diff --git a/.DS_Store b/.DS_Store index 292ff8e0c4..6588b3fd09 100644 Binary files a/.DS_Store and b/.DS_Store differ diff --git a/.circleci/config.yml b/.circleci/config.yml index b9ce916d90..4900542069 100644 --- a/.circleci/config.yml +++ b/.circleci/config.yml @@ -40,14 +40,6 @@ workflows: branches: only: - master - - update_sheet: - requires: - - get_commit_hash - context: char-sheet-app-staging - filters: - branches: - only: - - master - update_sheet: requires: - get_commit_hash diff --git a/.github/workflows/charsheet-actions.yml b/.github/workflows/charsheet-actions.yml new file mode 100644 index 0000000000..a9353a4801 --- /dev/null +++ b/.github/workflows/charsheet-actions.yml @@ -0,0 +1,27 @@ +name: Charsheets Actions + +on: + push: + branches: [ master ] + +jobs: + charsheets-actions: + runs-on: ubuntu-latest + steps: + - uses: actions/checkout@v2 + with: + fetch-depth: 0 + - name: Get changed files + id: changed-files + uses: tj-actions/changed-files@v11.5 + with: + since_last_remote_commit: true + separator: '::' + - name: Run sheet actions + uses: nick-invision/private-action-loader@v3 + with: + pal-repo-name: Roll20/charsheets-actions + pal-repo-token: ${{ secrets.REPO_ACCESS_TOKEN }} + file-list: ${{ steps.changed-files.outputs.all_modified_files }} + separator: '::' + credentials: ${{ secrets.SERVICE_ACCOUNT_KEY }} diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000000..90d2e9149b --- /dev/null +++ b/.gitignore @@ -0,0 +1,146 @@ +# Logs +logs +*.log +npm-debug.log* +yarn-debug.log* +yarn-error.log* +lerna-debug.log* +.pnpm-debug.log* + +# Diagnostic reports (https://nodejs.org/api/report.html) +report.[0-9]*.[0-9]*.[0-9]*.[0-9]*.json + +# Runtime data +pids +*.pid +*.seed +*.pid.lock + +# Directory for instrumented libs generated by jscoverage/JSCover +lib-cov + +# Coverage directory used by tools like istanbul +coverage +*.lcov + +# nyc test coverage +.nyc_output + +# Grunt intermediate storage (https://gruntjs.com/creating-plugins#storing-task-files) +.grunt + +# Bower dependency directory (https://bower.io/) +bower_components + +# node-waf configuration +.lock-wscript + +# Compiled binary addons (https://nodejs.org/api/addons.html) +build/Release + +# Dependency directories +node_modules/ +jspm_packages/ + +# Snowpack dependency directory (https://snowpack.dev/) +web_modules/ + +# TypeScript cache +*.tsbuildinfo + +# Optional npm cache directory +.npm + +# Optional eslint cache +.eslintcache + +# Microbundle cache +.rpt2_cache/ +.rts2_cache_cjs/ +.rts2_cache_es/ +.rts2_cache_umd/ + +# Optional REPL history +.node_repl_history + +# Output of 'npm pack' +*.tgz + +# Yarn Integrity file +.yarn-integrity + +# dotenv environment variables file +.env +.env.test +.env.production + +# parcel-bundler cache (https://parceljs.org/) +.cache +.parcel-cache + +# Next.js build output +.next +out + +# Nuxt.js build / generate output +.nuxt +dist + +# Gatsby files +.cache/ +# Comment in the public line in if your project uses Gatsby and not Next.js +# https://nextjs.org/blog/next-9-1#public-directory-support +# public + +# vuepress build output +.vuepress/dist + +# Serverless directories +.serverless/ + +# FuseBox cache +.fusebox/ + +# DynamoDB Local files +.dynamodb/ + +# TernJS port file +.tern-port + +# Stores VSCode versions used for testing VSCode extensions +.vscode-test + +# yarn v2 +.yarn/cache +.yarn/unplugged +.yarn/build-state.yml +.yarn/install-state.gz +.pnp.* + +# General +.DS_Store +.AppleDouble +.LSOverride + +# Icon must end with two \r +Icon + + +# Thumbnails +._* + +# Files that might appear in the root of a volume +.DocumentRevisions-V100 +.fseventsd +.Spotlight-V100 +.TemporaryItems +.Trashes +.VolumeIcon.icns +.com.apple.timemachine.donotpresent + +# Directories potentially created on remote AFP share +.AppleDB +.AppleDesktop +Network Trash Folder +Temporary Items +.apdisk diff --git a/AD&D 2E Revised/futureIdeas.txt b/AD&D 2E Revised/futureIdeas.txt deleted file mode 100644 index 86b003fa92..0000000000 --- a/AD&D 2E Revised/futureIdeas.txt +++ /dev/null @@ -1,24 +0,0 @@ -Monster sheet -- More attacks and damage -- Remove repeating variant section -- Spells for monsters - -Player sheet -- Cleanup curreny gems and layout -- Make gems and equipment more responsive -- Make spell imports more generic, to avoid fewer copy-paste errors - -Possible NPC sheet -- Follower sheet, collapse spells for Animals/Familiars -- Add top level button to jump directly to the Follower sheet -- More detailed weapons and such for npcs -- Remove repeating NPC sections? - -- Structured spell book, which fields for total pages, pages used, and remaining pages. --- Multiple spell books --- A roll button for the number of pages needed --- A roll button for the number of days to write it into the book - -- Armor Class repeating section -- Armor Class detailed breakdown -- Armor class Slashing/Piercing/Bludgeoning \ No newline at end of file diff --git a/AD&D 2E Revised/html/datalists.html b/AD&D 2E Revised/html/datalists.html deleted file mode 100644 index 1aa83f3add..0000000000 --- a/AD&D 2E Revised/html/datalists.html +++ /dev/null @@ -1,1550 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/AD&D 2E Revised/img/rolltemplate-scatter-diagram.png b/AD&D 2E Revised/img/rolltemplate-scatter-diagram.png deleted file mode 100644 index 7e86c63811..0000000000 Binary files a/AD&D 2E Revised/img/rolltemplate-scatter-diagram.png and /dev/null differ diff --git a/AD&D 2E Revised/2EPreview.png b/ADnD 2E Revised/2EPreview.png similarity index 100% rename from AD&D 2E Revised/2EPreview.png rename to ADnD 2E Revised/2EPreview.png diff --git a/AD&D 2E Revised/2ESheet.html b/ADnD 2E Revised/2ESheet.html similarity index 65% rename from AD&D 2E Revised/2ESheet.html rename to ADnD 2E Revised/2ESheet.html index 08e24ff679..928c5ff529 100644 --- a/AD&D 2E Revised/2ESheet.html +++ b/ADnD 2E Revised/2ESheet.html @@ -1,6 +1,6 @@
- AD&D Logo - + AD&D Logo +

