, .sheet-wrap-box-label, .sheet-wrap-box-title { + text-transform: uppercase +} +.sheet-ability-name, .sheet-wrap-box-title { + font-weight: 700 +} +.sheet-wrap-box-title { + font-size: 8px; + margin-top: 2px; + text-shadow: -1px 0 #fff, 0 1px #fff, 1px 0 #fff, 0 -1px #fff +} +.sheet-wrapper-button .sheet-wrap-box-title { + margin-top: 1px +} +.sheet-wrap-box-label { + font-size: 9px +} +.sheet-light-label { + color: #a7a7a7 +} +.sheet-bold, .sheet-rolltemplate-5e-shaped .sheet-bold { + font-weight: 700 +} +.sheet-italic, .sheet-rolltemplate-5e-shaped .sheet-italic { + font-style: italic +} +.sheet-capitalize, .sheet-rolltemplate-5e-shaped .sheet-capitalize { + text-transform: capitalize!important +} +.sheet-lowercase, .sheet-rolltemplate-5e-shaped .sheet-lowercase { + text-transform: lowercase!important +} +.sheet-rolltemplate-5e-shaped .sheet-uppercase, .sheet-uppercase { + text-transform: uppercase!important +} +.sheet-border-bottom { + border-bottom: 1px solid #ccc!important +} +.sheet-border-top { + border-top: 1px solid #ccc +} +.sheet-border-right, .sheet-rolltemplate-5e-shaped .sheet-border-right { + border-right: 1px solid #000 +} +.sheet-border-left, .sheet-rolltemplate-5e-shaped .sheet-border-left { + border-left: 1px solid #000 +} +.sheet-pictos { + font-family: Pictos; + font-size: 12px +} +.sheet-rolltemplate-5e-shaped .sheet-zebra, .sheet-zebra { + background-color: #e6fff9; + border-bottom-left-radius: 4px; + border-bottom-right-radius: 4px +} +.sheet-zebra-rows .sheet-shaped-row:nth-child(even) { + background-color: #e6fff9 +} +.sheet-zebra-rows input { + background: 0 0 +} +.sheet-rolltemplate-5e-shaped .sheet-small-label, .sheet-small-label { + font-size: 10px +} +.sheet-rolltemplate-5e-shaped .sheet-small-label input, .sheet-small-label input { + font-size: 10px!important +} +.sheet-small-font { + font-size: 9px +} +.sheet-small-font input { + font-size: 9px!important +} +.sheet-input-like { + display: inline-block; + padding: 0 1px; + white-space: nowrap; + width: 21px +} +.sheet-big-text { + font-size: 16px; + line-height: 16px +} +.sheet-big-font { + font-size: 15px +} +.sheet-giant-font { + font-size: 22px +} +.sheet-white-space-no-wrap { + white-space: nowrap +} +.sheet-wrap { + word-wrap: break-word +} +.sheet-medium-checkbox { + -webkit-transform: scale(.9); + transform: scale(.9) +} +.sheet-small-checkbox { + -webkit-transform: scale(.8); + transform: scale(.8) +} +.sheet-checkbox-label, .sheet-checkbox-label-md, .sheet-checkbox-label-sm { + cursor: pointer +} +.sheet-checkbox-label-sm { + font-size: 10px +} +.sheet-checkbox-label-sm input[type=checkbox] { + margin-top: -1px; + -webkit-transform: scale(.6); + transform: scale(.6) +} +.sheet-checkbox-label-md { + font-size: 85% +} +.sheet-checkbox-label-md input[type=checkbox] { + margin-top: -1px; + -webkit-transform: scale(.7); + transform: scale(.7) +} +.sheet-pseudo-button-wrapper, .sheet-round-checkbox-wrapper { + cursor: pointer +} +.sheet-pseudo-button-wrapper input, .sheet-round-checkbox-wrapper input { + display: none +} +.sheet-round-checkbox-wrapper input:checked+.sheet-pseudo-circle { + background-color: #879a6a +} +.sheet-round-checkbox-wrapper .sheet-pseudo-circle { + border: 1px solid #000; + border-radius: 50%; + display: block; + height: 9px; + width: 9px +} +.sheet-pseudo-button-wrapper { + display: inline-block; + margin: 0 1px +} +.sheet-pseudo-button-wrapper.sheet-space-below { + margin-bottom: 1px +} +.sheet-pseudo-button-wrapper input:checked+span { + background-color: #51624b +} +.sheet-pseudo-button-wrapper.sheet-page input:checked+span, .sheet-pseudo-button-wrapper.sheet-page input:checked+span+span { + background-color: #416696!important +} +.sheet-pseudo-button-wrapper.sheet-page .sheet-pictos { + padding-bottom: 1px +} +.sheet-pseudo-button-wrapper>span { + background-color: #a7a7a7; + border-radius: 4px; + color: #fff; + overflow: hidden; + padding: 0 3px; + text-align: center +} +.sheet-section-npc .sheet-pseudo-button-wrapper>span { + font-size: 11px +} +.sheet-pseudo-button-wrapper.sheet-visible-button>span { + background-color: #3f88e6!important; + box-shadow: 0 2px 5px 0 rgba(0, 0, 0, .3); + color: #fff; + padding: 1px 3px +} +.sheet-pseudo-button-wrapper.sheet-visible-button:active>span { + box-shadow: 0 4px 8px 0 rgba(0, 0, 0, .3) +} +.sheet-gray-bg { + background: #dedede +} +.sheet-connected-bubbles-label { + font-size: 8px; + text-transform: uppercase +} +.sheet-bubble-radio, .sheet-bubble-radio-clear { + opacity: 0; + position: relative; + z-index: 6 +} +.sheet-bubble-radio-clear:checked~.sheet-bubble-radio+.sheet-bubble, .sheet-bubble-radio:checked~.sheet-bubble-radio+.sheet-bubble { + background-color: #fff +} +.sheet-bubble-clear, .sheet-bubble-radio-clear { + left: -13px; + position: absolute +} +.sheet-bubble-radio-clear:checked+.sheet-bubble-clear { + opacity: 0 +} +.sheet-bubble-clear { + border: 0; + color: #980000; + font-size: 15px; + line-height: 15px +} +.sheet-bubble, .sheet-bubble-radio { + height: 13px; + width: 13px +} +.sheet-bubble-radio:not([value='1']) { + margin-left: 5px +} +.sheet-bubble { + background-color: #922610; + border: 1px solid #000; + border-radius: 50%; + display: inline-block; + margin-left: -13px; + position: relative; + vertical-align: middle; + z-index: 5 +} +.sheet-connected-bubbles-hr, .sheet-connected-bubbles-hr-second { + background-image: none; + left: 0; + margin: 0; + position: absolute; + width: 100% +} +.sheet-connected-bubbles-hr { + border-bottom: 2px solid #000; + top: 4px +} +.sheet-connected-bubbles-hr-second { + border-bottom: 1px solid #000; + top: 7px +} +.sheet-warning { + color: red!important +} +button, input[type=number], input[type=text], select, textarea { + border: 0; + border-radius: 0; + box-shadow: none; + margin-bottom: 0!important +} +button:focus, input[type=number]:focus, input[type=text]:focus, select:focus, textarea:focus { + outline: 0 +} +input, select, textarea { + background-color: transparent; + color: #000; + font-size: 11px; + padding: 0 +} +input[type=number], input[type=text], select, textarea { + width: 100%!important +} +select { + -webkit-appearance: none; + -moz-appearance: none; + appearance: none; + height: inherit +} +input[type=number] { + text-align: center +} +.sheet-pseudo-input { + display: block; + min-height: 13px; + padding: 0 +} +input[type=number].sheet-no-spin { + -moz-appearance: textfield +} +input[type=number].sheet-no-spin::-webkit-inner-spin-button, input[type=number].sheet-no-spin::-webkit-outer-spin-button { + -webkit-appearance: none; + appearance: none; + margin: 0 +} +textarea { + height: 150px; + resize: both +} +.sheet-one-line-textarea, .sheet-xs-textarea { + height: 1.273em +} +.sheet-two-line-textarea { + height: 2.4em +} +.sheet-max-two-line-textarea { + max-height: 2.4em +} +.sheet-three-line-textarea { + height: 3.4em +} +.sheet-four-line-textarea { + height: 4.5em +} +.sheet-five-line-textarea { + height: 65px +} +.sheet-six-line-textarea { + height: 7em +} +.sheet-twenty-line-textarea { + height: 206px +} +.sheet-thirty-line-textarea { + height: 392px +} +input.sheet-ability-check-toggle:not(:checked)~.sheet-ability-check, input.sheet-ability-score-toggle:not(:checked)~.sheet-ability-score, input.sheet-ac-toggle:not(:checked)~.sheet-ac, input.sheet-attack-ammo[value='']~.sheet-ammo-per-use, input.sheet-attack-second-damage-condition[value='']~.sheet-damage, input.sheet-attack-toggle:checked~.sheet-attack-reverse, input.sheet-attack-toggle:not(:checked)~.sheet-attack, input.sheet-attack-type[value=MELEE_SPELL_ATTACK]~.sheet-range, input.sheet-attack-type[value=MELEE_WEAPON_ATTACK]~.sheet-range, input.sheet-attack-type[value=RANGED_SPELL_ATTACK]~.sheet-reach, input.sheet-attack-type[value=RANGED_WEAPON_ATTACK]~.sheet-reach, input.sheet-damage-toggle:not(:checked)~.sheet-damage, input.sheet-death-saving-throw-chances:not([value='5'])~div .sheet-5-death-saving-throws, input.sheet-distance-system:not([value=FEET])~div .sheet-feet, input.sheet-distance-system:not([value=METERS])~div .sheet-meters, input.sheet-heal-toggle:checked~.sheet-heal-reverse, input.sheet-heal-toggle:not(:checked)~.sheet-heal, input.sheet-other-damage-toggle:checked~.sheet-other-damage-reverse, input.sheet-other-damage-toggle:not(:checked)~.sheet-other-damage, input.sheet-other-second-damage-condition[value='']~.sheet-damage, input.sheet-recharges[value='']~.sheet-uses-max, input.sheet-saving-throw-second-damage-condition[value='']~.sheet-damage, input.sheet-saving-throw-toggle:checked~.sheet-saving-throw-reverse, input.sheet-saving-throw-toggle:not(:checked)~.sheet-saving-throw, input.sheet-show-attacks-vs-target-ac:not([value='1'])~div .sheet-attacks-vs-target-ac, input.sheet-show-crit-range:not([value='1'])~div .sheet-crit-range, input.sheet-show-dice-modifiers:not([value='1'])~div .sheet-dice-modifier, input.sheet-show-extra-on-a-crit:not([value='1'])~div .sheet-extra-on-a-crit, input.sheet-show-uses:not(:checked)~.sheet-show-uses, input.sheet-show-weight:not([value='1'])~div .sheet-weight, input.sheet-special-effects-toggle:not(:checked)~.sheet-special-effects, input.sheet-spell-points-name:not([value=KI])~div .sheet-ki, input.sheet-spell-points-name:not([value=MANA])~div .sheet-mana, input.sheet-spell-points-name:not([value=PSI])~div .sheet-psi, input.sheet-spell-points-name:not([value=SORCERY])~div .sheet-sorcery, input.sheet-spell-points-name:not([value=SPELL_POINTS])~div .sheet-spell-points-word, input.sheet-spell-toggle:not(:checked)~.sheet-spell, input.sheet-toggle-custom-class-name:not([value='1'])~.sheet-custom-class-name, input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-edit, input.sheet-toggle-edit-mode[value='1']~div .sheet-presentation, input.sheet-toggle-hd-d10[value='']~div.sheet-hd-d10, input.sheet-toggle-hd-d12[value='']~div.sheet-hd-d12, input.sheet-toggle-hd-d20[value='']~div.sheet-hd-d20, input.sheet-toggle-hd-d2[value='']~div.sheet-hd-d2, input.sheet-toggle-hd-d4[value='']~div.sheet-hd-d4, input.sheet-toggle-hd-d6[value='']~div.sheet-hd-d6, input.sheet-toggle-hd-d8[value='']~div.sheet-hd-d8, input.sheet-toggle-honor:not([value='1'])~div .sheet-honor, input.sheet-toggle-honor:not([value='1'])~input.sheet-toggle-luck:not([value='1'])~input.sheet-toggle-sanity:not([value='1'])~div .sheet-honor-or-luck-or-sanity, input.sheet-toggle-icon-settings:not(:checked)~div .sheet-details, input.sheet-toggle-icon-settings:not(:checked)~div.sheet-details, input.sheet-toggle-luck:not([value='1'])~div .sheet-luck, input.sheet-toggle-luck:not([value='1'])~input.sheet-toggle-sanity:not([value='1'])~div .sheet-luck-or-sanity, input.sheet-toggle-sanity:not([value='1'])~div .sheet-sanity, input.sheet-toggle-use-custom-saving-throws:not([value='1'])~div .sheet-custom-saving-throw, input.sheet-toggle-use-custom-saving-throws[value='1']~div .sheet-default-saving-throw, input.sheet-toggle-warlock-slots:not([value='1'])~div .sheet-has-warlock-slots, input.sheet-weight-system:not([value=KILOGRAMS])~div .sheet-kilos, input.sheet-weight-system:not([value=POUNDS])~div .sheet-pounds { + display: none +} +input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-has-cost[value='']~.sheet-show-cost, input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-has-recharge[value='']~.sheet-show-recharge, input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-has-uses[value='']~.sheet-has-uses-max[value='']~.sheet-has-recharge[value='']~.sheet-show-uses-recharge, input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-has-uses[value='']~.sheet-has-uses-max[value='']~.sheet-show-uses { + display: none +} +.sheet-show-uses { + text-indent: initial +} +.sheet-textarea-checkbox { + padding-right: 9px +} +input[type=checkbox].sheet-content-toggle, input[type=checkbox].sheet-higher-level-toggle { + position: absolute; + right: -2px; + top: -1px +} +input[type=hidden].sheet-content-toggle:not([value='1'])~button .sheet-content { + display: none +} +input[class^=sheet-toggle-], span[class^=sheet-toggle-] { + height: 12px; + vertical-align: top +} +input[class^=sheet-toggle-] { + cursor: pointer; + opacity: 0; + position: relative; + z-index: 7 +} +input[class^=sheet-toggle-]:active+span[class^=sheet-toggle-].sheet-button { + box-shadow: 0 4px 8px 0 rgba(0, 0, 0, .3) +} +span[class^=sheet-toggle-] { + background-color: #a7a7a7; + border-radius: 4px; + color: #fff; + cursor: pointer; + display: inline-block; + font-size: 10px; + overflow: hidden; + position: relative; + text-align: center +} +input[class^=sheet-toggle]:checked+span[class^=sheet-toggle] { + background-color: #51624b +} +input[class^=sheet-toggle-edit-mode]:checked+span[class^=sheet-toggle-edit-mode], input[class^=sheet-toggle-icon]:checked+span[class^=sheet-toggle-icon] { + text-shadow: -1px 0 #000, 0 1px #000, 1px 0 #000, 0 -1px #000; + background-color: transparent; + color: rgba(255, 255, 1, .95) +} +.sheet-toggle-icon-settings { + position: absolute!important; + right: -1px; + top: 1px; + width: 15px +} +input.sheet-toggle-icon-settings, span.sheet-toggle-icon-settings { + height: 12px; + margin-top: -1px +} +span.sheet-toggle-icon-settings { + font-size: 12px +} +span.sheet-toggle-edit-mode, span.sheet-toggle-icon-settings { + text-shadow: -1px 0 #000, 0 1px #000, 1px 0 #000, 0 -1px #000; + background-color: transparent; + color: #909090 +} +input.sheet-toggle-edit-mode, span.sheet-toggle-edit-mode { + height: 20px +} +input.sheet-toggle-edit-mode.sheet-negative-mar-t-six, span.sheet-toggle-edit-mode.sheet-negative-mar-t-six { + margin-top: -6px +} +span.sheet-toggle-edit-mode { + font-size: 20px +} +input.sheet-toggle-edit-mode[value='1']~div input, input.sheet-toggle-edit-mode[value='1']~div select, input.sheet-toggle-edit-mode[value='1']~div textarea { + background-color: #eefaff +} +input.sheet-toggle-edit-mode:not([value='1'])~div .repcontrol { + display: none +} +input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-item-shown[value='']+.sheet-item-to-show, input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-item-shown[value='0']+.sheet-item-to-show { + display: none +} +input.sheet-toggle-dice-system:not([value=d20])~div .sheet-d20 { + display: none +} +input.sheet-toggle-dice-system:not([value='2d10'])~div .sheet-2d10 { + display: none +} +input.sheet-toggle-dice-system:not([value='3d6'])~div .sheet-3d6 { + display: none +} +label[class^=sheet-slide-toggle-] { + background-color: #fff; + border: 1px solid #d9d9d9; + border-bottom-color: #e6e6e6; + border-radius: 2px; + box-shadow: inset 0 .1em .03em rgba(0, 0, 0, .3), inset 0 .1em .3em rgba(0, 0, 0, .3), 0 0 2em rgba(255, 255, 255, .6); + box-sizing: border-box; + display: inline-block; + font-size: 10px; + font-weight: 400; + margin-bottom: 0; + padding: 0; + -webkit-perspective: 300px; + perspective: 300px; + position: relative; + text-align: left; + -webkit-user-select: none; + -moz-user-select: none; + -ms-user-select: none; + user-select: none; + vertical-align: top +} +label[class^=sheet-slide-toggle-] .sheet-slide-cover { + background-color: #f5f5f5; + box-shadow: .1em 0 .2em rgba(0, 0, 0, .3); + color: #fff; + display: inline-block; + margin-right: -1px; + margin-top: -1px; + position: absolute; + right: 0; + text-align: center; + top: 0; + transition: all .2s ease-in-out; + transition-duration: .13333s; + transition-timing-function: cubic-bezier(.52, -.41, .55, 1.46) +} +label[class^=sheet-slide-toggle-] span[class^=sheet-slide-toggle-] { + display: inline-block; + text-align: center; + transition: all .2s ease-in-out +} +input.sheet-slide-input-pc, label.sheet-slide-toggle-pc { + height: 12px; + width: 80px +} +label.sheet-slide-toggle-pc { + margin-left: -80px; + line-height: 12px +} +label.sheet-slide-toggle-pc .sheet-slide-cover { + width: 40px; + box-shadow: 0 .12em .01em #394535, 0 .12em .3em rgba(57, 69, 53, .6), 0 .12em 2em rgba(0, 0, 0, .3), -.12em .15em .2em rgba(0, 0, 0, .3); + height: 12px +} +input[type=checkbox].sheet-slide-input-pc+label.sheet-slide-toggle-pc .sheet-slide-cover { + background-color: #51624b; + text-shadow: 0 .05em 0 #455440 +} +input[type=checkbox].sheet-slide-input-pc+label.sheet-slide-toggle-pc span[class^=sheet-slide-toggle-] { + width: 50%; + color: #51624b +} +input[type=checkbox].sheet-slide-input-pc:checked+label.sheet-slide-toggle-pc .sheet-slide-cover { + background-color: #591209; + margin-right: 40px; + border-bottom: .03em solid #871b0e; + box-shadow: 0 .12em .01em #2b0904, 0 .12em .3em rgba(43, 9, 4, .6), 0 .12em 2em rgba(0, 0, 0, .3), .12em .15em .2em rgba(0, 0, 0, .3); + text-shadow: 0 .05em 0 #2b0904 +} +input[type=checkbox].sheet-slide-input-pc:checked+label.sheet-slide-toggle-pc span[class^=sheet-slide-toggle-] { + color: #591209 +} +.sheet-slide-input-pc:not([value='1'])~.sheet-npc, .sheet-slide-input-pc:not([value='1'])~div .sheet-npc, .sheet-slide-input-pc[value='1']~.sheet-pc, .sheet-slide-input-pc[value='1']~div .sheet-pc { + display: none +} +input[class^=sheet-slide-input-] { + cursor: pointer; + display: inline-block; + margin: 0; + opacity: 0; + position: relative; + vertical-align: top; + z-index: 5 +} +.sheet-rolltemplate-5e-shaped .sheet-tooltip-position-wrapper, .sheet-tooltip-position-wrapper { + position: absolute; + right: 1px; + z-index: 6 +} +.sheet-tooltip-position-wrapper { + bottom: 1px +} +.sheet-rolltemplate-5e-shaped .sheet-tooltip-position-wrapper { + top: 1px +} +.sheet-rolltemplate-5e-shaped .sheet-tooltip, .sheet-tooltip { + position: relative +} +.sheet-rolltemplate-5e-shaped .sheet-tooltip:focus [class*=sheet-tooltip-content], .sheet-rolltemplate-5e-shaped .sheet-tooltip:hover [class*=sheet-tooltip-content], .sheet-tooltip:focus [class*=sheet-tooltip-content], .sheet-tooltip:hover [class*=sheet-tooltip-content] { + visibility: visible; + z-index: 9 +} +.sheet-rolltemplate-5e-shaped .sheet-tooltip-toggle-text, .sheet-tooltip-toggle-text { + background-color: #000; + border-radius: 50%; + color: rgba(255, 255, 255, .87); + font-size: 9px; + font-weight: 700; + height: 10px; + width: 10px +} +.