New translations translation.json (Portuguese)

This commit is contained in:
wing-it
2022-07-25 17:23:35 -04:00
parent 95fc724c2a
commit b8950817f4
+100 -92
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@@ -20,7 +20,7 @@
"an_upgrade": "An upgrade",
"anarchic": "Anarchic",
"aptitude": "Aptitude",
"aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival",
"aptitude_info": "Community-Building—Discovery—Dissent—Pandemonium—Prophecy—Protest—Revolution—Survival",
"armor": "Armor",
"armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.",
"armor_load": "Armor",
@@ -46,7 +46,7 @@
"bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.",
"broken": "Broken",
"cause": "Cause",
"cause_info": "Absolution — Acceptance — Influence — Popularity — Power",
"cause_info": "Absolution—Acceptance—Influence—Popularity—Power",
"cautious": "Cautious",
"cautious_detail": "Preparation",
"cell": "Cell",
@@ -83,25 +83,27 @@
"crew_ability_agitators": "Agitators",
"crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.",
"crew_ability_backer": "Backer",
"crew_ability_backer_description": "You gain +1 barter with a faction.",
"crew_ability_backer_description": "You gain +1 barter as bounty from a quest with a single faction.",
"crew_ability_competent": "Competent",
"crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).",
"crew_ability_comrades": "Comrades",
"crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.",
"crew_ability_collaboration": "Collaboration",
"crew_ability_collaboration_description": "During downtime, one of your Experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.",
"crew_ability_connected": "Connected",
"crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.",
"crew_ability_connected_description": "Gain -1d to entanglement rolls and add +1d to gather information on other factions.",
"crew_ability_daydream_believers": "Daydream Believers",
"crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.",
"crew_ability_focused": "Focused",
"crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.",
"crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger long-term project clock.",
"crew_ability_initiative": "Initiative",
"crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.",
"crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety—perform a ritual—perform a side quest—long-term project.",
"crew_ability_instigators": "Instigators",
"crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.",
"crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, gain +1d on entanglement rolls but gain +1d to diversion rolls during the next downtime and your Cell cannot overindulge.",
"crew_ability_just_cause": "Just Cause",
"crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.",
"crew_ability_populists": "Populists",
"crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.",
"crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their Tier clock twice as many ticks.",
"crew_ability_resilient": "Resilient",
"crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.",
"crew_ability_scratch_my_back": "Scratch my Back",
@@ -110,8 +112,8 @@
"crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.",
"crew_ability_sympathizers": "Sympathizers",
"crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).",
"crew_ability_veteran": "Veteran",
"crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).",
"crew_ability_veteran": "Scratch My Back",
"crew_ability_veteran_description": "Choose a faction. Whenever you advance one of their goals, gain +1 favor.",
"crew_advancement": "Cell Advancement",
"crew_cell_contact_0": "Barber, Fallen inn keep",
"crew_cell_contact_1": "Alexis of Blade, Jacker explorer",
@@ -130,9 +132,10 @@
"crew_tier": "Crew Tier",
"crew_upgrades": "Focuses",
"crime": "Crime",
"crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor",
"crime_info": "Disgrace—Dissenter—Heretic—Miscreant—Traitor",
"dahlian": "Dahlian",
"death": "Death",
"cryptic": "Cryptic",
"debater": "Debater",
"description": "Description",
"desperate": "Desperate",
@@ -157,7 +160,7 @@
"eminence": "Eminence",
"eminence_dice": "Eminence dice",
"eminence_die": "Eminence die",
"eminence_or": " - or - ",
"eminence_or": "—or—",
"enchantment": "Enchantment",
"engagement": "Engagement",
"entanglement": "Entanglement",
@@ -172,20 +175,20 @@
"faction_doomsayers": "Doomsayers",
"faction_doomsayers_boon_1": "+1 barter",
"faction_doomsayers_boon_10": "+4 Barter",
"faction_doomsayers_boon_11": "1 additional Synthesis use",
"faction_doomsayers_boon_11": "1 additional Synthesis use per session",
"faction_doomsayers_boon_12": "Create a new ritual",
"faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait",
"faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy",
"faction_doomsayers_boon_4": "+2 Barter",
"faction_doomsayers_boon_5": "+1 Influence in Hom",