@@ -9,35 +9,20 @@

Changes in


-

Monster Sheet

-

Player Sheet

- -

General sheet changes

- -

To get notified on future updates, discuss changes, or contribute suggestions, please follow this topic on the forum: @@ -53,7 +38,8 @@
Character Sheet  -Monster Sheet +Monster Sheet  +Sheet Settings

@@ -70,1275 +56,1347 @@ Equipment  Currency  Followers  - Journal

+ Journal +

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All Character Info



+

All Character Info


Details  Tracker  Domain - -

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Player and Character


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Roll20 Name:
Player Name:
Character Name:
Title:
Class:
Level:
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Alignment:
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Character Details


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Race:
Gender:
Hair Color:
Eye Color:
Complexion:
Features:
Homeland:
Deity:
Vision:
Secondary Skill:
- - - - - - - -
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Weight:
Age:
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 Handedness:
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Racial Notes:



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Class Notes:



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Experience

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Class:


To Next:


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Experience

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Hit points and Armor Class


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ValueCurrent/Maximum
HP:/
Temp HP:/
AC:/
AC Touch:
AC Missile:* Body shield gives +2 vs missile
AC Surprised:* No Dex bonus
AC Shieldless:* No AC from shield
AC Back:* No Dex bonus or Shield AC
AC Head:
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RacialClassDexMiscSurprise
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Armor Type & Special Defenses:


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Movement


- Basic  - Barbarian  - Advanced
- Mount  - Swimming  - Flying +
+
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Player and Character

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Roll20 Name
Player Name:
Character Name:
Title:
Class:
Level:
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Kit:
Alignment:
+
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WeightPenalty
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Light
Moderate
Heavy
Severe

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lbs.