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-bottom, .sheet-rolltemplate-5e-shaped .sheet-tooltip-content-left, .sheet-rolltemplate-5e-shaped .sheet-tooltip-content-right, .sheet-rolltemplate-5e-shaped .sheet-tooltip-content-top, .sheet-tooltip-content-bottom, .sheet-tooltip-content-left, .sheet-tooltip-content-right, .sheet-tooltip-content-top { + background-color: #000; + border-bottom-left-radius: 4px; + border-bottom-right-radius: 4px; + color: rgba(255, 255, 255, .87); + opacity: .9; + padding: 4px; + position: absolute; + text-align: left; + visibility: hidden; + width: 280px; + z-index: 9 +} +.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-bottom::after, .sheet-rolltemplate-5e-shaped .sheet-tooltip-content-left::after, .sheet-rolltemplate-5e-shaped .sheet-tooltip-content-right::after, .sheet-rolltemplate-5e-shaped .sheet-tooltip-content-top::after, .sheet-tooltip-content-bottom::after, .sheet-tooltip-content-left::after, .sheet-tooltip-content-right::after, .sheet-tooltip-content-top::after { + content: ''; + margin-top: -8px; + position: absolute; + top: 9px +} +.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-left::after, .sheet-rolltemplate-5e-shaped .sheet-tooltip-content-right::after, .sheet-tooltip-content-left::after, .sheet-tooltip-content-right::after { + border-bottom: 8px solid transparent; + border-top: 8px solid transparent +} +.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-bottom::after, .sheet-rolltemplate-5e-shaped .sheet-tooltip-content-top::after, .sheet-tooltip-content-bottom::after, .sheet-tooltip-content-top::after { + border-left: 8px solid transparent; + border-right: 8px solid transparent +} +[class*=sheet-tooltip-content] { + margin-top: -15px +} +.sheet-rolltemplate-5e-shaped .sheet-tooltip-small, .sheet-tooltip-small { + width: 80px +} +.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-left, .sheet-tooltip-content-left { + border-top-left-radius: 4px; + right: 100% +} +.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-left::after, .sheet-tooltip-content-left::after { + border-left: 8px solid #000; + right: -8px +} +.sheet-tooltip-content-left { + margin-right: 12px +} +.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-left { + margin-right: 20px +} +.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-right, .sheet-tooltip-content-right { + border-top-right-radius: 4px; + left: 100% +} +.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-right::after, .sheet-tooltip-content-right::after { + border-right: 8px solid #000; + left: -8px +} +.sheet-tooltip-content-right { + margin-left: 12px +} +.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-right { + margin-left: 20px +} +.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-top, .sheet-tooltip-content-top { + border-top-left-radius: 4px; + border-top-right-radius: 4px; + top: 38px +} +.sheet-rolltemplate-5e-shaped .sheet-tooltip-content-top::after, .sheet-tooltip-content-top::after { + border-bottom: 8px solid #000; + top: 0 +} +.sheet-grid-box { + align-items: stretch; + -webkit-backface-visibility: hidden; + backface-visibility: hidden; + bottom: 0; + display: grid; + justify-items: stretch; + left: 0; + position: absolute; + right: 0; + top: 0 +} +.sheet-box-inner { + position: relative +} +.sheet-box-middle { + background-color: #fff +} +.sheet-boring-box-wrapper { + -webkit-backface-visibility: hidden; + backface-visibility: hidden; + margin-bottom: 8px; + min-height: 51px; + padding: 4px 10px; + position: relative +} +.sheet-boring-box { + grid-template-columns: 19px auto 19px; + grid-template-rows: 15px auto 36px +} +.sheet-boring-box-bottom-left, .sheet-boring-box-bottom-right { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/dbe7598bf283951835ef231b4cf322d1d96e7384/boringBoxBottomCornerWhite.svg) no-repeat +} +.sheet-boring-box-top-left, .sheet-boring-box-top-right { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/dbe7598bf283951835ef231b4cf322d1d96e7384/boringBoxTopCornerWhite.svg) no-repeat +} +.sheet-boring-box-expand-left, .sheet-boring-box-expand-right { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/dbe7598bf283951835ef231b4cf322d1d96e7384/boringBoxSideExpandWhite.svg) repeat-y +} +.sheet-boring-box-expand-bottom, .sheet-boring-box-expand-top { + background: #fff url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/dbe7598bf283951835ef231b4cf322d1d96e7384/boringBoxTopBottomExpandWhite.svg) repeat-x +} +.sheet-gray-background-wrapper { + -webkit-backface-visibility: hidden; + backface-visibility: hidden; + background-color: #dedfdf; + min-height: 80px; + min-width: 266px; + padding: 14px 8px; + position: relative +} +.sheet-gray-background { + grid-template-columns: 133px auto 133px; + grid-template-rows: 40px auto 40px +} +.sheet-gray-background-bottom-left, .sheet-gray-background-bottom-right, .sheet-gray-background-top-left, .sheet-gray-background-top-right { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/f048e9832c8b305ffe641eac3057aa5ef75e453f/grayBackgroundCorner.svg) no-repeat +} +.sheet-indented-box-wrapper { + -webkit-backface-visibility: hidden; + backface-visibility: hidden; + min-height: 46px; + min-width: 82px; + padding: 6px; + position: relative +} +.sheet-indented-box { + grid-template-columns: 6px auto 6px; + grid-template-rows: 21px auto 21px +} +.sheet-indented-box-bottom-left, .sheet-indented-box-bottom-right, .sheet-indented-box-top-left, .sheet-indented-box-top-right { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/1ac8ac8fb0d599e61603ef726d339ecb1a177cf6/indentedBoxCorner.svg) no-repeat +} +.sheet-indented-box-expand-left, .sheet-indented-box-expand-right { + background: #fff url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/1ac8ac8fb0d599e61603ef726d339ecb1a177cf6/indentedBoxTopExpand.svg) left repeat-y +} +.sheet-indented-box-expand-bottom, .sheet-indented-box-expand-top { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/c548c72bb93c1714ccce980a4760792968b2aa75/indentedBoxMiddle.svg) center top no-repeat, url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/1ac8ac8fb0d599e61603ef726d339ecb1a177cf6/indentedBoxSideExpand.svg) top repeat-x, #fff +} +.sheet-indented-box-horizontal-rounded-wrapper, .sheet-indented-box-horizontal-wrapper { + -webkit-backface-visibility: hidden; + backface-visibility: hidden; + min-height: 46px; + min-width: 46px; + padding: 6px 8px; + position: relative +} +.sheet-indented-box-horizontal { + grid-template-columns: 21px auto 21px; + grid-template-rows: 6px auto 6px +} +.sheet-indented-box-horizontal-bottom-left, .sheet-indented-box-horizontal-bottom-right, .sheet-indented-box-horizontal-rounded-bottom-left, .sheet-indented-box-horizontal-rounded-bottom-right, .sheet-indented-box-horizontal-rounded-bottom-top-left, .sheet-indented-box-horizontal-rounded-bottom-top-right, .sheet-indented-box-horizontal-top-left, .sheet-indented-box-horizontal-top-right { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/20116ef2a3614f12b67ad3014dbab74ed93c1372/indentedBoxHorizontalCorner.svg) no-repeat +} +.sheet-indented-box-horizontal-expand-left, .sheet-indented-box-horizontal-expand-right { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/f98ed472d55dc8ba868dc5aa67e40ef64d0cba9f/indentedBoxHorizontalMiddle.svg) center left no-repeat, url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/1ac8ac8fb0d599e61603ef726d339ecb1a177cf6/indentedBoxTopExpand.svg) left repeat-y, #fff +} +.sheet-indented-box-horizontal-expand-bottom, .sheet-indented-box-horizontal-expand-top, .sheet-indented-box-horizontal-rounded-bottom-expand-bottom, .sheet-indented-box-horizontal-rounded-bottom-expand-top, .sheet-indented-box-horizontal-rounded-expand-bottom, .sheet-indented-box-horizontal-rounded-expand-top { + background: #fff url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/1ac8ac8fb0d599e61603ef726d339ecb1a177cf6/indentedBoxSideExpand.svg) top repeat-x +} +.sheet-indented-box-horizontal-rounded { + grid-template-columns: 21px auto 21px; + grid-template-rows: 15px auto 6px +} +.sheet-indented-box-horizontal-rounded-bottom-bottom-left, .sheet-indented-box-horizontal-rounded-bottom-bottom-right, .sheet-indented-box-horizontal-rounded-top-left, .sheet-indented-box-horizontal-rounded-top-right { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/0f74e809b3fdc0e6f8e8a8c5d637bf72bf44e737/indentedBoxHorizontalRoundedTopCorner.svg) no-repeat +} +.sheet-indented-box-horizontal-rounded-bottom-expand-left, .sheet-indented-box-horizontal-rounded-bottom-expand-right, .sheet-indented-box-horizontal-rounded-expand-left, .sheet-indented-box-horizontal-rounded-expand-right { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/f98ed472d55dc8ba868dc5aa67e40ef64d0cba9f/indentedBoxHorizontalMiddle.svg) left no-repeat, url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/1ac8ac8fb0d599e61603ef726d339ecb1a177cf6/indentedBoxTopExpand.svg) left repeat-y, #fff +} +.sheet-indented-box-horizontal-rounded-bottom { + grid-template-columns: 21px auto 21px; + grid-template-rows: 6px auto 15px +} +.sheet-pointy-end-box-wrapper { + -webkit-backface-visibility: hidden; + backface-visibility: hidden; + min-height: 48px; + min-width: 144px; + padding: 20px 10px; + position: relative +} +.sheet-pointy-end-box { + grid-template-columns: 72px auto 71px; + grid-template-rows: 24px auto 24px +} +.sheet-pointy-end-box-bottom-left, .sheet-pointy-end-box-bottom-right, .sheet-pointy-end-box-top-left, .sheet-pointy-end-box-top-right { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/87d2fd7562fdd634963d661f67c7debe459168fe/pointyEndBoxCorner.svg) no-repeat +} +.sheet-pointy-end-box-expand-left, .sheet-pointy-end-box-expand-right { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/77eb4c69f16a390107db3bdf2d48b59caeb76851/pointyEndBoxSideExpand.svg) left repeat-y +} +.sheet-pointy-end-box-expand-bottom, .sheet-pointy-end-box-expand-top { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/77eb4c69f16a390107db3bdf2d48b59caeb76851/pointyEndBoxExpandTop.svg) repeat-x +} +.sheet-very-boring-box-wrapper { + -webkit-backface-visibility: hidden; + backface-visibility: hidden; + margin-bottom: 8px; + min-height: 32px; + padding: 4px 10px; + position: relative +} +.sheet-very-boring-box { + grid-template-columns: 14px auto 14px; + grid-template-rows: 17px auto 17px +} +.sheet-very-boring-box-bottom-left, .sheet-very-boring-box-bottom-right, .sheet-very-boring-box-top-left, .sheet-very-boring-box-top-right { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/48cc706f4838f6677babdfe157729839d7dc25bb/veryBoringBoxCorner.svg) no-repeat +} +.sheet-very-boring-box-expand-left, .sheet-very-boring-box-expand-right { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/5ff74ee6eaab7555fae61e1f31a2144f702c6bba/veryBoringBoxLineExpand.svg) repeat-y +} +.sheet-very-boring-box-expand-bottom, .sheet-very-boring-box-expand-top { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/5ff74ee6eaab7555fae61e1f31a2144f702c6bba/veryBoringBoxLineBottomExpand.svg) repeat-x +} +.sheet-very-styled-box-wrapper { + -webkit-backface-visibility: hidden; + backface-visibility: hidden; + min-height: 75px; + padding: 8px 10px 4px; + position: relative; + width: 153px +} +.sheet-very-styled-box { + grid-template-columns: 153px; + grid-template-rows: minmax(37px, 60px) auto minmax(37px, 60px) +} +.sheet-very-styled-box-bottom, .sheet-very-styled-box-top { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/d514b2e7f7fbd5dfb6ffb6636a9c0bced95c67ad/tallVeryStyledBoxTop.svg) no-repeat +} +.sheet-very-styled-box-expand { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/d514b2e7f7fbd5dfb6ffb6636a9c0bced95c67ad/tallVeryStyledBoxExpand.svg) repeat-y +} +.sheet-gray-background-bottom-right, .sheet-indented-box-bottom-right, .sheet-indented-box-horizontal-bottom-right, .sheet-indented-box-horizontal-rounded-bottom-bottom-right, .sheet-indented-box-horizontal-rounded-bottom-right, .sheet-pointy-end-box-bottom-right, .sheet-very-boring-box-bottom-right { + -webkit-transform: scale(-1, -1); + transform: scale(-1, -1) +} +.sheet-boring-box-bottom-right, .sheet-boring-box-expand-right, .sheet-boring-box-top-right, .sheet-gray-background-top-right, .sheet-indented-box-expand-right, .sheet-indented-box-horizontal-expand-right, .sheet-indented-box-horizontal-rounded-bottom-expand-right, .sheet-indented-box-horizontal-rounded-bottom-top-right, .sheet-indented-box-horizontal-rounded-expand-right, .sheet-indented-box-horizontal-rounded-top-right, .sheet-indented-box-horizontal-top-right, .sheet-indented-box-top-right, .sheet-pointy-end-box-expand-right, .sheet-pointy-end-box-top-right, .sheet-spell-level-title-background-left-no-number, .sheet-very-boring-box-expand-right, .sheet-very-boring-box-top-right { + -webkit-transform: scaleX(-1); + transform: scaleX(-1) +} +.sheet-boring-box-expand-bottom, .sheet-gray-background-bottom-left, .sheet-indented-box-bottom-left, .sheet-indented-box-expand-bottom, .sheet-indented-box-horizontal-bottom-left, .sheet-indented-box-horizontal-expand-bottom, .sheet-indented-box-horizontal-rounded-bottom-bottom-left, .sheet-indented-box-horizontal-rounded-bottom-expand-bottom, .sheet-indented-box-horizontal-rounded-bottom-left, .sheet-indented-box-horizontal-rounded-expand-bottom, .sheet-pointy-end-box-bottom-left, .sheet-pointy-end-box-expand-bottom, .sheet-very-boring-box-bottom-left, .sheet-very-boring-box-expand-bottom, .sheet-very-styled-box-bottom { + -webkit-transform: scaleY(-1); + transform: scaleY(-1) +} +.sheet-processing { + background-color: rgba(0, 0, 0, .75); + color: #f5f5f5; + display: none; + height: 100%; + left: 0; + padding: 2px; + position: absolute; + top: 0; + width: 100%; + z-index: 99999 +} +.sheet-show-processing:not([value=''])~.sheet-processing { + display: block +} +.sheet-processing .sheet-processing-names { + color: red +} +.sheet-character-header { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/855cdd0e1e8789f15ce03908b82ca584580aad05/topRibbonBackground.svg) no-repeat; + display: flex; + flex-wrap: nowrap +} +.sheet-character-header .sheet-shaped-version { + margin-right: 10px; + margin-top: 3px; + text-align: right +} +.sheet-name-ribbon-wrapper { + -webkit-backface-visibility: hidden; + backface-visibility: hidden; + margin-right: -4px +} +.sheet-character-name { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/e22ac446a0abb681c535a704abc4a6f7244df2ed/nameRibbon.svg) no-repeat; + height: 68px; + max-width: 310px; + min-width: 170px; + padding: 12px 8px 12px 20px +} +.sheet-character-name input { + font-size: 22px; + font-weight: 700; + overflow: hidden; + padding: 4px; + text-overflow: ellipsis; + -webkit-transform: rotate(1deg); + transform: rotate(1deg); + white-space: nowrap +} +.sheet-character-name .sheet-wrap-box-label { + margin-left: 35px; + margin-top: 10px +} +.sheet-header-info { + flex-grow: 1 +} +input.sheet-toggle-edit-mode[value='1']~div .sheet-header-info { + margin-top: -14px +} +.sheet-header-info-inner { + align-items: center; + display: flex; + flex-direction: column; + height: 100%; + justify-content: center; + padding: 4px 8px; + position: relative; + z-index: 9 +} +.sheet-header-info-inner .sheet-shaped-row { + width: 100% +} +.sheet-classes-select-wrapper { + background: #fff; + min-height: 27px +} +.sheet-classes-select-wrapper .repcontainer { + display: flex +} +.sheet-classes-select-wrapper .repitem+.repitem { + border-left: 1px solid #000; + margin-left: 8px; + padding-left: 8px +} +.sheet-right-ribbon-wrapper { + align-items: center; + -webkit-backface-visibility: hidden; + backface-visibility: hidden; + display: flex; + margin-left: -4px +} +.sheet-right-ribbon { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/e22ac446a0abb681c535a704abc4a6f7244df2ed/rightRibbon.svg) no-repeat; + height: 57px; + width: 27px +} +.sheet-nav { + position: relative; + z-index: 10 +} +input.sheet-toggle-page:not([value=character]):not([value=spells])~div.sheet-section-character, input.sheet-toggle-page:not([value=character]):not([value=spells])~div.sheet-section-npc, input.sheet-toggle-page:not([value=settings])~div.sheet-section-settings { + display: none +} +input.sheet-slide-input-pc:not([value='1'])~div.sheet-section-npc, input.sheet-slide-input-pc[value='1']~div.sheet-section-character { + display: none!important +} +input.sheet-toggle-page[value=spells]~.sheet-section-character .sheet-character-details, input.sheet-toggle-page[value=spells]~.sheet-section-character .sheet-left-column, input.sheet-toggle-page[value=spells]~.sheet-section-character .sheet-right-column { + display: none +} +input.sheet-toggle-page[value=spells]~.sheet-section-character .sheet-center-column { + width: 100% +} +input.sheet-toggle-page[value=spells]~.sheet-section-character .sheet-center-column>div:not(.sheet-spells-wrap) { + display: none +} +input.sheet-toggle-page[value=spells]~.sheet-section-npc .sheet-left-column { + display: none +} +input.sheet-toggle-page[value=spells]~.sheet-section-npc .sheet-right-column>div:not(.sheet-spells) { + display: none +} +input.sheet-toggle-edit-mode, span.sheet-toggle-edit-mode { + width: 23px +} +span.sheet-toggle-edit-mode { + margin-left: -23px +} +div[class='repcontainer editmode']~div[class^=repcontrol] button[class='btn repcontrol_add'] { + display: inline-block!important; + visibility: hidden +} +.sheet-abilities { + margin-bottom: 8px; + margin-right: 6px +} +.sheet-abilities-background { + align-items: center; + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/cd2ad2aa714f30a9245728a510fbe4ddfa5701a6/abilityBackgroundEnd.svg) center top no-repeat, url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/ab9629dfca660db313c02bd0b8f3f80dd7714e87/abilityBackgroundEndBottom.svg) center bottom no-repeat, #dedfdf; + display: flex; + flex-direction: column; + padding-bottom: 16px; + padding-top: 26px; + width: 81px +} +.sheet-ability-wrapper { + -webkit-backface-visibility: hidden; + backface-visibility: hidden; + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/a9f61604d33622b4509ac65928fe2423754c14b3/ability.svg) no-repeat; + display: flex; + flex-direction: column; + height: 83px; + margin-bottom: 12px; + padding: 5px; + position: relative; + width: 71px +} +.sheet-ability-wrapper .sheet-ability-score-wrapper { + border-radius: 50%; + bottom: 2px; + font-size: 12px; + height: 24px; + left: 0; + margin-left: auto; + margin-right: auto; + padding: 2px; + position: absolute; + right: 0; + width: 40px +} +.sheet-ability-wrapper .sheet-ability-score-wrapper input { + background: 0 0; + border-radius: 5px +} +.sheet-ability-name { + display: block; + font-size: 8px; + margin-top: 1px +} +.sheet-ability-modifier { + font-size: 28px; + padding-top: 6px +} +input.sheet-toggle-edit-mode[value='1']~div .sheet-ability-modifier { + line-height: 22px +} +.sheet-inspiration { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/9e301f3bdf16cfb73e0caf91998eaa317cbd783a/inspiration.svg) no-repeat; + height: 38px; + width: 153px +} +.sheet-inspiration .sheet-shaped-row { + height: 100% +} +.sheet-inspiration .sheet-wrap-box-title { + margin-left: 14px; + margin-top: 0; + padding: 0 +} +.sheet-inspiration-left { + height: 100%; + width: 38px +} +.sheet-inspiration-right { + flex-grow: 1; + height: 100% +} +.sheet-inspiration-label { + height: 100% +} +.sheet-inspiration-label [type=checkbox] { + display: none +} +.sheet-inspiration-label [type=checkbox]+span { + cursor: pointer; + display: block +} +.sheet-inspiration-label [type=checkbox]:checked+span { + background: url(https://i.imgur.com/m5WFImZ.png) center center no-repeat +} +.sheet-inspiration-label span { + height: 100%; + width: 100% +} +.sheet-inspiration-multiple { + height: 100%; + padding: 5px 4px +} +.sheet-inspiration-multiple input { + height: 100% +} +.sheet-inspiration-multiple-toggle[value='1']~div .sheet-inspiration-label { + display: none +} +.sheet-inspiration-multiple-toggle:not([value='1'])~div .sheet-inspiration-multiple { + display: none +} +.sheet-proficiency-bonus { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/9e301f3bdf16cfb73e0caf91998eaa317cbd783a/proficiencyBonus.svg) no-repeat; + height: 46px; + width: 153px +} +.sheet-proficiency-bonus .sheet-shaped-row, .sheet-proficiency-bonus .sheet-wrapper-button { + height: 100% +} +.sheet-proficiency-bonus .sheet-wrap-box-title { + margin-left: 8px; + margin-top: 0; + padding: 0 +} +.sheet-proficiency-bonus-wrapper { + align-items: center; + display: flex; + height: 100%; + justify-content: center; + padding: 5px 4px; + width: 43px +} +.sheet-proficiency-bonus-wrapper input { + height: 100% +} +.sheet-skills select { + padding: 0 +} +input.sheet-toggle-passive-skills:not([value='1'])~div .sheet-passive-skill { + display: none +} +.sheet-skill-roll-select { + width: 7px +} +.sheet-skill-name { + overflow: hidden +} +.sheet-skill-ability { + color: #ccc; + font-size: 10px +} +.sheet-saving-throw, .sheet-skill { + margin-bottom: 4px +} +.sheet-skills-ability-selector { + background: 0 0 +} +.sheet-section-character .sheet-skills-ability-selector { + color: #909090 +} +.sheet-skill-ability-size { + font-size: .9em!important; + padding: 0 +} +.sheet-skill-ability-expand-text { + font-size: .825em!important +} +.sheet-parenthesis-wrapper { + color: #909090; + font-size: 9px +} +.sheet-parenthesis-wrapper input { + padding-left: 3px; + padding-right: 3px +} +.sheet-skill-proficiency[value=proficient]+span { + background-color: #879a6a +} +.sheet-skill-proficiency[value=expertise]+span { + background-color: gold +} +.sheet-ac { + margin-top: -6px +} +.sheet-shield { + align-items: center; + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/7cd31246e95b8c773cb40f6cbf59764db0cc2bcd/ac.svg) no-repeat; + display: flex; + flex-direction: column; + height: 74px; + justify-content: center; + width: 64px +} +.sheet-shield .sheet-wrap-box-title { + width: 40px +} +.sheet-hit-dice-container { + align-items: center; + display: flex; + flex-direction: column; + font-size: 13px; + height: 100%; + justify-content: center +} +.sheet-hit-dice-container input { + font-size: 13px +} +.sheet-heart { + align-items: center; + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/467445dc8cfd7e13bdaab72e650c5eb656d00025/heart.svg) no-repeat; + display: flex; + flex-direction: column; + height: 66px; + justify-content: center; + margin-left: -2px; + margin-top: -6px; + position: relative; + width: 70px +} +.sheet-heart .sheet-wrap-box-title { + margin-bottom: 2px; + margin-top: -2px; + width: 40px +} +.sheet-hp-wrapper { + width: 50px +} +.sheet-hp-wrapper input { + border-radius: 12px +} +.sheet-hp-wrapper input::-webkit-input-placeholder { + font-size: 14px +} +.sheet-hp-wrapper input:-ms-input-placeholder { + font-size: 14px +} +.sheet-hp-wrapper input::-ms-input-placeholder { + font-size: 14px +} +.sheet-hp-wrapper input::placeholder { + font-size: 14px +} +.sheet-temp-hp-position { + position: absolute; + right: -4px; + top: -2px +} +.sheet-temp-hp-wrapper { + font-size: 13px +} +.sheet-temp-hp-wrapper input { + font-size: 13px +} +.sheet-max-hp-wrapper, .sheet-temp-hp-wrapper { + background-color: #fff; + border: 1px solid #000; + border-radius: 12px; + padding-left: 2px; + padding-right: 2px +} +.sheet-max-hp-wrapper input, .sheet-temp-hp-wrapper input { + border-radius: 6px +} +.sheet-max-hp-position { + align-items: center; + bottom: 2px; + display: flex; + justify-content: center; + left: 0; + margin-left: auto; + margin-right: auto; + position: absolute; + right: 0 +} +.sheet-speed-hover-toggle:not([value='1'])~.sheet-speed-hover-display { + display: none +} +.sheet-other-speeds:not([value='1'])~.sheet-speed.sheet-other { + display: none +} +.sheet-sense-blind-beyond-toggle:not([value='1'])~.sheet-sense-blind-beyond-display { + display: none +} +.sheet-death-saving-throws { + position: relative +} +.sheet-death-saving-throws-proficiency-wrapper { + bottom: 1px; + left: -3px; + position: absolute +} +.sheet-death-saving-throws-proficiency-wrapper .sheet-round-checkbox-wrapper span { + background-color: #fff +} +.sheet-death-successes .sheet-bubble { + background-color: #879a6a +} +.sheet-death-failures { + margin-top: 2px +} +.sheet-currency-wrap { + flex-shrink: 0; + margin-left: -16px; + width: 73px +} +.sheet-currency { + height: 30px; + padding: 2px 3px 3px 2px +} +.sheet-currency-border[value=COPPER]~.sheet-currency { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/cace63afe01487a41f778e2139cd4d8fa41f4bc2/copper.svg) no-repeat +} +.sheet-currency-border[value=SILVER]~.sheet-currency { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/cace63afe01487a41f778e2139cd4d8fa41f4bc2/silver.svg) no-repeat +} +.sheet-currency-border[value=ELECTRUM]~.sheet-currency { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/cace63afe01487a41f778e2139cd4d8fa41f4bc2/electrum.svg) no-repeat +} +.sheet-currency-border[value=GOLD]~.sheet-currency { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/cace63afe01487a41f778e2139cd4d8fa41f4bc2/gold.svg) no-repeat +} +.sheet-currency-border[value=PLATINUM]~.sheet-currency { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/cace63afe01487a41f778e2139cd4d8fa41f4bc2/platinum.svg) no-repeat +} +.sheet-currency-acronym { + flex-shrink: 0; + font-size: 8px; + margin-top: 1px; + width: 15px +} +.sheet-currency-button { + text-align: center!important +} +.sheet-currency-name { + white-space: nowrap +} +.sheet-currency-value-wrap { + margin-left: 4px; + margin-right: 4px +} +.sheet-currency-value-wrap input { + border-radius: 12px +} +.sheet-weight-total { + margin-right: -12px +} +.sheet-background-text { + display: block; + max-height: 75px; + min-height: 28px; + overflow-x: hidden; + overflow-y: auto +} +.sheet-personality-traits { + border-bottom-left-radius: 0; + border-bottom-right-radius: 0 +} +.sheet-bonds, .sheet-ideals { + border-radius: 0 +} +.sheet-flaws { + border-top-left-radius: 0; + border-top-right-radius: 0 +} +.sheet-conditions-wrapper-wrapper { + align-items: center; + display: flex; + flex-direction: column; + margin-bottom: 8px; + margin-right: 6px +} +.sheet-conditions-wrapper { + width: 100% +} +.sheet-conditions-wrapper .sheet-round-checkbox-wrapper input:checked+.sheet-pseudo-circle { + background-color: #922610 +} +.sheet-conditions { + display: grid; + grid-template-columns: auto auto +} +.sheet-condition { + align-items: center; + display: flex; + flex-wrap: nowrap; + margin-bottom: 4px +} +.sheet-condition:nth-child(odd) { + margin-right: 2px +} +.sheet-exhaustion-wrapper { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/1ac8ac8fb0d599e61603ef726d339ecb1a177cf6/triangeFlag.svg) no-repeat; + height: 46px; + margin-top: -1.833px; + width: 120px +} +.sheet-exhaustion { + margin-top: 8px +} +.sheet-artificer-class-features:not([value='1'])~.sheet-artificer-class-features-toggle { + display: none +} +.sheet-barbarian-class-features:not([value='1'])~.sheet-barbarian-class-features-toggle { + display: none +} +.sheet-bard-class-features:not([value='1'])~.sheet-bard-class-features-toggle { + display: none +} +.sheet-cleric-class-features:not([value='1'])~.sheet-cleric-class-features-toggle { + display: none +} +.sheet-druid-class-features:not([value='1'])~.sheet-druid-class-features-toggle { + display: none +} +.sheet-fighter-class-features:not([value='1'])~.sheet-fighter-class-features-toggle { + display: none +} +.sheet-monk-class-features:not([value='1'])~.sheet-monk-class-features-toggle { + display: none +} +.sheet-paladin-class-features:not([value='1'])~.sheet-paladin-class-features-toggle { + display: none +} +.sheet-ranger-class-features:not([value='1'])~.sheet-ranger-class-features-toggle { + display: none +} +.sheet-rangerua-class-features:not([value='1'])~.sheet-rangerua-class-features-toggle { + display: none +} +.sheet-rogue-class-features:not([value='1'])~.sheet-rogue-class-features-toggle { + display: none +} +.sheet-sorcerer-class-features:not([value='1'])~.sheet-sorcerer-class-features-toggle { + display: none +} +.sheet-warlock-class-features:not([value='1'])~.sheet-warlock-class-features-toggle { + display: none +} +.sheet-wizard-class-features:not([value='1'])~.sheet-wizard-class-features-toggle { + display: none +} +.sheet-section-character.sheet-pc .sheet-left-column { + flex-shrink: 0; + margin-right: 2px; + width: 242px +} +.sheet-section-character.sheet-pc .sheet-center-column { + flex-grow: 1; + flex-shrink: 0; + width: 320px +} +.sheet-section-character.sheet-pc .sheet-right-column { + flex-grow: 1; + flex-shrink: 0; + margin-left: 4px; + width: 302px +} +.sheet-section-character.sheet-pc .sheet-initiative, .sheet-section-character.sheet-pc .sheet-saving-throws, .sheet-section-character.sheet-pc .sheet-skills, .sheet-section-character.sheet-pc .sheet-speed { + margin-bottom: 8px +} +.sheet-first-rows { + margin-bottom: 8px; + margin-left: 4px; + margin-right: 4px +} +.sheet-gray-background-bottom { + bottom: 0; + -webkit-transform: scaleY(-1); + transform: scaleY(-1) +} +.sheet-gray-background-top { + top: 0 +} +.sheet-gray-background-expand { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/cee44ae0240cc9d1e4823e4964356427c54dcb62/firstRowsBackgroundExpand.svg); + bottom: 43px; + right: 0; + top: 43px +} +.sheet-death-saving-throws, .sheet-hit-dice, .sheet-initiative, .sheet-rest, .sheet-speed { + align-items: center; + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/5d6c848acb8934d340368d0786ccafea5c53fdda/box.svg) no-repeat; + display: flex; + flex-direction: column; + height: 66px; + justify-content: flex-end; + margin-left: 6px; + padding: 4px 6px; + width: 70px +} +.sheet-death-saving-throws .sheet-giant-font, .sheet-hit-dice .sheet-giant-font, .sheet-initiative .sheet-giant-font, .sheet-rest .sheet-giant-font, .sheet-speed .sheet-giant-font { + padding: 5px 3px +} +.sheet-death-saving-throws { + padding: 2px 6px +} +.sheet-equipment { + margin-left: 4px; + margin-right: 4px +} +.sheet-languages-wrap, .sheet-resistances-wrap, .sheet-senses-wrap { + margin-right: 2px +} +.sheet-character-details { + border-top: 4px solid #000; + padding-top: 4px +} +.sheet-modifier-wrapper-box { + margin: -16px -12px -2px +} +.sheet-modifier-wrapper { + align-items: center; + display: flex; + flex-direction: column +} +.sheet-modifier, .sheet-modifier-long, .sheet-modifier-short { + height: 30px; + margin-bottom: 2px; + padding: 2px 3px 3px +} +.sheet-modifier { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/7ad132c535dad034e73695193ef3ae3981a978fd/modifier.svg) no-repeat; + width: 60px +} +.sheet-modifier-long { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/02668ef9fd839d986c83dcfaec139dda5bb9dbf0/modifierLong.svg) no-repeat; + width: 70px +} +.sheet-modifier-short { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/02668ef9fd839d986c83dcfaec139dda5bb9dbf0/modifierShort.svg) no-repeat; + width: 50px +} +.sheet-modifier-value-wrap { + align-items: center; + display: flex; + height: 100%; + justify-content: center; + margin-left: 4px; + margin-right: 4px +} +.sheet-modifier-value-wrap input, .sheet-modifier-value-wrap select { + border-radius: 12px +} +input.sheet-toggle-edit-mode:not([value='1'])~div input.sheet-toggle-skill:not([value=true])~.sheet-skill-wrapper, input.sheet-toggle-edit-mode:not([value='1'])~div input.sheet-toggle-skills:not([value=true])~.sheet-skills, input.sheet-toggle-innate-spellcasting:not([value='1'])~div .sheet-innate-spellcasting, input.sheet-toggle-spellcasting:not([value='1'])~div .sheet-spellcasting, input.sheet-toggle-spells:not([value='1'])~.sheet-toggle-innate-spellcasting, input.sheet-toggle-spells:not([value='1'])~.sheet-toggle-spellcasting { + display: none +} +.sheet-section-npc .sheet-left-column { + flex-shrink: 0; + margin-right: 2px; + padding-right: 4px; + width: 300px +} +.sheet-section-npc .sheet-right-column { + flex-grow: 1; + flex-shrink: 0; + margin-left: 2px; + position: relative; + width: 380px +} +.sheet-section-npc input, .sheet-section-npc select, .sheet-section-npc textarea { + padding-bottom: 0; + padding-top: 0 +} +.sheet-section-npc .sheet-bar { + background: #e69a28 