"faction_doomsayers_boon_5": "+1d to gather information from spirits or summoning ritual.",
"faction_doomsayers_boon_6": "Gain a ritual under Vision Focus",
"faction_doomsayers_boon_7": "+3 Barter",
"faction_doomsayers_boon_8": "Gain a new Explorer cadre",
"faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer",
"faction_doomsayers_boon_9": "All Doomsayer PCs gain +1d when using an Outlook Eminence and can change an Eminence to Mystery or Shadow.",
"faction_evans": "Evans",
"faction_evans_boon_1": "+1 barter",
"faction_evans_boon_1": "Cell Tier+1 barter",
"faction_flemis": "Flemis",
"faction_flemis_boon_1": "+1 barter",
"faction_flemis_boon_1": "Cell Tier+1 barter",
"faction_herites": "Herites",
"faction_herites_boon_1": "+1 barter",
"faction_herites_boon_10": "+4 Barter",
@@ -198,30 +201,26 @@
"faction_herites_boon_6": "+1 Lurk on Tribal lands",
"faction_herites_boon_7": "+3 Barter",
"faction_herites_boon_8": "Gain an additional Sanctuary upgrade",
"faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer",
"faction_hunters": "Hunters",
"faction_hunters_boon_1": "+1 barter",
"faction_herites_boon_9": "All Herite PCs gain +1d when using an Outlook Eminence and can change an Eminence to Freedom or Recognition.",
"faction_jackers": "Jackers",
"faction_jackers_boon_1": "+1 barter",
"faction_jackers_boon_10": "+4 barter",
"faction_jackers_boon_11": "Gain a new Raider cadre",
"faction_jackers_boon_12": "Gain +1 status with Hunters",
"faction_jackers_boon_12": "Gain a Hunter as a contact",
"faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait",
"faction_jackers_boon_3": "+1d engagement against Z'bri",
"faction_jackers_boon_4": "+2 barter",
"faction_jackers_boon_5": "+1d to resist Z'bri atmosphere",
"faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present",
"faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer",
"faction_jackers_boon_7": "All Jacker PCs gain +1d when using an Outlook Eminence and can change an Eminence to Bravery or Vengeance,",
"faction_jackers_boon_8": "+3 barter",
"faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons",
"faction_joanites": "Joanites",
"faction_joanites_boon_1": "+1 barter",
"faction_johan": "Jo'han",
"faction_johan_boon_1": "+1 barter",
"faction_joanites_boon_1": "Cell Tier+1 barter",
"faction_keepers": "Keepers",
"faction_keepers_boon_1": "+1 barter",
"faction_keepers_boon_1": "Cell Tier+1 barter",
"faction_koleris": "Koleris",
"faction_koleris_boon_1": "+1 barter",
"faction_koleris_boon_1": "Cell Tier+1 barter",
"faction_lightbringers": "Lightbringers",
"faction_lightbringers_boon_1": "+1 barter",
"faction_lightbringers_boon_10": "+4 barter",
@@ -231,24 +230,24 @@
"faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.",
"faction_lightbringers_boon_4": "+2 Barter",
"faction_lightbringers_boon_5": "+1 influence in Hom",
"faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer",
"faction_lightbringers_boon_6": "Gain a new Community Focus contact",
"faction_lightbringers_boon_7": "+3 barter",
"faction_lightbringers_boon_8": "Gain a new Community Focus contact",
"faction_lightbringers_boon_8": "All Lightbringer Pcs gain +1d when using an Outlook Eminence and can change an Eminence to Conviction or Unity.",
"faction_lightbringers_boon_9": "+2 status with an Outlook faction",
"faction_magdalites": "Magdalites",
"faction_magdalites_boon_1": "+1 barter",
"faction_magdalites_boon_1": "Cell Tier+1 barter",
"faction_melanis": "Melanis",
"faction_melanis_boon_1": "+1 barter",
"faction_melanis_boon_1": "Cell Tier+1 barter",
"faction_mode": "Faction Mode",
"faction_notes": "Faction notes",
"faction_outlanders": "Outlanders",
"faction_outlanders_boon_1": "+1 barter",
"faction_outlanders_boon_1": "Cell Tier+1 barter",
"faction_sangis": "sangis",
"faction_sangis_boon_1": "+1 barter",
"faction_sangis_boon_1": "Cell Tier+1 barter",
"faction_terashebans": "Tera Shebans",
"faction_terashebans_boon_1": "+1 barter",
"faction_terashebans_boon_1": "Cell Tier+1 barter",
"faction_yagans": "Yagans",
"faction_yagans_boon_1": "+1 barter",
"faction_yagans_boon_1": "Cell Tier+1 barter",
"factions_title": "Factions of Vimary",
"fallen": "Fallen",
"favor": "Favor",
@@ -290,7 +289,7 @@
"heat": "Heat",
"heavy": "Heavy",
"heritage": "Heritage",
"heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros",
"heritage_info": "Akoros—The Dagger Isles—Iruvia—Severos—Skovlan—Tycheros",
"herite": "Herite",
"herite_traits": "Herite traits",
"hold": "Hold",
@@ -336,7 +335,7 @@
"load:": "Load:",
"look": "Look",
"lurk": "Lurk",
"lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.",
"lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence—a backstab, throat cutting, black-jack, etc.",
"magdalite": "Magdalite",
"maker": "Maker",
"manipulator": "Manipulator",
@@ -360,15 +359,17 @@
"old_arts": "Old Arts",
"others": "Others",
"outlook": "outlook",
"outlook_doomsayer_eminence": "Mystery - Shadow",
"outlook_herite_eminence": "Freedom - Recognition",
"outlook_info": "Doomsayer - Herite - Jacker - Lightbringer",
"outlook_jacker_eminence": "Bravery - Vengeance",
"outlook_lightbringer_eminence": "Conviction - Unity",
"outlook_trait_anarchic": "Anarchic",
"outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.",
"outlook_doomsayer_eminence": "Mystery—Shadow",
"outlook_herite_eminence": "Freedom—Recognition",
"outlook_info": "Doomsayer—Herite—Jacker—Lightbringer",
"outlook_jacker_eminence": "Bravery—Vengeance",
"outlook_lightbringer_eminence": "Conviction—Unity",
"outlook_trait_anarchist": "Anarchist",
"outlook_trait_anarchist_description": "Gain potency when acting in direct opposition to authority.",
"outlook_trait_connected": "Connected",
"outlook_trait_connected_description": "+1 influence (3 max).",
"outlook_trait_cryptic": "Cryptic",
"outlook_trait_cryptic_description": "Gain an XP trigger—When you obscure your true meaning, mark an XP.",
"outlook_trait_debater": "Debater",
"outlook_trait_debater_description": "+1d Resolve resist.",
"outlook_trait_dreamer": "Dreamer",
@@ -376,19 +377,19 @@
"outlook_trait_driven": "Driven",
"outlook_trait_driven_description": "+1d resolve resist.",
"outlook_trait_free_thinker": "Free Thinker",
"outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.",
"outlook_trait_free_thinker_description": "Gain an XP trigger—When you doubt something everyone else accepts, mark an XP.",
"outlook_trait_manipulator": "Manipulator",
"outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.",
"outlook_trait_manipulator_description": "Gain a new XP trigger—When you steer events toward your goal without others realizing, mark an XP.",
"outlook_trait_motivator": "Motivator",
"outlook_trait_motivator_description": "Potency when leading a group action.",
"outlook_trait_political": "Political",
"outlook_trait_political_description": "+1 insight resist",
"outlook_trait_protective": "Protective",
"outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.",
"outlook_trait_protective_description": "Gain a new XP trigger—When you act to protect someone or something you believe in, mark an XP.",
"outlook_trait_searcher": "Searcher",
"outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.",
"outlook_trait_skeptic": "Skeptic",
"outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.",
"outlook_trait_skeptic_description": "Gain a new XP trigger—When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.",
"outlook_trait_subversive": "Subversive",
"outlook_trait_subversive_description": "+1 lurk (3 max).",
"outlook_trait_suspicious": "Suspicious",
@@ -409,13 +410,11 @@
"playbook_ability_advocate": "Advocate",
"playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.",
"playbook_ability_archer": "Archer",
"playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.",
"playbook_ability_awakened_dreamer": "Awakened Dreamer",
"playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)",
"playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count—make a shot at extreme range—make a \"trick\" shot. In addition to the effect choose one of the normal benefits of pushing.",
"playbook_ability_bastion": "Bastion",
"playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.",
"playbook_ability_behind_the_veil": "Behind the Veil",
"playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.",
"playbook_ability_behind_the_veil_description": "Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.",
"playbook_ability_black_marketeer": "Black Marketeer",
"playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.",
"playbook_ability_bounces_back": "Bounces Back",
@@ -423,41 +422,39 @@
"playbook_ability_comfort": "Comfort",
"playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).",
"playbook_ability_dance_of_masks": "Dance of Masks",
"playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.",
"playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics—weave and sway so that your opponents attack one another. In addition to the special effect you still gain one of the benefits of a push.",
"playbook_ability_diplomat": "Diplomat",
"playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.",
"playbook_ability_diplomat_description": "When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.",
"playbook_ability_dream_warrior": "Dream Warrior",
"playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.",
"playbook_ability_ecstatic": "Ecstatic",
"playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.",
"playbook_ability_ecstatic_description": "+1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.",
"playbook_ability_enchanting": "Enchanting",
"playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.",