repeating-linear-gradient(15deg, #e69a28, #ca8929 5px, #ca8929 5px, #e69a28 10px); + border: 1px solid #563300; + height: 5px; + position: relative; + z-index: 1 +} +.sheet-section-npc .sheet-npc-content-wrap { + background: url(https://i.imgur.com/hggz0ed.jpg) repeat; + box-shadow: 0 0 1.5em #867453; + font-size: 14px; + margin-left: 2px; + margin-right: 2px; + padding: 3px +} +.sheet-section-npc .sheet-npc-content-wrap input, .sheet-section-npc .sheet-npc-content-wrap select, .sheet-section-npc .sheet-npc-content-wrap textarea { + font-size: 14px +} +.sheet-section-npc .sheet-shaped-version { + font-size: 12px +} +.sheet-section-npc .btn[type=roll], .sheet-section-npc .sheet-npc-content-wrap, .sheet-section-npc .sheet-npc-content-wrap input, .sheet-section-npc .sheet-npc-content-wrap select, .sheet-section-npc .sheet-npc-content-wrap textarea { + font-family: 'Noto Sans', 'Myriad Pro', Calibri, Helvetica, Arial, sans-serif +} +.sheet-section-npc .sheet-creature-name { + color: #3a0e06; + font-family: Lora, 'Calisto MT', 'Bookman Old Style', Bookman, 'Goudy Old Style', Garamond, 'Hoefler Text', 'Bitstream Charter', Georgia, serif!important; + font-size: 28px!important; + font-variant: small-caps; + font-weight: 700; + letter-spacing: 1px; + line-height: 28px +} +.sheet-section-npc .sheet-h3-wrap { + border-bottom: 1px solid #3a0e06; + margin: 0 0 5px +} +.sheet-section-npc h3 { + color: #3a0e06; + font-size: 1.3em; + font-variant: small-caps; + font-weight: 400; + line-height: 110% +} +.sheet-section-npc .sheet-top-stats { + color: #3a0e06; + padding-top: 2px +} +.sheet-section-npc .sheet-top-stats button, .sheet-section-npc .sheet-top-stats input, .sheet-section-npc .sheet-top-stats textarea { + color: #3a0e06 +} +.sheet-section-npc .sheet-divider { + border-bottom: 3px solid transparent; + border-left: 300px solid #922610; + border-top: 3px solid transparent; + margin: 4px 0 +} +.sheet-section-npc .sheet-skills .repitem:last-child .sheet-comma { + display: none +} +.sheet-section-npc .sheet-skills-wrapper { + width: 100% +} +input.sheet-toggle-edit-mode[value='1']~.sheet-section-npc .sheet-skills .repcontainer { + display: grid; + grid-template-columns: 50% 50% +} +.sheet-section-npc .sheet-custom-saving-throw:last-child .sheet-comma { + display: none +} +.sheet-actions .repitem:not(:last-of-type), .sheet-class-features .repitem:not(:last-of-type), .sheet-equipment .repitem:not(:last-of-type), .sheet-feats .repitem:not(:last-of-type), .sheet-lair-actions .repitem:not(:last-of-type), .sheet-legendary-actions .repitem:not(:last-of-type), .sheet-modifiers .repitem:not(:last-of-type), .sheet-offense .repitem:not(:last-of-type), .sheet-racial-traits .repitem:not(:last-of-type), .sheet-reactions .repitem:not(:last-of-type), .sheet-regional-effects .repitem:not(:last-of-type), .sheet-traits .repitem:not(:last-of-type), .sheet-utility .repitem:not(:last-of-type) { + margin-bottom: 4px +} +.sheet-actions .sheet-heading, .sheet-class-features .sheet-heading, .sheet-equipment .sheet-heading, .sheet-feats .sheet-heading, .sheet-lair-actions .sheet-heading, .sheet-legendary-actions .sheet-heading, .sheet-modifiers .sheet-heading, .sheet-offense .sheet-heading, .sheet-racial-traits .sheet-heading, .sheet-reactions .sheet-heading, .sheet-regional-effects .sheet-heading, .sheet-traits .sheet-heading, .sheet-utility .sheet-heading { + font-style: italic +} +.sheet-actions, .sheet-lair-actions, .sheet-legendary-actions, .sheet-reactions, .sheet-regional-effects { + margin-top: 7px +} +.sheet-ammo .repitem { + padding-left: 6px; + padding-right: 6px +} +.sheet-has-carried { + text-indent: 13px +} +.sheet-has-carried-margin { + margin-left: 13px +} +input.sheet-toggle-filter-condense, span.sheet-toggle-filter-condense { + width: 48px +} +span.sheet-toggle-filter-condense { + margin-left: -48px +} +input.sheet-toggle-filter-content, span.sheet-toggle-filter-content { + width: 39px +} +span.sheet-toggle-filter-content { + margin-left: -39px +} +input.sheet-toggle-filters, span.sheet-toggle-filters { + width: 28px +} +span.sheet-toggle-filters { + margin-left: -28px +} +input.sheet-toggle-filter-prepared, span.sheet-toggle-filter-prepared { + width: 46px +} +span.sheet-toggle-filter-prepared { + margin-left: -46px +} +input.sheet-toggle-filter-ritual, span.sheet-toggle-filter-ritual { + width: 26px +} +span.sheet-toggle-filter-ritual { + margin-left: -26px +} +input.sheet-toggle-filter-concentration, span.sheet-toggle-filter-concentration { + width: 82px +} +span.sheet-toggle-filter-concentration { + margin-left: -82px +} +input.sheet-toggle-concentration, span.sheet-toggle-concentration { + width: 67px +} +span.sheet-toggle-concentration { + margin-left: -67px +} +input.sheet-toggle-filter-verbal, span.sheet-toggle-filter-verbal { + width: 13px +} +span.sheet-toggle-filter-verbal { + margin-left: -13px +} +input.sheet-toggle-filter-somatic, span.sheet-toggle-filter-somatic { + width: 13px +} +span.sheet-toggle-filter-somatic { + margin-left: -13px +} +input.sheet-toggle-filter-material, span.sheet-toggle-filter-material { + width: 14px +} +span.sheet-toggle-filter-material { + margin-left: -14px +} +input.sheet-toggle-spell-vsm-v, span.sheet-toggle-spell-vsm-v { + width: 13px +} +span.sheet-toggle-spell-vsm-v { + margin-left: -13px +} +input.sheet-toggle-spell-vsm-s, span.sheet-toggle-spell-vsm-s { + width: 13px +} +span.sheet-toggle-spell-vsm-s { + margin-left: -13px +} +input.sheet-toggle-spell-vsm-m, span.sheet-toggle-spell-vsm-m { + width: 14px +} +span.sheet-toggle-spell-vsm-m { + margin-left: -14px +} +input.sheet-toggle-filter-time-reaction, span.sheet-toggle-filter-time-reaction { + width: 41px +} +span.sheet-toggle-filter-time-reaction { + margin-left: -41px +} +input.sheet-toggle-filter-time-bonus, span.sheet-toggle-filter-time-bonus { + width: 34px +} +span.sheet-toggle-filter-time-bonus { + margin-left: -34px +} +input.sheet-toggle-filter-time-action, span.sheet-toggle-filter-time-action { + width: 33px +} +span.sheet-toggle-filter-time-action { + margin-left: -33px +} +input.sheet-toggle-filter-time-longer, span.sheet-toggle-filter-time-longer { + width: 34px +} +span.sheet-toggle-filter-time-longer { + margin-left: -34px +} +input.sheet-toggle-spells-filter-level-0, span.sheet-toggle-spells-filter-level-0 { + width: 40px +} +span.sheet-toggle-spells-filter-level-0 { + margin-left: -40px +} +input.sheet-toggle-spells-filter-level-1, span.sheet-toggle-spells-filter-level-1 { + width: 11px +} +span.sheet-toggle-spells-filter-level-1 { + margin-left: -11px +} +input.sheet-toggle-spells-filter-level-2, span.sheet-toggle-spells-filter-level-2 { + width: 11px +} +span.sheet-toggle-spells-filter-level-2 { + margin-left: -11px +} +input.sheet-toggle-spells-filter-level-3, span.sheet-toggle-spells-filter-level-3 { + width: 11px +} +span.sheet-toggle-spells-filter-level-3 { + margin-left: -11px +} +input.sheet-toggle-spells-filter-level-4, span.sheet-toggle-spells-filter-level-4 { + width: 11px +} +span.sheet-toggle-spells-filter-level-4 { + margin-left: -11px +} +input.sheet-toggle-spells-filter-level-5, span.sheet-toggle-spells-filter-level-5 { + width: 11px +} +span.sheet-toggle-spells-filter-level-5 { + margin-left: -11px +} +input.sheet-toggle-spells-filter-level-6, span.sheet-toggle-spells-filter-level-6 { + width: 11px +} +span.sheet-toggle-spells-filter-level-6 { + margin-left: -11px +} +input.sheet-toggle-spells-filter-level-7, span.sheet-toggle-spells-filter-level-7 { + width: 11px +} +span.sheet-toggle-spells-filter-level-7 { + margin-left: -11px +} +input.sheet-toggle-spells-filter-level-8, span.sheet-toggle-spells-filter-level-8 { + width: 11px +} +span.sheet-toggle-spells-filter-level-8 { + margin-left: -11px +} +input.sheet-toggle-spells-filter-level-9, span.sheet-toggle-spells-filter-level-9 { + width: 11px +} +span.sheet-toggle-spells-filter-level-9 { + margin-left: -11px +} +input.sheet-toggle-spells-filter-level-all, span.sheet-toggle-spells-filter-level-all { + width: 15px +} +span.sheet-toggle-spells-filter-level-all { + margin-left: -15px +} +span.sheet-toggle-filter-time-action, span.sheet-toggle-filter-time-bonus, span.sheet-toggle-spells-filter-level-1, span.sheet-toggle-spells-filter-level-2, span.sheet-toggle-spells-filter-level-3, span.sheet-toggle-spells-filter-level-4, span.sheet-toggle-spells-filter-level-5, span.sheet-toggle-spells-filter-level-6, span.sheet-toggle-spells-filter-level-7, span.sheet-toggle-spells-filter-level-8, span.sheet-toggle-spells-filter-level-9 { + border-radius: 0 +} +span.sheet-toggle-filter-time-longer, span.sheet-toggle-spells-filter-level-all { + border-bottom-left-radius: 0; + border-top-left-radius: 0 +} +span.sheet-toggle-filter-time-reaction, span.sheet-toggle-spells-filter-level-0 { + border-bottom-right-radius: 0; + border-top-right-radius: 0 +} +input.sheet-show-materials:not(:checked)~.sheet-show-materials, input.sheet-toggle-filters:not(:checked)~[class^=sheet-toggle-filter-], input.sheet-toggle-filters:not(:checked)~[class^=sheet-toggle-spells-filter-], input.sheet-toggle-filters:not(:checked)~div [class^=sheet-toggle-filter-], input.sheet-toggle-filters:not(:checked)~div [class^=sheet-toggle-spells-filter-], input.sheet-toggle-prepared-matters:not([value='1'])~div .sheet-prepared-matters, input.sheet-toggle-prepared-matters:not([value='1'])~div .sheet-toggle-filter-prepared, input.sheet-toggle-prepared-matters[value='1']~div .sheet-show-when-prepared-doesnt-matters, input.sheet-toggle-ritual:not([value=Yes])~div .sheet-show-ritual, input.sheet-toggle-spell-points:not([value='1'])~.sheet-spell-points, input.sheet-toggle-spell-points:not([value='1'])~div .sheet-spell-points, input.sheet-toggle-spell-slots:not([value='1'])~.sheet-spell-slots, input.sheet-toggle-spell-slots:not([value='1'])~div .sheet-spell-slots, input[type=hidden].sheet-toggle-spells:not([value='1'])~.sheet-spells, input[type=hidden].sheet-toggle-spells:not([value='1'])~div .sheet-spells, input[type=hidden].sheet-toggle-spells:not([value='1'])~input.sheet-toggle-edit-mode:not([value='1'])~div .sheet-spells-wrap { + display: none +} +input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-0:not(:checked)~div .sheet-spell-level-0 { + display: none +} +input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-1:not(:checked)~div .sheet-spell-level-1 { + display: none +} +input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-2:not(:checked)~div .sheet-spell-level-2 { + display: none +} +input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-3:not(:checked)~div .sheet-spell-level-3 { + display: none +} +input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-4:not(:checked)~div .sheet-spell-level-4 { + display: none +} +input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-5:not(:checked)~div .sheet-spell-level-5 { + display: none +} +input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-6:not(:checked)~div .sheet-spell-level-6 { + display: none +} +input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-7:not(:checked)~div .sheet-spell-level-7 { + display: none +} +input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-8:not(:checked)~div .sheet-spell-level-8 { + display: none +} +input.sheet-toggle-filters:checked~input.sheet-toggle-spells-filter-level-9:not(:checked)~div .sheet-spell-level-9 { + display: none +} +input.sheet-toggle-filters:checked~input.sheet-toggle-filter-concentration:checked~div input.sheet-toggle-concentration[value=Yes]~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-material:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_M]~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-material:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_S_M]~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-material:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_V_M]~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-material:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_V_S_M]~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-prepared:checked~div input.sheet-toggle-prepared:not([value=Yes])~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-ritual:checked~div input.sheet-toggle-ritual:not([value=Yes])~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-somatic:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_S]~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-somatic:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_S_M]~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-somatic:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_V_S]~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-somatic:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_V_S_M]~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-action:not(:checked)~div input.sheet-toggle-time[value='1_ACTION']~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-bonus:not(:checked)~div input.sheet-toggle-time[value='1_BONUS_ACTION']~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-longer:not(:checked)~div input.sheet-toggle-time[value='10_MINUTES']~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-longer:not(:checked)~div input.sheet-toggle-time[value='12_HOURS']~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-longer:not(:checked)~div input.sheet-toggle-time[value='1_HOUR']~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-longer:not(:checked)~div input.sheet-toggle-time[value='1_MINUTE']~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-longer:not(:checked)~div input.sheet-toggle-time[value='24_HOURS']~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-longer:not(:checked)~div input.sheet-toggle-time[value='8_HOURS']~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-time-reaction:not(:checked)~div input.sheet-toggle-time[value='1_REACTION']~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-verbal:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_V]~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-verbal:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_V_M]~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-verbal:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_V_S]~.sheet-filter-section, input.sheet-toggle-filters:checked~input.sheet-toggle-filter-verbal:not(:checked)~div input.sheet-toggle-components[value=COMPONENTS_V_S_M]~.sheet-filter-section { + display: none +} +.sheet-filter { + display: inline-block; + font-size: 11px +} +.sheet-spell-level-container { + flex-grow: 1; + min-width: 278px +} +.sheet-spell-level-container select { + border-bottom-right-radius: 8px; + border-top-right-radius: 8px +} +.sheet-section-npc .sheet-spell-level-container, .sheet-toggle-page[value=spells]~div .sheet-spell-level-container { + padding-left: 2px; + padding-right: 2px +} +.sheet-section-npc .sheet-spell-level-container { + max-width: 50% +} +.sheet-toggle-page[value=spells]~div .sheet-spell-level-container { + max-width: 33% +} +.sheet-spell-level-title, .sheet-spell-level-title-no-number { + -webkit-backface-visibility: hidden; + backface-visibility: hidden; + height: 50px; + position: relative; + width: 100% +} +.sheet-spell-level-title { + padding: 12px 6px +} +.sheet-spell-level-title-no-number { + padding: 12px +} +.sheet-spell-level-title-background, .sheet-spell-level-title-background-no-number { + align-items: stretch; + -webkit-backface-visibility: hidden; + backface-visibility: hidden; + bottom: 0; + display: grid; + grid-template-rows: 50px; + justify-items: stretch; + left: 0; + position: absolute; + right: 0; + top: 0 +} +.sheet-spell-level-title-background { + grid-template-columns: 42px auto 23px +} +.sheet-spell-level-title-background-no-number { + grid-template-columns: 23px auto 23px +} +.sheet-spell-level-title-background-left { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/e624f6a67178ee92ba723b37fff0d805891c1602/spellcastingTitleLeft.svg) no-repeat +} +.sheet-spell-level-title-background-left-no-number, .sheet-spell-level-title-background-right { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/e624f6a67178ee92ba723b37fff0d805891c1602/spellcastingTitleRight.svg) no-repeat +} +.sheet-spell-level-title-background-left-no-number { + -webkit-transform: scaleX(-1); + transform: scaleX(-1) +} +.sheet-spell-level-title-background-expand { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/e624f6a67178ee92ba723b37fff0d805891c1602/spellcastingTitleExpand.svg) repeat-x +} +.sheet-spell-level { + font-size: 18px; + font-weight: 700; + margin-right: 32px; + text-align: center; + width: 13px +} +.sheet-spell-title-wrapper { + max-height: 26px; + width: 100% +} +.sheet-spells .sheet-prepared-matters input:checked+span, .sheet-spells input.sheet-toggle-concentration:checked+span.sheet-toggle-concentration, .sheet-spells