"playbook_ability_enchanting_description": "Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you. In addition to the effect choose one of the normal benefits of pushing.",
"playbook_ability_fleshcrafter": "Fleshcrafter",
"playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.",
"playbook_ability_fleshcrafter_description": "Once per scene mend wounds on another character and mark a recovery tick if they received harm. You may study corpses to gather information.",
"playbook_ability_grace": "Grace",
"playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.",
"playbook_ability_grace_description": "Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure. When you expend your special armor to push yourself, you choose one of the normal benefits of a push but do not spend stress.",
"playbook_ability_guile": "Guile",
"playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.",
"playbook_ability_hard_to_kill": "Hard to Kill",
"playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.",
"playbook_ability_im_rubber": "I'm Rubber",
"playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.",
"playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else. When you mark special armor to push yourself, you still gain the regular benefits of a push in addition to the effect.",
"playbook_ability_jack_of_all_trades": "Jack of All Trades",
"playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.",
"playbook_ability_master_bonecrafter": "Master Bonecrafter",
"playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.",
"playbook_ability_mastermind": "Mastermind",
"playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.",
"playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project. When you expend your special armor to push yourself, choose one of the normal benefits of pushing but do not expend stress.",
"playbook_ability_me_first": "Me First!",
"playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.",
"playbook_ability_meticulous": "Meticulous",
"playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ",
"playbook_ability_midnight_oil": "Midnight Oil",
"playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.",
"playbook_ability_mother_bear": "Mother Bear",
"playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.",
"playbook_ability_mystic": "Mystic",
"playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances",
"playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances. When you use this ability to push yourself, pay 2 stress and choose a normal benefit of pushing yourself in addition to the special effect.",
"playbook_ability_natures_bounty": "Nature's Bounty",
"playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.",
"playbook_ability_playtime": "Playtime",
@@ -477,11 +474,11 @@
"playbook_ability_sneaky": "Sneaky",
"playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.",
"playbook_ability_spiritualist": "Spiritualist",
"playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.",
"playbook_ability_surge_of_strength": "Surge of Strength",
"playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.",
"playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces. When you expend your special armor to push yourself, you still choose a benefit of pushing in addition to the effect but do not expend stress.",
"playbook_ability_surge_of_strength": "Joan's Strength",
"playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force—fight a small group on equal footing. In addition to the effect choose one of the normal benefits of pushing.",
"playbook_ability_sybarite": "Sybarite",
"playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.",
"playbook_ability_sybarite_description": "When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.",
"playbook_ability_synthesis": "Synthesis",
"playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).",
"playbook_ability_takes_one_to_know_one": "Takes One To Know One",
@@ -497,17 +494,27 @@
"playbook_ability_virtuous": "Virtuous",
"playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).",
"playbook_ability_whisper_network": "Whisper Network",
"playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.",
"playbook_ability_whisper_network_description": "Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.",
"playbook_ability_wild_spirit": "Wild Spirit",
"playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar",
"playbook_ability_worldly": "Worldly",
"playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.",
"playbook_ability_zbri_hunter": "Z'bri Hunter",
"playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.",
"playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form—shared senses—spirit attack.",
"playbook_ability_coordinator": "Coordinator",
"playbook_ability_coordinator_description": "Each downtime, you gain an additional downtime activity. You can give this to a Cell member.",
"playbook_ability_investigator": "Investigator",