input.sheet-toggle-ritual:checked+span.sheet-toggle-ritual, .sheet-spells input[class^=sheet-toggle-filter]:checked+span[class^=sheet-toggle-filter], .sheet-spells input[class^=sheet-toggle-spells-filter]:checked+span[class^=sheet-toggle-spells-filter] { + background-color: #591209 +} +.sheet-spell-list { + align-items: flex-start; + display: flex; + flex-wrap: wrap +} +input.sheet-toggle-prepared-matters[value='1']~.sheet-section-character input.sheet-toggle-prepared:not([value=Yes])~div .sheet-spell-name, input.sheet-toggle-prepared-matters[value='1']~.sheet-section-npc input.sheet-toggle-prepared:not([value=Yes])~div .sheet-spell-name { + color: #909090 +} +.sheet-prepared-bubble-spaceholder { + height: 9px; + width: 9px +} +.sheet-spell-name { + color: #591209; + font-family: 'Times New Roman', Times, serif; + font-size: 14px; + font-variant: small-caps; + font-weight: 700 +} +.sheet-tooltip-content-top .sheet-spell-name { + color: inherit +} +input.sheet-toggle-edit-mode[value='1']~div .sheet-spell-name { + font-size: 16px +} +.sheet-spell-slot-counter-max[value='0']~.sheet-spell-slot-counter-1 { + display: none +} +.sheet-spell-slot-counter-max[value='0']~.sheet-spell-slot-counter-2 { + display: none +} +.sheet-spell-slot-counter-max[value='0']~.sheet-spell-slot-counter-3 { + display: none +} +.sheet-spell-slot-counter-max[value='0']~.sheet-spell-slot-counter-4 { + display: none +} +.sheet-spell-slot-counter-max[value='0']~.sheet-spell-slot-counter-5 { + display: none +} +.sheet-spell-slot-counter-max[value='0']~.sheet-spell-slot-counter-6 { + display: none +} +.sheet-spell-slot-counter-max[value='0']~.sheet-spell-slot-counter-7 { + display: none +} +.sheet-spell-slot-counter-max[value='0']~.sheet-spell-slot-counter-8 { + display: none +} +.sheet-spell-slot-counter-max[value='1']~.sheet-spell-slot-counter-2 { + display: none +} +.sheet-spell-slot-counter-max[value='1']~.sheet-spell-slot-counter-3 { + display: none +} +.sheet-spell-slot-counter-max[value='1']~.sheet-spell-slot-counter-4 { + display: none +} +.sheet-spell-slot-counter-max[value='1']~.sheet-spell-slot-counter-5 { + display: none +} +.sheet-spell-slot-counter-max[value='1']~.sheet-spell-slot-counter-6 { + display: none +} +.sheet-spell-slot-counter-max[value='1']~.sheet-spell-slot-counter-7 { + display: none +} +.sheet-spell-slot-counter-max[value='1']~.sheet-spell-slot-counter-8 { + display: none +} +.sheet-spell-slot-counter-max[value='2']~.sheet-spell-slot-counter-3 { + display: none +} +.sheet-spell-slot-counter-max[value='2']~.sheet-spell-slot-counter-4 { + display: none +} +.sheet-spell-slot-counter-max[value='2']~.sheet-spell-slot-counter-5 { + display: none +} +.sheet-spell-slot-counter-max[value='2']~.sheet-spell-slot-counter-6 { + display: none +} +.sheet-spell-slot-counter-max[value='2']~.sheet-spell-slot-counter-7 { + display: none +} +.sheet-spell-slot-counter-max[value='2']~.sheet-spell-slot-counter-8 { + display: none +} +.sheet-spell-slot-counter-max[value='3']~.sheet-spell-slot-counter-4 { + display: none +} +.sheet-spell-slot-counter-max[value='3']~.sheet-spell-slot-counter-5 { + display: none +} +.sheet-spell-slot-counter-max[value='3']~.sheet-spell-slot-counter-6 { + display: none +} +.sheet-spell-slot-counter-max[value='3']~.sheet-spell-slot-counter-7 { + display: none +} +.sheet-spell-slot-counter-max[value='3']~.sheet-spell-slot-counter-8 { + display: none +} +.sheet-spell-slot-counter-max[value='4']~.sheet-spell-slot-counter-5 { + display: none +} +.sheet-spell-slot-counter-max[value='4']~.sheet-spell-slot-counter-6 { + display: none +} +.sheet-spell-slot-counter-max[value='4']~.sheet-spell-slot-counter-7 { + display: none +} +.sheet-spell-slot-counter-max[value='4']~.sheet-spell-slot-counter-8 { + display: none +} +.sheet-spell-slot-counter-max[value='5']~.sheet-spell-slot-counter-6 { + display: none +} +.sheet-spell-slot-counter-max[value='5']~.sheet-spell-slot-counter-7 { + display: none +} +.sheet-spell-slot-counter-max[value='5']~.sheet-spell-slot-counter-8 { + display: none +} +.sheet-spell-slot-counter-max[value='6']~.sheet-spell-slot-counter-7 { + display: none +} +.sheet-spell-slot-counter-max[value='6']~.sheet-spell-slot-counter-8 { + display: none +} +.sheet-spell-slot-counter-max[value='7']~.sheet-spell-slot-counter-8 { + display: none +} +.sheet-spell-slot-counter-max[value='8']~.sheet-spell-slot-counter-9 { + display: none +} +.sheet-spell-slot-counter-max[value='8']~.sheet-spell-slot-counter-8 { + display: none +} +input.sheet-toggle-emote:not([value='1'])~div .sheet-emote, input.sheet-toggle-freeform:not([value='1'])~div .sheet-freeform, input.sheet-toggle-freetext:not([value='1'])~div .sheet-freetext { + display: none +} +.sheet-compendium-drop-target.dropping { + background-color: initial!important +} +.sheet-compendium-drop { + background-color: rgba(255, 255, 255, .87); + bottom: 0; + display: none; + left: 0; + position: absolute; + right: 0; + top: 0; + z-index: 99 +} +.dropping .sheet-compendium-drop { + display: block +} +.sheet-drop-target { + align-items: center; + border: 4px dashed #000; + display: flex; + font-size: 96px; + height: 400px; + justify-content: center; + margin: 48px +} +.sheet-rolltemplate-5e-shaped { + margin-bottom: -5px; + margin-left: -43px; + margin-right: -2px +} +.withoutavatars .sheet-rolltemplate-5e-shaped { + margin-left: -13px +} +.sheet-rolltemplate-5e-shaped .sheet-no-border { + border-bottom: 0!important +} +.sheet-rolltemplate-5e-shaped a[href^='!'], .sheet-rolltemplate-5e-shaped a[href^='~'] { + background-color: transparent; + border: 0; + color: #ce0f69; + display: inline; + padding: 0 +} +.sheet-rolltemplate-5e-shaped .sheet-rt-card { + box-sizing: border-box; + font-size: 11px; + overflow: hidden +} +.sheet-rolltemplate-5e-shaped .sheet-rt-card.sheet-continuous, .sheet-rolltemplate-5e-shaped .sheet-rt-card.sheet-continuous-header { + border-bottom: 0; + border-bottom-left-radius: 0; + border-bottom-right-radius: 0 +} +.sheet-rolltemplate-5e-shaped .sheet-rt-card.sheet-continuous, .sheet-rolltemplate-5e-shaped .sheet-rt-card.sheet-continuous-footer { + border-top: 0; + border-top-left-radius: 0; + border-top-right-radius: 0; + margin-top: -28px; + padding-top: 9px +} +.sheet-rolltemplate-5e-shaped .sheet-rt-content { + color: #000 +} +.sheet-rolltemplate-5e-shaped .sheet-rt-content>div { + padding: 2px 4px +} +.sheet-rolltemplate-5e-shaped .sheet-rt-content>div:not(:last-of-type) { + -o-border-image: linear-gradient(to right, transparent, rgba(0, 0, 0, .75), transparent) 1; + border-image: linear-gradient(to right, transparent, rgba(0, 0, 0, .75), transparent) 1; + border-left: 0; + border-right: 0; + border-bottom: 1px solid #000; + border-top: 0 +} +.sheet-rolltemplate-5e-shaped .sheet-grid-box { + align-items: stretch; + -webkit-backface-visibility: hidden; + backface-visibility: hidden; + bottom: 0; + display: grid; + justify-items: stretch; + left: 0; + position: absolute; + right: 0; + top: 0 +} +.sheet-rolltemplate-5e-shaped .sheet-box-inner { + position: relative +} +.sheet-rolltemplate-5e-shaped .sheet-box-middle { + background-color: #fff +} +.sheet-rolltemplate-5e-shaped .sheet-boring-box-wrapper { + -webkit-backface-visibility: hidden; + backface-visibility: hidden; + margin-bottom: 8px; + min-height: 51px; + padding: 4px 10px; + position: relative +} +.sheet-rolltemplate-5e-shaped .sheet-boring-box { + grid-template-columns: 19px auto 19px; + grid-template-rows: 15px auto 36px +} +.sheet-rolltemplate-5e-shaped .sheet-boring-box-bottom-left, .sheet-rolltemplate-5e-shaped .sheet-boring-box-bottom-right { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/dbe7598bf283951835ef231b4cf322d1d96e7384/boringBoxBottomCornerWhite.svg) no-repeat +} +.sheet-rolltemplate-5e-shaped .sheet-boring-box-top-left, .sheet-rolltemplate-5e-shaped .sheet-boring-box-top-right { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/dbe7598bf283951835ef231b4cf322d1d96e7384/boringBoxTopCornerWhite.svg) no-repeat +} +.sheet-rolltemplate-5e-shaped .sheet-boring-box-expand-left, .sheet-rolltemplate-5e-shaped .sheet-boring-box-expand-right { + background: url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/dbe7598bf283951835ef231b4cf322d1d96e7384/boringBoxSideExpandWhite.svg) repeat-y +} +.sheet-rolltemplate-5e-shaped .sheet-boring-box-expand-bottom, .sheet-rolltemplate-5e-shaped .sheet-boring-box-expand-top { + background: #fff url(https://gistcdn.githack.com/mlenser/6029d0d0ff53cb5a934a0c9222f3c390/raw/dbe7598bf283951835ef231b4cf322d1d96e7384/boringBoxTopBottomExpandWhite.svg) repeat-x +} +.sheet-rolltemplate-5e-shaped .sheet-boring-box-bottom-right, .sheet-rolltemplate-5e-shaped .sheet-boring-box-expand-right, .sheet-rolltemplate-5e-shaped .sheet-boring-box-top-right { + -webkit-transform: scaleX(-1); + transform: scaleX(-1) +} +.sheet-rolltemplate-5e-shaped .sheet-boring-box-expand-bottom { + -webkit-transform: scaleY(-1); + transform: scaleY(-1) +} +.sheet-rolltemplate-5e-shaped .inlinerollresult { + background: 0 0; + border: 2px solid transparent; + border-radius: 4px; + font-size: 18px; + padding: 0 2px +} +.sheet-rolltemplate-5e-shaped .sheet-output { + font-size: 13px; + margin-top: 2px +} +.sheet-rolltemplate-5e-shaped .sheet-output-label { + color: #676767; + font-style: italic +} +.sheet-rolltemplate-5e-shaped .sheet-height-one-em { + min-height: 1em +} +.sheet-rolltemplate-5e-shaped ::-webkit-scrollbar { + height: 6px; + width: 6px +} +.sheet-rolltemplate-5e-shaped ::-webkit-scrollbar-button { + height: 0; + width: 0 +} +.sheet-rolltemplate-5e-shaped ::-webkit-scrollbar-thumb { + background: #708090; + border: 0; + border-radius: 0 +} +.sheet-rolltemplate-5e-shaped ::-webkit-scrollbar-thumb:hover { + background: #5e6b77 +} +.sheet-rolltemplate-5e-shaped ::-webkit-scrollbar-thumb :active { + background: #4c565f +} +.sheet-rolltemplate-5e-shaped ::-webkit-scrollbar-track { + background: rgba(0, 0, 0, .12); + border: 0; + border-radius: 0 +} +.sheet-rolltemplate-5e-shaped ::-webkit-scrollbar-track:active, .sheet-rolltemplate-5e-shaped ::-webkit-scrollbar-track:hover { + background: rgba(0, 0, 0, .12) +} +.sheet-rolltemplate-5e-shaped ::-webkit-scrollbar-corner { + background: 0 0 +} +.sheet-rolltemplate-5e-shaped .sheet-advantage-circle { + border: 1px solid #000; + border-radius: 50%; + height: 11px; + position: absolute; + right: 0; + text-align: center; + top: 0; + width: 11px; + z-index: 5 +} +.sheet-rolltemplate-5e-shaped .sheet-advantage-circle.sheet-advantage { + background-color: #2fc910 +} +.sheet-rolltemplate-5e-shaped .sheet-advantage-circle.sheet-disadvantage { + background-color: #980000 +} +.sheet-rolltemplate-5e-shaped .sheet-rt-title-wrap { + margin-right: 13px; + padding: 0 2px +} +.sheet-rolltemplate-5e-shaped .sheet-rt-title { + color: #591209; + font-family: 'Times New Roman', Times, serif; + font-variant: small-caps; + font-weight: 700 +} +.sheet-rolltemplate-5e-shaped .sheet-rt-title-name { + font-size: 20px +} +.sheet-rolltemplate-5e-shaped .sheet-spell-points, .sheet-rolltemplate-5e-shaped .sheet-uses-recharge-cost-wrap { + font-size: 14px +} +.sheet-rolltemplate-5e-shaped .sheet-rt-subheader { + padding: 0 3px +} +.sheet-rolltemplate-5e-shaped .sheet-rt-subheader div { + line-height: 1.4em +} +.sheet-rolltemplate-5e-shaped .sheet-rt-character-name { + font-size: 1.2em; + font-variant: small-caps +} +.sheet-rolltemplate-5e-shaped .sheet-rt-emote { + background-color: #f5e4d3; + border-bottom: 2px solid #f0c392; + border-top: 2px solid #f0c392; + color: #db831f; + font-size: 11px; + font-style: italic; + font-weight: 700; + padding: 3px 4px; + text-align: center +} +.sheet-rolltemplate-5e-shaped .userscript-criterion { + margin: 2px 0 +} +.sheet-rolltemplate-5e-shaped .userscript-criterion a[href^='!'] .userscript-notselected, .sheet-rolltemplate-5e-shaped .userscript-criterion a[href^='!']:not(.userscript-selected), .sheet-rolltemplate-5e-shaped .userscript-criterion a[href^='~'] .userscript-notselected, .sheet-rolltemplate-5e-shaped .userscript-criterion a[href^='~']:not(.userscript-selected) { + color: #909090 +} +.sheet-rolltemplate-5e-shaped a[href^='!'].userscript-notselected, .sheet-rolltemplate-5e-shaped a[href^='~'].userscript-notselected { + color: #909090 +} +.sheet-rolltemplate-5e-shaped .userscript-section:not(:first-child) { + margin-top: 5px +} +.sheet-rolltemplate-5e-shaped .userscript-section:not(:last-child) { + margin-bottom: 5px +} +.sheet-rolltemplate-5e-shaped .userscript-section-heading { + font-size: 14px; + font-weight: 700 +} +.sheet-rolltemplate-5e-shaped .userscript-criterion-name { + font-style: italic; + font-weight: 700 +} +.sheet-rolltemplate-5e-shaped .userscript-shaped-config { + width: 100% +} +.sheet-rolltemplate-5e-shaped .userscript-shaped-config tr:nth-child(odd) { + background: #dedede +} +.sheet-rolltemplate-5e-shaped .userscript-shaped-config table { + width: 100% +} +.sheet-rolltemplate-5e-shaped hr { + background-image: linear-gradient(to right, rgba(0, 0, 0, 0), rgba(0, 0, 0, .75), rgba(0, 0, 0, 0)); + border: 0; + height: 1px; + margin: 5px 0 +} +.sheet-rolltemplate-5e-shaped .sheet-spells-wrapper { + font-family: 'Times New Roman', Times, serif; + font-size: 1.1em; + font-style: italic; + text-transform: lowercase!important +} +.sheet-rolltemplate-5e-shaped .sheet-prepared-matters .sheet-spell-wrapper:not(.sheet-prepared) a[href^='~'] { + color: #909090 +} +.sheet-rolltemplate-5e-shaped a[href^='!'].userscript-remove { + color: #909090 +} +.sheet-rolltemplate-5e-shaped .sheet-entity-scroller { + display: flex; + flex-wrap: wrap; + justify-content: space-between; + max-height: calc(60vh - 170px); + overflow-y: auto +} +.sheet-rolltemplate-5e-shaped .sheet-entity-scroller a { + overflow: hidden; + white-space: nowrap; + width: 49% +} +.sheet-rolltemplate-5e-shaped .sheet-ammo-wrapper .inlinerollresult { + font-size: inherit; + font-weight: 400 +} \ No newline at end of file diff --git a/5eShaped/translations/fi.json b/5eShaped/translations/fi.json new file mode 100644 index 0000000000..eef086bffb --- /dev/null +++ b/5eShaped/translations/fi.json @@ -0,0 +1,1024 @@ +{ + "0": "0", + "10TH_LEVEL": "10th-level", + "10_DAYS": "10 days", + "10_MINUTES": "10 minutes", + "11TH_LEVEL": "11th-level", + "12TH_LEVEL": "12th-level", + "12_HOURS": "12 hours", + "13TH_LEVEL": "13th-level", + "14TH_LEVEL": "14th-level", + "15TH_LEVEL": "15th-level", + "16TH_LEVEL": "16th-level", + "17TH_LEVEL": "17th-level", + "18TH_LEVEL": "18th-level", + "19TH_LEVEL": "19th-level", + "1ST": "1st", + "1ST_LEVEL": "1st-level", + "1_ACTION": "1 action", + "1_BONUS_ACTION": "1 bonus action", + "1_HOUR": "1 hour", + "1_MINUTE": "1 minute", + "1_REACTION": "1 reaction", + "1_ROUND": "1 round", + "20TH_LEVEL": "20th-level", + "21ST_LEVEL": "21st-level", + "22ND_LEVEL": "22nd-level", + "23RD_LEVEL": "23rd-level", + "24TH_LEVEL": "24th-level", + "24_HOURS": "24 hours", + "25TH_LEVEL": "25th-level", + "26TH_LEVEL": "26th-level", + "27TH_LEVEL": "27th-level", + "28TH_LEVEL": "28th-level", + "29TH_LEVEL": "29th-level", + "2ND": "2nd", + "2ND_LEVEL": "2nd-level", + "30TH_LEVEL": "30th-level", + "30_DAYS": "30 days", + "3RD": "3rd", + "3RD_LEVEL": "3rd-level", + "4TH": "4th", + "4TH_LEVEL": "4th-level", + "5TH": "5th", + "5TH_LEVEL": "5th-level", + "6TH": "6th", + "6TH_LEVEL": "6th-level", + "7TH": "7th", + "7TH_LEVEL": "7th-level", + "7_DAYS": "7 days", + "8TH": "8th", + "8TH_LEVEL": "8th-level", + "8_HOURS": "8 hours", + "9TH": "9th", + "9TH_LEVEL": "9th-level", + "ABILITIES": "Abilities", + "ABILITY": "Ability", + "ABILITY_CHECK": "Ability check", + "ABILITY_CHECKS": "Ability checks", + "ABILITY_CHECKS_QUERY": "Ability checks query", + "ABILITY_CHECK_MODIFIER": "Ability check modifier", + "ABILITY_SCORE": "Ability score", + "ABILITY_SCORES": "Ability scores", + "ABJURATION": "Abjuration", + "AC": "AC", + "ACID": "acid", + "ACROBATICS": "Acrobatics", + "ACTION": "Action", + "ACTIONS": "Actions", + "AC_ARMORED": "Armored AC", + "AC_UNARMORED": "Unarmored AC", + "AC_UNARMORED_ABILITY": "Unarmored ability", + "ADD_COMMON_ITEMS": "Add common items", + "ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS": "Add half proficiency to unproficient saving throws", + "ADVANTAGE": "Advantage", + "ADVANTAGE+": "Advantage+", + "ADVENTURING_GEAR": "Adventuring gear", + "AGE": "Age", + "ALIGNMENT": "Alignment", + "ALL": "All", + "AMMO": "Ammo", + "AMMO_AUTO_USE": "Automatically use ammo", + "AMMO_WEIGHT": "Ammo weight", + "AMPHIBIOUS": "Amphibious", + "AMULET": "Amulet", + "ANIMALHANDLING": "Animal Handling", + "API": "API", + "APPEARANCE": "Appearance", + "ARCANA": "Arcana", + "ARMOR": "Armor", + "ARMOR_CLASS": "Armor class", + "ARROWS": "Arrows", + "ARTIFICER": "Artificer (2017)", + "AS": "as", + "ATHLETICS": "Athletics", + "ATK": "Atk", + "ATTACHERS": "Attachers", + "ATTACK": "Attack", + "ATTACKS": "Attacks", + "ATTACK_MODIFIER": "Attack modifier", + "AT_WILL": "at will", + "AUTO": "Auto", + "AUTOMATICALLY_EXPEND_SPELL_RESOURCES": "Automatically expend spell resources", + "AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS": "Automatically roll damage for attacks", + "AUTOMATICALLY_ROLL_DAMAGE_FOR_SAVING_THROWS": "Automatically roll damage for saving throws", + "AUTOMATIC_HIGHER_LEVEL_QUERIES": "Automatic higher level queries", + "AUTO_REVERT_ADV": "Automatically revert (dis)advantage", + "AVERAGE_OF_ABILITIES": "Average of the highest 1 or 2 abilities", + "AVG": "avg", + "BACKGROUND": "Background", + "BACKSTORY": "Backstory", + "BARBARIAN": "Barbarian", + "BARD": "Bard", + "BASE_DC": "Base DC", + "BIG": "Big", + "BITE": "Bite", + "BLINDED": "Blinded", + "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.", + "BLINDSIGHT": "Blindsight", + "BLIND_BEYOND": "blind beyond this radius", + "BLUDGEONING": "bludgeoning", + "BONDS": "Bonds", + "BONUS": "Bonus", + "BORDER": "Border", + "BONUSES": "Bonuses", + "BONUSES_AND_PENALTIES": "Bonuses & Penalties", + "BONUSES_AND_PENALTIES_TOOLTIP": "Auto add a bonus\/penalty to rolls made using the sheet macros.
Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0” in both attack roll fields, and the saving throw one", + "BRAWN": "Brawn", + "BREAK_TIES": "Break ties", + "BURROW": "Burrow", + "CANCEL": "Cancel", + "CANTRIP": "Cantrip", + "CANTRIPS": "Cantrips", + "CAN_HAVE": "Can have", + "CARRIED": "Carried", + "CARRYING_CAPACITY": "Carrying capacity", + "CARRYING_CAPACITY_1": "This is the weight that you can carry", + "CARRYING_PUSH_DRAG_LIFT": "Push, Drag, or Lift", + "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.", + "CASTERS_4TH": "4th level spellcasting", + "CASTERS_5TH": "5th level spellcasting", + "CASTERS_9TH": "9th level spellcasting", + "CASTING_TIME": "Casting Time", + "CHA": "Cha", + "CHALLENGE": "Challenge", + "CHARACTER": "Character", + "CHARACTER_NAME": "Character name", + "CHARACTER_NAME_ON_ROLL_TEMPLATES": "Character Name on all roll templates", + "CHARISMA": "Charisma", + "CHARISMA_SAVING_THROW": "Charisma saving throw", + "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.", + "CHECK": "Check", + "CHECK_MODIFIER": "Check modifier", + "CHOOSE_WHEN_ROLLING": "Choose when rolling", + "CLASS": "Class", + "CLASS_AND_LEVEL": "Class & Level", + "CLASS_AND_LEVEL_PLACEHOLDER": "Turn on edit mode by clicking the pencil", + "CLASS_FEATURES": "Class features", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC": "Infuse Magic", + "CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT": "You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.", + "CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS": "Magic Item Analysis", + "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_MECHANICAL_SERVANT": "Mechanical Servant", + "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’t be 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_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_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", + "CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL": "Brutal Critical", + "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_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_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.", + "CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT": "Indomitable Might", + "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_RELENTLESS_RAGE_TEXT": "Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE": "Unarmored Defense", + "CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT": "While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION": "Bardic Inspiration", + "CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT": "You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.", + "CLASS_FEATURE_BARD_COUNTERCHARM": "Countercharm", + "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_EXPERTISE": "Expertise", + "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_JACK_OF_ALL_TRADES": "Jack of All Trades", + "CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT": "You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.", + "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_SUPERIOR_INSPIRATION": "Superior Inspiration", + "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_CLERIC_DIVINE_INTERVENTION": "Divine Intervention", + "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_DRUID_ARCHDRUID": "Archdruid", + "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_FIGHTER_ACTION_SURGE": "Action Surge", + "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_CHAMPION_REMARKABLE_ATHLETE": "Remarkable Athlete", + "CLASS_FEATURE_FIGHTER_EXTRA_ATTACK": "Extra Attack (Fighter)", + "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_FIGHTING_STYLE": "Fighting Style (Fighter)", + "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_INDOMITABLE": "Indomitable", + "CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT": "You can reroll a saving throw that you fail. If you do so, you must use the new roll.", + "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_MONK_DIAMOND_SOUL": "Diamond Soul", + "CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT": "Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.", + "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_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_UNARMORED_DEFENSE": "Unarmored Defense", + "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_PALADIN_CLEANSING_TOUCH": "Cleansing 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_ROGUE_EVASION": "Evasion", + "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_EXPERTISE": "Expertise", + "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_STROKE_OF_LUCK": "Stroke of Luck", + "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", + "CLASS_FEATURE_ROGUE_THIEVES_CANT_TEXT": "During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE": "Uncanny Dodge", + "CLASS_FEATURE_ROGUE_UNCANNY_DODGE_TEXT": "When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING": "Flexible Casting", + "CLASS_FEATURE_SORCERER_FLEXIBLE_CASTING_TEXT": "Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.Any spell slot you create with this feature vanishes when you finish a long rest.\nSpell Slot Sorcery Point Cost\n 1st 2\n 2nd 3\n 3rd 5\n 4th 6\n 5th 7\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.", + "CLASS_FEATURE_SORCERER_METAMAGIC": "Metamagic", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL": "Careful Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_CAREFUL_SPELL_TEXT": "When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose [[@{charisma_mod}]] of those creatures (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL": "Distant Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_DISTANT_SPELL_TEXT": "when you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL": "Empowered Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EMPOWERED_SPELL_TEXT": "When you roll damage for a spell, you can spend 1 sorcery point to reroll [[@{charisma_mod}]] damage dice (minimum of one). You must use the new rolls.\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL": "Extended Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_EXTENDED_SPELL_TEXT": "When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL": "Heightened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_HEIGHTENED_SPELL_TEXT": "When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL": "Quickened Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_QUICKENED_SPELL_TEXT": "When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL": "Subtle Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_SUBTLE_SPELL_TEXT": "When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TEXT": "You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\nCareful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Subtle Spell, Twinned Spell.", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL": "Twinned Spell", + "CLASS_FEATURE_SORCERER_METAMAGIC_TWINNED_SPELL_TEXT": "When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION": "Sorcerous Restoration", + "CLASS_FEATURE_SORCERER_SORCEROUS_RESTORATION_TEXT": "You regain 4 expended sorcery points whenever you finish a short rest.", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS": "Sorcery Points", + "CLASS_FEATURE_SORCERER_SORCERY_POINTS_TEXT": "You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS": "Eldritch Invocations", + "CLASS_FEATURE_WARLOCK_ELDRITCH_INVOCATIONS_TEXT": "In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\nYou know NUMBER_OF_INVOCATIONS_KNOWN eldritch invocations.\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER": "Eldritch Master", + "CLASS_FEATURE_WARLOCK_ELDRITCH_MASTER_TEXT": "You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature.", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM": "Mystic Arcanum", + "CLASS_FEATURE_WARLOCK_MYSTIC_ARCANUM_TEXT": "Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", + "CLASS_FEATURE_WARLOCK_PACT_BOON": "Pact Boon", + "CLASS_FEATURE_WARLOCK_PACT_BOON_TEXT": "Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\nPact of the Chain\nPact of the Blade\nPact of the Tome", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY": "Arcane Recovery", + "CLASS_FEATURE_WIZARD_ARCANE_RECOVERY_TEXT": "You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level of [[round(@{wizard_level} \/ 2)]] (half your wizard level rounded up), and none of the slots can be 6th level or higher.\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS": "Signature Spells", + "CLASS_FEATURE_WIZARD_SIGNATURE_SPELLS_TEXT": "You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY": "Spell Mastery", + "CLASS_FEATURE_WIZARD_SPELL_MASTERY_TEXT": "You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", + "CLASS_LEVELS": "Class levels", + "CLERIC": "Cleric", + "CLIMB": "Climb", + "CLOSE": "Close", + "COINS": "Coins", + "COLD": "cold", + "COLOR": "Color", + "COMPONENTS": "Components", + "COMPONENTS_M": "M", + "COMPONENTS_S": "S", + "COMPONENTS_S_M": "S, M", + "COMPONENTS_V": "V", + "COMPONENTS_V_M": "V, M", + "COMPONENTS_V_S": "V, S", + "COMPONENTS_V_S_M": "V, S, M", + "CON": "Con", + "CONC": "Conc", + "CONCENTRATION": "Concentration", + "CONCENTRATION_UP_TO_10_MINUTES": "Concentration, up to 10 minutes", + "CONCENTRATION_UP_TO_12_HOURS": "Concentration, up to 12 hours", + "CONCENTRATION_UP_TO_1_HOUR": "Concentration, up to 1 hour", + "CONCENTRATION_UP_TO_1_MINUTE": "Concentration, up to 1 minute", + "CONCENTRATION_UP_TO_1_ROUND": "Concentration, up to 1 round", + "CONCENTRATION_UP_TO_24_HOURS": "Concentration, up to 24 hours", + "CONCENTRATION_UP_TO_2_HOURS": "Concentration, up to 2 hours", + "CONCENTRATION_UP_TO_6_ROUNDS": "Concentration, up to 6 rounds", + "CONCENTRATION_UP_TO_8_HOURS": "Concentration, up to 8 hours", + "CONDENSE": "Condense", + "CONDITIONS": "Conditions", + "CONDITION_IMMUNITIES": "Condition Immunities", + "CONJURATION": "Conjuration", + "CONSTITUTION": "Constitution", + "CONSTITUTION_SAVING_THROW": "Constitution saving throw", + "CONTENT": "Content", + "CONTRACT": "Contract", + "COPPER": "Copper", + "CORE": "Core", + "COST": "Cost", + "COSTS_2_ACTIONS": "Costs 2 Actions", + "COSTS_3_ACTIONS": "Costs 3 Actions", + "CP": "CP", + "CREATE_CLASS_FEATURES": "Create class features", + "CRIT": "Crit", + "CRITICAL_DAMAGE": "Critical damage", + "CRITICAL_DAMAGE_IS_MAXIMIZED": "Critical damage is maximized", + "CRIT_ATTACHER_TOOLTIP": "Select one or more other categories and crit to have this message only show when a crit occurs for that category. This will not work for freeform.", + "CRIT_RANGE": "Crit range", + "CURRENCY": "Currency", + "CURRENT": "Current", + "CUSTOM": "Custom", + "CUSTOM_CLASSES": "Custom classes", + "CUSTOM_CLASS_NAME": "Custom class name", + "DAMAGE": "Damage", + "DAMAGE_IMMUNITIES": "Damage Immunities", + "DAMAGE_MODIFIER": "Damage modifier", + "DAMAGE_RESISTANCES": "Damage Resistances", + "DAMAGE_VULNERABILITIES": "Damage Vulnerabilities", + "DARKVISION": "Darkvision", + "DC": "DC", + "DEAFENED": "Deafened", + "DEAFENED_1": "A deafened creature can’t hear and automatically fails any ability check that requires hearing.", + "DEATH": "Death", + "DEATH_SAVES": "Death saves", + "DEATH_SAVING_THROW": "Death saving throw", + "DEATH_SAVING_THROWS": "Death saving throws", + "DEATH_SAVING_THROW_CHANCES": "Death saving throw chances", + "DECEPTION": "Deception", + "DEX": "Dex", + "DEXTERITY": "Dexterity", + "DEXTERITY_SAVING_THROW": "Dexterity saving throw", + "DEX_MAX_X": "Dex (max X)", + "DICE": "Dice", + "DICE_MODIFIERS": "Dice modifiers", + "DICE_SYSTEM": "Dice system", + "DIE": "Die", + "DISADVANTAGE": "Disadvantage", + "DISADVANTAGE-": "Disadvantage-", + "DISPLAY": "Display", + "DISPLAY_AUDITORY": "Auditory", + "DISPLAY_AUDITORY_MATERIAL": "Auditory, Material", + "DISPLAY_AUDITORY_MENTAL": "Auditory, Mental", + "DISPLAY_AUDITORY_MENTAL_OLFACTORY": "Auditory, Mental, Olfactory", + "DISPLAY_AUDITORY_MENTAL_VISUAL": "Auditory, Mental, Visual", + "DISPLAY_AUDITORY_OLFACTORY": "Auditory, Olfactory", + "DISPLAY_AUDITORY_OLFACTORY_MATERIAL": "Auditory, Olfactory, Material", + "DISPLAY_AUDITORY_VISUAL": "Auditory, Visual", + "DISPLAY_AUDITORY_VISUAL_MATERIAL": "Auditory, Visual, Material", + "DISPLAY_MATERIAL": "Material", + "DISPLAY_MENTAL": "Mental", + "DISPLAY_MENTAL_MATERIAL": "Mental, Material", + "DISPLAY_MENTAL_OLFACTORY": "Mental, Olfactory", + "DISPLAY_MENTAL_OLFACTORY_VISUAL": "Mental, Olfactory, Visual", + "DISPLAY_MENTAL_VISUAL": "Mental, Visual", + "DISPLAY_OLFACTORY": "Olfactory", + "DISPLAY_OLFACTORY_MATERIAL": "Olfactory, Material", + "DISPLAY_OLFACTORY_VISUAL": "Olfactory, Visual", + "DISPLAY_TEXT": "Display text", + "DISPLAY_VISUAL": "Visual", + "DISPLAY_VISUAL_MATERIAL": "Visual, Material", + "DISTANCE": "Distance", + "DIVINATION": "Divination", + "DMG": "Dmg", + "DOCUMENTATION": "Documentation", + "DONT": "Don’t", + "DRAGON": "Dragon", + "DROP": "Drop", + "DRUID": "Druid", + "DURATION": "Duration", + "EFFECT": "Effect", + "ELECTRUM": "Electrum", + "EMOTE": "Emote", + "ENCHANTMENT": "Enchantment", + "ENCUMBERED": "Encumbered", + "ENCUMBERED_FEET": "Speed reduced by 10 feet", + "ENCUMBERED_HEAVILY": "Heavily Encumbered", + "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", + "ENCUMBRANCE_MULTIPLIER": "Encumbrance multiplier", + "ENGINEERING": "Engineering", + "EP": "EP", + "EQUIPMENT": "Equipment", + "EVERY": "every", + "EVOCATION": "Evocation", + "EXHAUSTION": "Exhaustion", + "EXHAUSTION_LEVEL": "Exhaustion level", + "EXHAUSTION_LEVEL_1": "Disadvantage on ability checks", + "EXHAUSTION_LEVEL_2": "Speed halved", + "EXHAUSTION_LEVEL_3": "Disadvantage on attack rolls and saving throws", + "EXHAUSTION_LEVEL_4": "Hit point maximum halved", + "EXHAUSTION_LEVEL_5": "Speed reduced to 0", + "EXHAUSTION_LEVEL_6": "Death", + "EXPAND": "Expand", + "EXPERIENCE_POINTS": "Experience points", + "EXPERTISE": "Expertise", + "EXPERTISE_AS_ADVANTAGE": "Expertise as Advantage when importing", + "EXPLODE": "explode", + "EXTRAS": "Extras", + "EXTRA_ON_A_CRIT": "extra on a crit", + "EYES": "Eyes", + "FAILURES": "Failures", + "FEATS": "Feats", + "FEATURES": "Features", + "FEATURES_AND_TRAITS": "Features & Traits", + "FEET": "Feet", + "FEET_ABBREVIATION": "ft.", + "FIELD": "Field", + "FIGHTER": "Fighter", + "FILTERS": "Filters", + "FIN": "Fin", + "FINESSE": "Finesse", + "FIRE": "fire", + "FLAT_HEAL": "Flat heal", + "FLAWS": "Flaws", + "FLY": "Fly", + "FORCE": "force", + "FORT": "Fort", + "FORTITUDE": "Fortitude", + "FORTITUDE_SAVING_THROW": "Fortitude saving throw", + "FREEFORM": "Freeform", + "FREETEXT": "Freetext", + "FRIGHTENED": "Frightened", + "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.", + "GARGANTUAN": "Gargantuan", + "GENDER": "Gender", + "GENERATE": "Generate", + "GENERATE_SKILLS": "Generate skills", + "GM": "GM", + "GOLD": "Gold", + "GP": "GP", + "GRAPPLED": "Grappled", + "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.", + "HAIR": "Hair", + "HALF": "Half", + "HALFLING_LUCK": "Halfling Luck", + "HALF_DAMAGE": "half damage", + "HALF_ORC_SAVAGE_ATTACKS": "Half-Orc savage attacks", + "HALF_PROFICIENCY": "half proficiency", + "HEAL": "Heal", + "HEAL_FOR": "Heal for", + "HEAVY_ARMOR": "Heavy Armor", + "HEIGHT": "Height", + "HIDE": "Hide", + "HIDE_INFO": "Hide info", + "HIDE_INFO_ABILITY_CHECKS": "Hide ability checks", + "HIDE_INFO_ATTACK": "Hide attack", + "HIDE_INFO_CONTENT": "Hide content", + "HIDE_INFO_COST": "Hide cost", + "HIDE_INFO_DAMAGE": "Hide damage", + "HIDE_INFO_EFFECT": "Hide effect", + "HIDE_INFO_FREETEXT": "Hide freetext", + "HIDE_INFO_NOTE": "Please see the documentation. You’ll need to use a browser extension to change the css to show certain parts", + "HIDE_INFO_RECHARGE": "Hide recharge", + "HIDE_INFO_SAVING_THROWS": "Hide saving throws", + "HIDE_INFO_SAVING_THROW_DC": "Hide saving throw DC", + "HIDE_INFO_SAVING_THROW_FAILURE": "Hide saving throw failure", + "HIDE_INFO_SAVING_THROW_SUCCESS": "Hide saving throw success", + "HIDE_INFO_TARGET_AC": "Hide target AC", + "HIGHER_LEVEL": "Higher level", + "HIGHER_LEVEL_FLAT_AMOUNT": "Higher level flat amount", + "HISTORY": "History", + "HIT": "Hit", + "HIT_DICE": "Hit dice", + "HIT_DICE_RECOVERED": "Hit dice recovered", + "HIT_DICE_RECOVERED_ON_A_LONG_REST": "Hit dice recovered on a long rest", + "HIT_DICE_RECOVERED_ON_A_SHORT_REST": "Hit dice recovered on a short rest", + "HIT_POINTS": "Hit points", + "HIT_POINTS_RECOVERED_ON_A_LONG_REST": "Hit points recovered on a long rest", + "HIT_POINTS_ROLLED": "Hit points rolled", + "HIT_POINTS_TEMP": "Temp HP", + "HIT_POINTS_TEMPORARY": "Temporary hit points", + "HIT_POINT_MAXIMUM_REDUCED_BY": "Hit point maximum reduced by", + "HON": "Hon", + "HONOR": "Honor", + "HONOR_SAVING_THROW": "Honor saving throw", + "HOUSERULES": "Houserules", + "HOVER": "Hover", + "HP": "HP", + "HUGE": "Huge", + "IDEALS": "Ideals", + "IF_THE_TARGET_IS": "If the target is", + "ILLUSION": "Illusion", + "IMPORT": "Import", + "INCAPACITATED": "Incapacitated", + "INCAPACITATED_1": "An incapacitated creature can’t take actions or reactions.", + "INFLUENCE": "Influence", + "INITIATIVE": "Initiative", + "INNATE_SPELLCASTING": "Innate Spellcasting", + "INNATE_SPELLCASTING_NO_MATERIAL": "requiring no material components", + "INNATE_SPELLCASTING_ONLY_VERBAL": "requiring only verbal components", + "INNATE_SPELLCASTING_TEXT_1": "The", + "INNATE_SPELLCASTING_TEXT_2": "’s spellcasting ability is", + "INNATE_SPELLCASTING_TEXT_3": "can innately cast the following spells,", + "INSIGHT": "Insight", + "INSPIRATION": "Inspiration", + "INSPIRATION_MULTIPLE": "Multiple inspiration", + "INSTANTANEOUS": "Instantaneous", + "INSTANTANEOUS_OR_1_HOUR": "Instantaneous or 1 hour", + "INT": "Int", + "INTELLIGENCE": "Intelligence", + "INTELLIGENCE_SAVING_THROW": "Intelligence saving throw", + "INTIMIDATION": "Intimidation", + "INVESTIGATION": "Investigation", + "INVISIBLE": "Invisible", + "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.", + "JACK_OF_ALL_TRADES": "Jack of all trades", + "KI": "Ki", + "KILOGRAMS": "Kilograms", + "KILOGRAMS_SHORT": "kg", + "KNOWN": "Known", + "LAIR_ACTIONS": "Lair Actions", + "LANGUAGES": "Languages", + "LARGE": "Large", + "LAWFUL_EVIL": "lawful evil", + "LEATHER": "Leather", + "LEGACY": "Legacy", + "LEGACY_TOOLTIP": "This cannot be used with all sheet features", + "LEGENDARY_ACTIONS": "Legendary Actions", + "LEGENDARY_ACTIONS_TEXT_1": "The", + "LEGENDARY_ACTIONS_TEXT_2": "can take", + "LEGENDARY_ACTIONS_TEXT_3": "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", + "LEGENDARY_ACTIONS_TEXT_4": "regains spent legendary actions at the start of its turn.", + "LEVEL": "Level", + "LEVELS": "levels", + "LIGHTNING": "lightning", + "LIGHT_ARMOR": "Light Armor", + "LIMIT": "Limit", + "LONGER": "Longer", + "LONGSWORD": "Longsword", + "LONG_REST": "Long rest", + "LUC": "Luc", + "LUCK": "Luck", + "LUCK_SAVING_THROW": "Luck saving throw", + "MACROS": "Macros", + "MANA": "Mana", + "MANIPULATION": "Manipulation", + "MANUAL": "Manual", + "MAX": "Max", + "MEASUREMENT_SYSTEMS": "Measurement systems", + "MEDICINE": "Medicine", + "MEDIUM": "Medium", + "MEDIUM_ARMOR": "Medium Armor", + "MEDIUM_ARMOR_MAX_DEX": "Medium armor max dex", + "MELEE": "Melee", + "MELEE_OR_RANGED_WEAPON_ATTACK": "Melee or Ranged Weapon Attack", + "MELEE_SPELL_ATTACK": "Melee Spell Attack", + "MELEE_WEAPON": "Melee weapon", + "MELEE_WEAPON_ATTACK": "Melee Weapon Attack", + "MELEE_WEAPON_ATTACK_MODIFIER": "Melee weapon attack modifier", + "MELEE_WEAPON_DAMAGE_MODIFIER": "Melee weapon damage modifier", + "METERS": "Meters", + "METERS_ABBREVIATION": "m.", + "MISC": "Misc", + "MISCELLANEOUS": "Miscellaneous", + "MISCELLANEOUS_NOTES": "Miscellaneous notes", + "MOD": "mod", + "MODIFIER": "Modifier", + "MODIFIERS": "Modifiers", + "MONK": "Monk", + "MOVEMENT": "Movement", + "MULTIPLIER": "Multiplier", + "NAME": "Name", + "NATURE": "Nature", + "NECROMANCY": "Necromancy", + "NECROTIC": "necrotic", + "NO": "No", + "NORMAL": "Normal", + "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", + "NPC": "NPC", + "OFFENSE": "Offense", + "ONE_CREATURE": "one creature", + "ONE_TARGET": "one target", + "OR": "or", + "OTHER": "Other", + "OTHER_ARMOR": "Other Armor", + "OTHER_DAMAGE": "Other damage", + "OTHER_PROFICIENCIES_AND_LANGUAGES": "Other Proficiencies & Languages", + "OTHER_TYPE": "Other (AoE, Cone, Line)", + "OUTPUT": "Output", + "PALADIN": "Paladin", + "PARALYZED": "Paralyzed", + "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.", + "PASSIVE": "Passive", + "PASSIVE_ABILITY_CHECK": "Passive ability check", + "PASSIVE_SKILLS": "Passive skills", + "PC": "PC", + "PERCEPTION": "Perception", + "PERFORMANCE": "Performance", + "PERSONALITY_TRAITS": "Personality traits", + "PERSUASION": "Persuasion", + "PER_LEVEL": "per level", + "PER_USE": "per use", + "PETRIFIED": "Petrified", + "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.", + "PIERCING": "piercing", + "PLATINUM": "Platinum", + "PLUS": "plus", + "POINTS": "Points", + "POINTS_OF_ORIGIN": "Points of origin", + "POISON": "poison", + "POISONED": "Poisoned", + "POISONED_1": "A poisoned creature has disadvantage on attack rolls and ability checks.", + "POTION": "Potion", + "POTION_OF_HEALING": "Potion of Healing", + "POUNDS": "Pounds", + "POUNDS_SHORT": "lb", + "PP": "PP", + "PREPARED": "Prepared", + "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", + "PROF": "Prof", + "PROFICIENCIES": "Proficiencies", + "PROFICIENCY_BONUS": "Proficiency Bonus", + "PROFICIENCY_DICE": "Proficiency dice", + "PROFICIENT": "Proficient", + "PROFICIENT_ARMOR_WEIGHS": "Armor that you are proficient in weighs", + "PRONE": "Prone", + "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.", + "PSI": "Psi", + "PSION": "Psion", + "PSIONICS": "Psionics", + "PSIONICS_4TH": "4th level psionics", + "PSIONICS_5TH": "5th level psionics", + "PSIONICS_9TH": "9th level psionics", + "PSI_LIMIT": "Psi Limit", + "PSI_POINTS": "Psi Points", + "PSYCHIC": "psychic", + "PUBLIC_FOR_ALL": "Public for all to see", + "QUERY": "Query", + "QUERY_ADVANTAGE_DEFAULT": "Query (Advantage default)", + "QUERY_DISADVANTAGE_DEFAULT": "Query (Disadvantage default)", + "QUICK": "Quick", + "RACE": "Race", + "RACIAL_FEATURE_POWERFUL_BUILD": "Powerful build", + "RACIAL_TRAITS": "Racial traits", + "RADIANT": "radiant", + "RANGE": "Range", + "RANGED": "Ranged", + "RANGED_SPELL_ATTACK": "Ranged Spell Attack", + "RANGED_WEAPON": "Ranged weapon", + "RANGED_WEAPON_ATTACK": "Ranged Weapon Attack", + "RANGED_WEAPON_ATTACK_MODIFIER": "Ranged weapon attack modifier", + "RANGED_WEAPON_DAMAGE_MODIFIER": "Ranged weapon damage modifier", + "RANGER": "Ranger", + "RANGERUA": "Ranger UA (2016)", + "REACH": "Reach", + "REACTION": "Reaction", + "REACTIONS": "Reactions", + "RECHARGE": "Recharge", + "RECHARGED": "recharged", + "RECHARGE_2_6": "Recharge 2-6", + "RECHARGE_3_6": "Recharge 3-6", + "RECHARGE_4_6": "Recharge 4-6", + "RECHARGE_5_6": "Recharge 5-6", + "RECHARGE_6": "Recharge 6", + "RECHARGE_AFTER_LONG_REST": "Recharges after a Long Rest", + "RECHARGE_AFTER_SHORT_OR_LONG_REST": "Recharges after a Short or Long Rest", + "RECOVERED": "recovered", + "REDUCED_TO": "reduced to", + "REF": "Ref", + "REFLEX": "Reflex", + "REFLEX_SAVING_THROW": "Reflex saving throw", + "REGAIN": "Regain", + "REGIONAL_EFFECTS": "Regional Effects", + "RELIGION": "Religion", + "REMARKABLE_ATHLETE": "Remarkable Athlete", + "REPEAT": "Repeat", + "REPORT_AN_ISSUE": "Report an issue", + "REQUIRES_API": "This feature requires the API", + "RESET": "reset", + "RESISTANCES_AND_IMMUNITIES": "Resistances & Immunities", + "RESOURCES": "Resources", + "REST": "Rest", + "RESTRAINED": "Restrained", + "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.", + "RING": "Ring", + "RITUAL": "Ritual", + "ROGUE": "Rogue", + "ROLL": "Roll", + "ROLL_2": "Roll 2", + "ROLL_OPTIONS": "Roll options", + "ROLL_TEMPLATE": "Roll template", + "SAN": "San", + "SANITY": "Sanity", + "SANITY_SAVING_THROW": "Sanity saving throw", + "SAVE": "Save", + "SAVE_DC": "Save DC", + "SAVING_DC": "Saving DC", + "SAVING_THROW": "Saving throw", + "SAVING_THROWS": "Saving throws", + "SAVING_THROWS_BONUS": "Saving throws bonus", + "SAVING_THROWS_QUERY": "Saving throws query", + "SAVING_THROW_BONUS": "saving throw bonus", + "SAVING_THROW_DC": "Saving throw DC", + "SAVING_THROW_FAILURE": "Saving throw failure", + "SAVING_THROW_MODIFIER": "Saving throw modifier", + "SAVING_THROW_SUCCESS": "Saving throw success", + "SCORE": "Score", + "SECOND_DAMAGE": "Second damage", + "SELF": "Self", + "SENSES": "Senses", + "SHEET": "Sheet", + "SHEET_OUTPUT": "Sheet output", + "SHEET_SETTING": "Sheet setting", + "SHIELD": "Shield", + "SHORT_OR_LONG_REST": "Short or Long rest", + "SHORT_REST": "Short rest", + "SHOW_ALL": "Show all", + "SHOW_RESTS": "Show Rests", + "SHOW_SPELL_LEVEL_IF_ALL_SLOTS_ARE_USED": "Show levels if all slots are used", + "SHOW_TARGET_AC_ON_ATTACKS": "Target’s AC on Attacks", + "SHOW_TARGET_NAME_ON_ATTACKS": "Target’s name on Attacks and Saves", + "SHOW_TOTALS": "Show totals", + "SHOW_UNPREPARED_SPELLS": "Show unprepared spells", + "SILVER": "Silver", + "SIZE": "Size", + "SKILL": "Skill", + "SKILLS": "Skills", + "SKILL_$0": "skill_$0", + "SKILL_$1": "skill_$1", + "SKILL_$10": "skill_$10", + "SKILL_$11": "skill_$11", + "SKILL_$12": "skill_$12", + "SKILL_$13": "skill_$13", + "SKILL_$14": "skill_$14", + "SKILL_$15": "skill_$15", + "SKILL_$16": "skill_$16", + "SKILL_$17": "skill_$17", + "SKILL_$18": "skill_$18", + "SKILL_$19": "skill_$19", + "SKILL_$2": "skill_$2", + "SKILL_$20": "skill_$20", + "SKILL_$21": "skill_$21", + "SKILL_$22": "skill_$22", + "SKILL_$23": "skill_$23", + "SKILL_$3": "skill_$3", + "SKILL_$4": "skill_$4", + "SKILL_$5": "skill_$5", + "SKILL_$6": "skill_$6", + "SKILL_$7": "skill_$7", + "SKILL_$8": "skill_$8", + "SKILL_$9": "skill_$9", + "SKILL_SHEET_SETTING": "–   Sheet setting", + "SKIN": "Skin", + "SLASHING": "slashing", + "SLEIGHTOFHAND": "Sleight of Hand", + "SLOT": "Slot", + "SLOTS": "Slots", + "SMALL": "Small", + "SOCIETY": "Society", + "SORCERER": "Sorcerer", + "SORCERY": "Sorcery", + "SORCERY_POINTS": "Sorcery Points", + "SOULKNIFE": "Soulknife", + "SOURCE": "Source", + "SOURCE_TO_TARGET": "Source → Target", + "SP": "SP", + "SPECIAL": "Special", + "SPECIAL_EFFECTS": "Special effects", + "SPEED": "Speed", + "SPELL": "Spell", + "SPELLCASTING": "Spellcasting", + "SPELLCASTING_LEVEL": "Spellcasting level", + "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", + "SPELLS": "Spells", + "SPELLS_ON_CORE": "Spells on the core page", + "SPELLS_TAB": "Spells tab", + "SPELL_ATTACK": "Spell attack", + "SPELL_ATTACK_MODIFIER": "Spell attack modifier", + "SPELL_DAMAGE_MODIFIER": "Spell damage modifier", + "SPELL_DC": "Spell DC", + "SPELL_DC_MODIFIER": "Spell DC modifier", + "SPELL_HEAL_MODIFIER": "Spell heal modifier", + "SPELL_LEVEL": "Spell level", + "SPELL_MUST_HAVE": "Spells must have", + "SPELL_POINTS": "Spell points", + "SPELL_POINTS_NAME": "Spell points name", + "SPELL_SAVE_DC": "spell save DC", + "SPELL_SAVING_THROW": "Spell saving throw", + "SPELL_SLOTS": "Spell slots", + "SPELL_SLOTS_TITLE": "Spell slots", + "SPELL_TO_HIT": "to hit with spell attacks", + "STATBLOCK": "Statblock", + "STEALTH": "Stealth", + "STR": "Str", + "STRENGTH": "Strength", + "STRENGTH_SAVING_THROW": "Strength saving throw", + "STR_13": "Str 13", + "STR_15": "Str 15", + "STUNNED": "Stunned", + "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.", + "SUCCESSES": "Successes", + "SUMMONER": "Summoner", + "SURVIVAL": "Survival", + "SWIM": "Swim", + "TARGET": "Target", + "TARGET_TO_SOURCE": "Target → Source", + "TEMP": "Temp", + "TEXT_SIZE": "Text size", + "THROWN": "Thrown", + "THUNDER": "thunder", + "TINY": "Tiny", + "TOTAL": "Total", + "TO_HIT": "to hit", + "TO_TRACKER": "Send to Tracker", + "TRACKER": "Tracker", + "TRAITS": "Traits", + "TRANSMUTATION": "Transmutation", + "TREMORSENSE": "Tremorsense", + "TRUESIGHT": "Truesight", + "TURN": "Turn", + "TURN_OFF_FILTERING": "If you are unable to see spells turn off filters or change the level filter to show all levels.", + "TURN_RECHARGE": "Turn recharge", + "TYPE": "Type", + "UNARMORED": "Unarmored", + "UNCONSCIOUS": "Unconscious", + "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", + "UNPROFICIENT": "Unproficient", + "UNTIL_DISPELLED": "Until dispelled", + "UNTIL_DISPELLED_OR_TRIGGERED": "Until dispelled or triggered", + "USES": "Uses", + "USE_CUSTOM_SAVING_THROWS": "Use custom saving throws", + "UTILITY": "Utility", + "VALUE": "Value", + "VERSATILE": "Versatile", + "VS": "vs", + "VS_FIEND_OR_UNDEAD": "vs undead or fiend", + "WARLOCK": "Warlock", + "WARLOCK_SLOTS": "Warlock slots", + "WARLOCK_SPELL_SLOTS": "Warlock spell slots", + "WEAPON": "Weapon", + "WEAPON_ATTACK_MODIFIER": "Weapon attack modifier", + "WEAPON_DAMAGE_MODIFIER": "Weapon damage modifier", + "WEIGHT": "Weight", + "WEIGHT_PER_COIN": "Weight per coin", + "WHISPERED_TO_GM": "Whispered to the GM", + "WHISPERED_TO_SELF": "Whispered to self", + "WILL": "Will", + "WILL_SAVING_THROW": "Will saving throw", + "WIS": "Wis", + "WISDOM": "Wisdom", + "WISDOM_SAVING_THROW": "Wisdom saving throw", + "WIZARD": "Wizard", + "WONDROUS": "Wondrous", + "YES": "Yes", + "—": "—" +} \ No newline at end of file diff --git a/5eShaped/translations/it.json b/5eShaped/translations/it.json index cbc7208991..5d8e92e075 100644 --- a/5eShaped/translations/it.json +++ b/5eShaped/translations/it.json @@ -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.
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", diff --git a/5eShaped/translations/tr.json b/5eShaped/translations/tr.json index b1e41b807e..ffe2bbd37f 100644 --- a/5eShaped/translations/tr.json +++ b/5eShaped/translations/tr.json @@ -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.", diff --git a/7th Sea 2e/translations/fi.json b/7th Sea 2e/translations/fi.json new file mode 100644 index 0000000000..3ea39a7002 --- /dev/null +++ b/7th Sea 2e/translations/fi.json @@ -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" +} diff --git a/7th Sea/translations/fi.json b/7th Sea/translations/fi.json new file mode 100644 index 0000000000..81977ce400 --- /dev/null +++ b/7th Sea/translations/fi.json @@ -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" +} \ No newline at end of file diff --git a/7th Sea/translations/it.json b/7th Sea/translations/it.json index 6818079f0f..2619cdaf6d 100644 --- a/7th Sea/translations/it.json +++ b/7th Sea/translations/it.json @@ -9,7 +9,7 @@ "player": "Giocatore", "nationality": "Nationality", "memberships": "Memberships", - "experience": "Experience", + "experience": "Esperienza", "profession": "Profession", "skills": "Abilità", "mastery": "Mastery", diff --git a/A Fistful of Darkness/translations/fi.json b/A Fistful of Darkness/translations/fi.json new file mode 100644 index 0000000000..ffe9f347f8 --- /dev/null +++ b/A Fistful of Darkness/translations/fi.json @@ -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": "Assist 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": "", + "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 group action", + "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 plan, provide the detail. Choose your load 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": "Protect 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 6 grit minus the highest die result. 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": "Set up 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": "Gain an amount of grit equal to the highest die result. If the result of your vice roll means you gain more than 9 grit, you overindulge.", + "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" +} diff --git a/A Song of Ice and Fire/translations/fi.json b/A Song of Ice and Fire/translations/fi.json new file mode 100644 index 0000000000..da150f4e57 --- /dev/null +++ b/A Song of Ice and Fire/translations/fi.json @@ -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" +} \ No newline at end of file diff --git a/ADnD 2E Revised/2ESheet.html b/ADnD 2E Revised/2ESheet.html index 928c5ff529..2d23c29d9a 100644 --- a/ADnD 2E Revised/2ESheet.html +++ b/ADnD 2E Revised/2ESheet.html @@ -1,27 +1,35 @@
AD&D Logo - +