"playbook_ability_investigator_description": "Increase your effect level when you push yourself to gather information.",
"playbook_ability_lorekeeper": "Lorekeeper",
"playbook_ability_lorekeeper_description": "You can read and write Tribal, Keepspeak, and Fanzay. Gain +1d when gathering info through Study or resisting with Insight.",
"playbook_ability_midnight_oil": "Midnight Oil",
"playbook_ability_midnight_oil_description": "You can take two stress for +1d to the engagement roll for a quest. More than one character can't use this ability on the same quest.",
"playbook_ability_fleshseer": "Fleshseer",
"playbook_ability_fleshseer_description": "You always know what the highest threat level of Z'bri is in the area. You can gather info on them with Insight.",
"playbook_advancement": "Playbook Advancement",
"playbook_agnite_background": "Child - Favorite - Breeder - Barren",
"playbook_agnite_background": "Child—Favorite—Breeder—Barren",
"playbook_agnite_description": "A Playful Explorer",
"playbook_agnite_eminence": "Capriciousness - Inspiration",
"playbook_agnite_eminence": "Capriciousness—Inspiration",
"playbook_agnite_friend_0": "Hagbard, a friendly Keeper",
"playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer",
"playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite",
@@ -515,9 +522,9 @@
"playbook_agnite_friend_4": "Tobias, a fun-loving Jacker",
"playbook_agnite_friends_title": "Playmates",
"playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance",
"playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers",
"playbook_dahlian_background": "Bone Path—Godlen Whee—Red Dawn—Sail—Tinkers",
"playbook_dahlian_description": "An entertaining trickster and rogue",
"playbook_dahlian_eminence": "Illusion - Motion",
"playbook_dahlian_eminence": "Illusion—Motion",
"playbook_dahlian_friend_0": "Gab, an Outlander hunter",
"playbook_dahlian_friend_1": "Jos, a Herite con man",
"playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher",
@@ -526,9 +533,9 @@
"playbook_dahlian_friends_title": "Allies",
"playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness",
"playbook_description": "A short playbook description",
"playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman",
"playbook_evan_background": "Tender—Matron—Midwife—Nurse—Shaman",
"playbook_evan_description": "A hardworking farmer and caretaker",
"playbook_evan_eminence": "Empathy - Life",
"playbook_evan_eminence": "Empathy—Life",
"playbook_evan_friend_0": "Barber, owner of Junk's",
"playbook_evan_friend_1": "Cora Moira/on, Doomsayer",
"playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse",
@@ -593,7 +600,7 @@
"playbook_item_lockpicks": "Fine lockpicks",
"playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.",
"playbook_item_luxury_item": "Luxury item",
"playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.",
"playbook_item_luxury_item_description": "An exotic or fine item—possibly relic—sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.",
"playbook_item_medicine_satchel": "Medicine satchel",
"playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.",
"playbook_item_medicine_satchel_uses": "+Uses",
@@ -607,16 +614,16 @@
"playbook_item_small_concealed_weapon": "Small concealed weapon",
"playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.",
"playbook_item_small_relic_gadget": "Small relic gadget",
"playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.",
"playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight—multi-tool—digital recorder.",
"playbook_item_spirit_charms": "Spirit charms",
"playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.",
"playbook_item_trinkets": "Pouch full of trinkets",
"playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.",
"playbook_item_worn_book": "Worn book",
"playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.",
"playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper",
"playbook_joanite_background": "Blade—Glass Smith—Teacher—Templar—Watch—Weaponshaper",
"playbook_joanite_description": "A devoted warrior and protector",
"playbook_joanite_eminence": "Devotion - Fury",
"playbook_joanite_eminence": "Devotion—Fury",
"playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite",
"playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer",
"playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior",
@@ -624,9 +631,9 @@
"playbook_joanite_friend_4": "Mek, an honorable Jacker leader",
"playbook_joanite_friends_title": "Allies",
"playbook_joanite_xp_condition": "Address a challenge with martial ability or force",
"playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren",
"playbook_magdalite_background": "Concubine—Diplomat—Ecstatic—Siren",
"playbook_magdalite_description": "A seductive entertainer and diplomat",
"playbook_magdalite_eminence": "Conflict - Sensuality",