Announcements
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Changes in

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Changes in

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  • Fixed Priest spell Remove Paralysis range calculation. Please delete the spell and re-add it to update the template
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  • Added rolltemplate to handle Grenade like missile attacks that goes off target.
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  • Made Animal follower spells section collapsable
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  • Added missing spell section to repeating Animal Follower
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  • Added support for spells from the Complete Wizard's Handbook
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  • Added a Sheet Settings tab to control various stuff on the sheet +
  • Added setting to turn off the popup on rolls asking for "Misc. Modifier?". By default, the pop is active
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    • Moved monter public / private attacks settings to the Sheet Settings tab
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    • Added checkbox to turn on spells from the Complete Wizard's Handbook
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    • The Psionics Core tab do not have popup on the psionic skills, as they did not have a popup before, and I do not know how the rules to correctly add any misc modifier
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    • I did not check EVERY button on the sheet, so there might be a button somewhere that is either missing the popup, or where it will not turn off correctly. If this is the case, please let me know
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  • Cleaned up a lot of HTML
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  • Added Initiative button for Turn Undead
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  • Added all priest Spheres to sphere datalists
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  • Added more colors for the 2Edefaul roll template
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  • Added Silenced Elven chain mail to Thief Armor information and rogue skills autofill
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  • Added Weapon Styles, Ambidexterity, Tight / Broad weapon groups, Punching, Wrestling, and Martial Arts proficiencies from The Complete Fighter's Handbook
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  • Added Shield-Punch, Shield-Rush, Punch, Wrestle, and Martial Arts as weapons/attacks
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  • Added Weapons from the Arms and Equipment Guide
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  • Added Weapons and Proficiencies from The Complete Book of Dwarves
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  • Added Spells and Proficiencies from The Complete Bard's Handbook
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  • Added Weapons, Spells, and Proficiencies from The Complete Book of Elves
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  • Added Weapons and Proficiencies from The Complete Book of Humanoids
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  • Added Weapons, Spells, and Proficiencies from The Complete Ranger's Handbook
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  • Added Proficiencies from The Complete Paladin's Handbook
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  • Added Spells from The Complete Druid's Handbook
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  • Fixed a bug with the priest sphere Add-spells button, that prevented it from correctly adding spells based on elemental spheres

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Surprise Roll

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Racial

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Save and Magic Resistance Details:

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Character Points:

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Notes
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Notes
Notes
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Notes
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Ability
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Hit
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Reaction
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Armor Padded Armor or
Studded Leather Elven
Chain Mail + Silenced Elven
Chain Mail Pick Pocket +5% -30% -20% + -25% Open Locks — -10% -5% + -5% Find/Remove Traps — -10% -5% + -5% Move Silently +10% -20% -10% + — Hide in Shadows +5% -20% -10% + -10% Detect Noise — -10% -5% + — Climb Walls +10% -30% -20% + -25% Read Languages — — — + —
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Casting time:
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Casting time:
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Casting time:
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Casting time:
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Casting time:
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Casting time:
@@ -5871,7 +5930,7 @@ - + @@ -5905,7 +5964,7 @@ - + @@ -5939,7 +5998,7 @@ - + @@ -6015,7 +6074,7 @@ - +
Casting time:
@@ -6102,7 +6161,7 @@ - + @@ -6136,7 +6195,7 @@ - + @@ -6170,7 +6229,7 @@ - + @@ -6246,7 +6305,7 @@ - +
Casting time:
@@ -6333,7 +6392,7 @@ - + @@ -6367,7 +6426,7 @@ - + @@ -6401,7 +6460,7 @@ - + @@ -6477,7 +6536,7 @@ - +
Casting time:
@@ -6564,7 +6623,7 @@ - + @@ -6598,7 +6657,7 @@ - + @@ -6632,7 +6691,7 @@ - + @@ -6708,7 +6767,7 @@ - +
Casting time:
@@ -6795,7 +6854,7 @@ - + @@ -6829,7 +6888,7 @@ - + @@ -6863,7 +6922,7 @@ - + @@ -6939,7 +6998,7 @@ - +
Casting time:
@@ -7026,7 +7085,7 @@ - + @@ -7060,7 +7119,7 @@ - + @@ -7094,7 +7153,7 @@ - + @@ -7202,7 +7261,6 @@
-

@@ -7257,7 +7315,7 @@ - +
Casting time:
@@ -7347,7 +7405,7 @@ - + @@ -7381,7 +7439,7 @@ - + @@ -7415,7 +7473,7 @@ - + @@ -7438,7 +7496,6 @@
-

@@ -7493,7 +7550,7 @@ - +
Casting time:
@@ -7583,7 +7640,7 @@ - + @@ -7617,7 +7674,7 @@ - + @@ -7651,7 +7708,7 @@ - + @@ -7674,7 +7731,6 @@
-

@@ -7729,7 +7785,7 @@ - +
Casting time:
@@ -7819,7 +7875,7 @@ - + @@ -7853,7 +7909,7 @@ - + @@ -7887,7 +7943,7 @@ - + @@ -7910,7 +7966,6 @@
-

@@ -7965,7 +8020,7 @@ - +
Casting time:
@@ -8055,7 +8110,7 @@ - + @@ -8089,7 +8144,7 @@ - + @@ -8123,7 +8178,7 @@ - + @@ -8146,7 +8201,6 @@
-

@@ -8201,7 +8255,7 @@ - +
Casting time:
@@ -8291,7 +8345,7 @@ - + @@ -8325,7 +8379,7 @@ - + @@ -8359,7 +8413,7 @@ - + @@ -8382,7 +8436,6 @@
-

@@ -8437,7 +8490,7 @@ - +
Casting time:
@@ -8527,7 +8580,7 @@ - + @@ -8561,7 +8614,7 @@ - + @@ -8595,7 +8648,7 @@ - + @@ -8618,7 +8671,6 @@
-

@@ -8673,7 +8725,7 @@ - +
Casting time:
@@ -8763,7 +8815,7 @@ - + @@ -8797,7 +8849,7 @@ - + @@ -8831,7 +8883,7 @@ - + @@ -8902,7 +8954,7 @@ - +
Casting time:
@@ -8992,7 +9044,7 @@ - + @@ -9026,7 +9078,7 @@ - + @@ -9060,7 +9112,7 @@ - + @@ -9121,7 +9173,7 @@ - + @@ -9149,7 +9201,7 @@ - + @@ -9177,7 +9229,7 @@ - + @@ -9571,7 +9623,7 @@ - +
@@ -9604,9 +9656,9 @@

Psionics Revised

-

+
@@ -9625,7 +9677,7 @@ - + @@ -9636,7 +9688,7 @@   - + @@ -9659,7 +9711,7 @@ - + @@ -9670,7 +9722,7 @@   - + @@ -9696,7 +9748,7 @@ - + @@ -9707,7 +9759,7 @@   - + @@ -9730,7 +9782,7 @@ - + @@ -9741,7 +9793,7 @@   - + @@ -9767,7 +9819,7 @@ - + @@ -9778,7 +9830,7 @@   - + @@ -9801,7 +9853,7 @@ - + @@ -9812,7 +9864,7 @@   - + @@ -9838,7 +9890,7 @@ - + @@ -9849,7 +9901,7 @@   - + @@ -9872,7 +9924,7 @@ - + @@ -9883,7 +9935,7 @@   - + @@ -9909,7 +9961,7 @@ - + @@ -9920,7 +9972,7 @@   - + @@ -9943,7 +9995,7 @@ - + @@ -9954,7 +10006,7 @@   - + @@ -9979,8 +10031,8 @@ - - + + @@ -9991,8 +10043,8 @@       - - + + @@ -10040,7 +10092,7 @@ / - + Temp PSP: @@ -10477,7 +10529,7 @@ - + @@ -10486,6 +10538,20 @@ +
+ Potion info +
    +
  • Potion simple initiaive modifer: +4, unless stated otherwise (PHB p. 125 / DMG p. 79)
  • +
  • Potion detailed initiative modifier (DMG p. 191): +
      +
    • Potion open and drink: +1
    • +
    • Potion takes effect after: 1d4+1 initiative modifer delay
    • +
    • Magical oil poured over the body and smeared: 1d4+1
    • +
    +
  • +
  • Potion duration: 4+1d4 turns, unless otherwise stated
  • +
+

Dusts, Powders, and Solvents

@@ -10497,7 +10563,7 @@ - + @@ -10517,7 +10583,7 @@ - + @@ -11205,54 +11271,54 @@    - + - - + + - +    - + - - + + - +    - + - - + + - +
- - - - - - - - - - + + + + + + + + + + @@ -11401,54 +11467,54 @@ - + - - + + - + - + - - + + - + - + - - + + - +
  
  
  

- - - - - - - - - - + + + + + + + + + + @@ -11597,54 +11663,54 @@ - + - - + + - + - + - - + + - + - + - - + + - +

- - - - - - - - - - + + + + + + + + + + @@ -11678,7 +11744,7 @@ - + @@ -11703,7 +11769,7 @@ - + @@ -11728,7 +11794,7 @@ - + @@ -11757,7 +11823,7 @@ - + @@ -11782,7 +11848,7 @@ - + @@ -11807,7 +11873,7 @@ - + @@ -11946,54 +12012,54 @@ - + - - + + - + - + - - + + - + - + - - + + - +

- - - - - - - - - - + + + + + + + + + + @@ -12027,7 +12093,7 @@ - + @@ -12052,7 +12118,7 @@ - + @@ -12077,7 +12143,7 @@ - + @@ -12106,7 +12172,7 @@ - + @@ -12131,7 +12197,7 @@ - + @@ -12156,7 +12222,7 @@ - + @@ -12300,54 +12366,54 @@ - + - - + + - + - + - - + + - + - + - - + + - +

- - - - - - - - - - + + + + + + + + + + @@ -12381,7 +12447,7 @@ - + @@ -12406,7 +12472,7 @@ - + @@ -12431,7 +12497,7 @@ - + @@ -12460,7 +12526,7 @@ - + @@ -12485,7 +12551,7 @@ - + @@ -12510,7 +12576,7 @@ - + @@ -12649,54 +12715,54 @@ - + - - + + - + - + - - + + - + - + - - + + - +

- - - - - - - - - - + + + + + + + + + + @@ -12730,7 +12796,7 @@ - + @@ -12755,7 +12821,7 @@ - + @@ -12780,7 +12846,7 @@ - + @@ -12809,7 +12875,7 @@ - + @@ -12834,7 +12900,7 @@ - + @@ -12859,7 +12925,7 @@ - + @@ -13003,54 +13069,54 @@ - + - - + + - + - + - - + + - + - + - - + + - +

- - - - - - - - - - + + + + + + + + + + @@ -13099,7 +13165,7 @@ - + @@ -13110,7 +13176,7 @@ - + @@ -13121,7 +13187,7 @@ - + @@ -13132,7 +13198,7 @@ - + @@ -13143,7 +13209,7 @@ - + @@ -13154,7 +13220,7 @@ - + @@ -13165,7 +13231,7 @@ - + @@ -13176,7 +13242,7 @@ - + @@ -13187,7 +13253,7 @@ - +
% % %%%
Open Locks% % %%%
Find/Remove Traps% % %%%
Move Silently% % %%%
Hide in Shadows% % %%%
Detect Noise% % %%%
Climb Walls% % %%%
Read Languages% % %%%
Legend Lore% % %%%
@@ -13213,7 +13279,7 @@ % % % - % + % Detect Illusion* @@ -13224,7 +13290,7 @@ % % % - % + % Bribery* @@ -13235,7 +13301,7 @@ % % % - % + % Tunneling* @@ -13246,7 +13312,7 @@ % % % - % + % Escape Bonds* @@ -13257,7 +13323,7 @@ % % % - % + % Forge Documents* @@ -13268,7 +13334,7 @@ % % % - % + % Appraise* @@ -13279,7 +13345,7 @@ % % % - % + %
@@ -13413,54 +13479,54 @@ - + - - + + - + - + - - + + - + - + - - + + - +
- - - - - - - - - - + + + + + + + + + + @@ -13509,7 +13575,7 @@ - + @@ -13520,7 +13586,7 @@ - + @@ -13531,7 +13597,7 @@ - + @@ -13542,7 +13608,7 @@ - + @@ -13553,7 +13619,7 @@ - + @@ -13564,7 +13630,7 @@ - + @@ -13575,7 +13641,7 @@ - + @@ -13586,7 +13652,7 @@ - + @@ -13597,7 +13663,7 @@ - +
% % %%%
Open Locks% % %%%
Find/Remove Traps% % %%%
Move Silently% % %%%
Hide in Shadows% % %%%
Detect Noise% % %%%
Climb Walls% % %%%
Read Languages% % %%%
Legend Lore% % %%%
@@ -13623,7 +13689,7 @@ % % % - % + % Detect Illusion* @@ -13634,7 +13700,7 @@ % % % - % + % Bribery* @@ -13645,7 +13711,7 @@ % % % - % + % Tunneling* @@ -13656,7 +13722,7 @@ % % % - % + % Escape Bonds* @@ -13667,7 +13733,7 @@ % % % - % + % Forge Documents* @@ -13678,7 +13744,7 @@ % % % - % + % Appraise* @@ -13689,7 +13755,7 @@ % % % - % + %
@@ -13828,54 +13894,54 @@ - + - - + + - + - + - - + + - + - + - - + + - +
- - - - - - - - - - + + + + + + + + + + @@ -13891,8 +13957,8 @@

- Standard  - Advanced + Psionic Core  + Psionic S/P

@@ -14104,7 +14170,7 @@