"playbook_magdalite_eminence": "Conflict—Sensuality",
"playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker",
"playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue",
"playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet",
@@ -634,9 +641,9 @@
"playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper",
"playbook_magdalite_friends_title": "Friends",
"playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy",
"playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker",
"playbook_tera_sheban_background": "Advocate—High Judge—Lorekeeper—Stiltwalker",
"playbook_tera_sheban_description": "A jurist, investigator and lorekeeper",
"playbook_tera_sheban_eminence": "Truth - Wisdom",
"playbook_tera_sheban_eminence": "Truth—Wisdom",
"playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian",
"playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite",
"playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge",
@@ -644,9 +651,9 @@
"playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian",
"playbook_tera_sheban_friends_title": "Friends",
"playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy",
"playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan",
"playbook_yagan_background": "Flesher—Morded—Old One—Pellis Artisan",
"playbook_yagan_description": "A spooky spiritualist and soothsayer",
"playbook_yagan_eminence": "Death - Fate",
"playbook_yagan_eminence": "Death—Fate",
"playbook_yagan_friend_0": "Halos, a spiritual Guide.",
"playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.",
"playbook_yagan_friend_2": "Kwa, a Raven spirit.",
@@ -664,7 +671,7 @@
"prowess": "Prowess",
"prowess_description": "Resist consequences from physical strain or injury.",
"push_yourself": "Push yourself",
"push_yourself_desc": "(take 2 stress) — or — accept a",
"push_yourself_desc": "(take 2 stress)—or—accept a",
"quality": "Quality",
"quality_abbreviated": "Q:",
"quarters": "Quarters",
@@ -679,7 +686,7 @@
"recoveryblurb": "Get treatment in downtime to activate your healing project clock",
"rep": "Rep",
"reputation": "Reputation",
"reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise",
"reputation_info": "Destined—Private—Powerful—Prophetic—Revolutionary—Violent—Wise",
"reset?": "reset?",
"resist_instructions": "Suffer <strong>6 stress minus the highest die result.</strong> When you roll a critical on resistance, clear 1 stress.",
"resistance_bonus": "Resistance bonus:",
@@ -769,6 +776,7 @@
"tools_kits_quality": "Tools & Kits",
"training": "Training",
"trait_name": "An Outlook trait",
"supporter": "Support",
"transport": "Transport",
"trauma": "Trauma",
"tribals": "Tribals",
@@ -784,7 +792,7 @@
"upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.",
"upgrade_costs": "Upgrade Costs",
"upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.",
"upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.",
"upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls—clear 1 additional stress when making diversion rolls.",
"upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.",
"upgrade_fixer_description": "Fixers are good at obtaining assets.",
"upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.",
@@ -808,8 +816,8 @@
"upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.",
"upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.",
"upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.",
"upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.",
"upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.",
"upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding one Resource box. The Sanctuary rating can be used for scale to determine how much can be stored. This upgrade can be taken twice.",
"upgrade_transport_description": "Your sanctuary comes with transport—a boat, wagon, horses, or other conveyance—for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12)—motorized—more rugged/robust.",
"upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.",
"upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2",
"use_eminence": "Use Eminence",
@@ -819,7 +827,7 @@
"vengeful": "Vengeful",
"version": "Version",
"vice": "Diversion",
"vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird",
"vice_info": "Belief—Discovery—Intemperance—Interaction—Obligation—Pleasure—Reflection—Solitude—Thrills—Weird",
"vice_instructions": "<strong>Clear an amount of stress equal to the highest die result.</strong> If the result of your vice roll means you clear more stress levels than you had marked, you <strong>overindulge</strong>.",
"vice_purveyor": "Diversion",
"viceroll1": "(who currently has ",
@@ -860,5 +868,5 @@
"xp_vice": "You struggled with issues from your vice or traumas during the session.",
"yagan": "Yagan",
"zbri": "Z'bri",
"zerodice": "Zero Dice — take the lowest result above"
"zerodice": "Zero Dice—take the lowest result above"
}