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Moderate
Heavy
Severe

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Movement Rate|Weight|Penalty|Notes
12/6
11/5
10/5
9/4
8/4
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4/2
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2/1
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Weight
Notes
Base
2/3
1/3
1

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Speed
AnglePassesPenalty
Class A
Class B
Class C
Class D
Class E

Current Weight:

lbs.

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Movement Details:



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Character Details

+ + + + + + + + + + + + + + + + + + + + + +
Race:
Gender:
Hair Color:
Eye Color:
Complexion:
Features:
Homeland:
Deity:
Vision:
Secondary Skill:
+ + + + + + + + +
Height:
Weight:
Age:
Max Age:
Handedness:
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Racial Notes:

+ +
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Class Notes:

+ +
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Experience

+
+ + + + + + + + + + + + + + + + +
Class:
To Next:
Current Exp:
Gained Exp:
New Exp Total:
Prime Req Exp Total:
Prime Requisite Bonus:

%

+
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Experience

+
+ + + + + + + + + + + + + + + + +
Class:
To Next:
Current Exp:
Gained Exp:
New Exp Total:
Prime Req Exp Total:
Prime Requisite Bonus:

%

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Experience Notes:

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Saving Throws

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- Standard  - Ravenloft - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
TargetModifierNotes
Paralyzation
Poison
Death
Rod
Staff
Wand
Petrification
Polymorph
Breath
Spell
- -
+
+
+
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+

Hit points and Armor Class

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ValueCurrent/Maximum
HP:/
Temp HP:/
AC:/
AC Touch:
AC Missile:* Body shield gives +2 vs missile
AC Surprised:* No Dex bonus
AC Shieldless:* No AC from shield
AC Back:* No Dex bonus or Shield AC
AC Head:
+
+
+ + + + + + + + + + + + + + + +
RacialClassDexMiscSurprise
+
+

Armor Type & Special Defenses:

+ +
+

Movement

+ Basic  + Barbarian  + Advanced
+ Mount  + Swimming  + Flying + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
SpeedOver
Land
Run
Speed
WeightPenalty
Base
Light
Moderate
Heavy
Severe
+
+

Movement Details:

+ +
+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
SpeedOver
Land
Run
Speed
WeightPenalty
Base
Light
Moderate
Heavy
Severe
+
+

Movement Details:

+ +
+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Movement Rate|Weight|Penalty|Notes
12/6
11/5
10/5
9/4
8/4
7/3
6/3
5/2
4/2
3/1
2/1
1/1
+
+

Movement Details:

+ +
+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
SpeedDouble
Speed
Triple
Speed
Base
Weight
Notes
Base
2/3
1/3
1
+
+

Movement Details:

+ +
+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
SpeedDouble
Speed
Triple
Speed
WeightPenalty
Base
Light
Moderate
Heavy
Severe
+
+

Movement Details:

+ +
+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
SpeedHalf
Speed
AnglePassesPenalty
Class A
Class B
Class C
Class D
Class E
+
+

Movement Details:

+ +
+
+
+

Saving Throws

+ Standard  + Ravenloft + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
TargetModifierNotes
Paralyzation + +
Poison + +
Death + +
Rod + +
Staff + +
Wand + +
Petrification + +
Polymorph + +
Breath + +
Spell + +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + +
ParalyzationTargetModifierNotes
Fear + +
Horror + +
Madness + +
+
+
+ +

Magic Resistance

+
+ + + + + + + + + + + + + + +
Magic ResistTargetModifierNotes
+
+
+ +

Save and Magic Resistance Details:

+ +
+

Character Points:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
GainedSpentLeft
Race
Class
N.W.P.
Weapon
Bonus
Level
Traits
Disadvantage
Totals
+ +
+
+
-
- - - - - - - - - - - - - - - - - - - - - - - - - -
ParalyzationTargetModifierNotes
Fear
Horror
Madness
+ +
+ + + + + + + + + + + + + + + + + + + + + + +
Domain
Power
Maint.
Cost
TreasuryCourt
Maint.
Bloodline
Strength
Bloodline
Derivation
Curr Regency
Points
Diplomacy
Effects
+
+ + + + + + + + + + + + + + + + + + + + + +
Domain
Power
Maint.
Cost
TreasuryCourt
Maint.
Bloodline
Strength
Bloodline
Derivation
Curr Regency
Points
Diplomacy
Effects
+
+

+

Domain (Birthright):

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
Name of
Domain
Name of
Province
Province
Rating
Magic
Rating
Castle
Court
Taxes
Level
Taxes
Collected
LoyaltyRegency
Collected
 
+ + + + + + + + + + + + + + + + + + + + + + + + + +
LawCollectedFortificationTemplesCollectedFortificationGuildsCollectedFortificationSources
+
+

Province Information:

+ +
+
+
+ + + + + + + + + + + + + + + + + + + + + + + +
Name of
Domain
Name of
Province
Province
Rating
Magic
Rating
Castle
Court
Taxes
Level
Taxes
Collected
LoyaltyRegency
Collected
 
+ + + + + + + + + + + + + + + + + + + + + + + + + +
LawCollectedFortificationTemplesCollectedFortificationGuildsCollectedFortificationSources
+
+

Province Information:

+ +
+
+
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-

Magic Resistance

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-
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Magic ResistTargetModifierNotes
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Save and Magic Resistance Details:

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Character Points:


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GainedSpentLeft
Race
Class
N.W.P.
Weapon
Bonus
Level
Traits
Disadvantage
Totals
- -
-
-
- -

- - - - - - - - - - - - - - - - - - - - - - -
Domain
Power
Maint.
Cost
TreasuryCourt
Maint.
Bloodline
Strength
Bloodline
Derivation
Curr Regency
Points
Diplomacy
Effects
-
- - - - - - - - - - - - - - - - - - - - -
Domain
Power
Maint.
Cost
TreasuryCourt
Maint.
Bloodline
Strength
Bloodline
Derivation
Curr Regency
Points
Diplomacy
Effects


-

Domain (Birthright):




- - - - - - - - - - - - - - - - - - - - - - - -
Name of
Domain
Name of
Province
Province
Rating
Magic
Rating
Castle
Court
Taxes
Level
Taxes
Collected
LoyaltyRegency
Collected
 

/

- - - - - - - - - - - - - - - - - - - - - - - - -
LawCollectedFortificationTemplesCollectedFortificationGuildsCollectedFortificationSources
-

Province Information:




-
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Name of
Domain
Name of
Province
Province
Rating
Magic
Rating
Castle
Court
Taxes
Level
Taxes
Collected
LoyaltyRegency
Collected
 

/

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LawCollectedFortificationTemplesCollectedFortificationGuildsCollectedFortificationSources
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Province Information:




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Attributes



- -
- Standard  - Player's Option

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Ability Scores

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Ability
Score
Hit
Probability
Damage
Adjustment
Weight
Allowance
Maximum
Press
Open
Door
Bend Bars/
Lift Gate
Notes
%
Ability
Score
Reaction
Adjustment
Missile Attack
Adjustment
Defensive
Adjustment
Notes
Ability
Score
Hit Point
Adjustment
System
Shock
Resurrection
Survival
Poison
Save
RegenerationNotes
%%
Ability
Score
Number of
Languages
Maximum
Spell Level
Change to
Learn Spell
Max. # of
Spells/Level
Illusion
Immunity
Notes
%
Ability
Score
Magical Def
Adjustment
Bonus
Priest Spells
Clerical
Spell Failure
Spell
Immunity
Notes
%
Ability
Score
Maximum Number
of Henchmen
Loyalty
Base
Reaction
Adjustment
Notes
Ability
Score
Reaction
Adjustment Bonus
Notes
**Optional**
Comeliness
-
- - - - - - - - - - - - - - - - - - - -
Ability
Score
Notes
-
-
- -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hit
Probability
Damage
Adjustment
Weight
Allowance
Maximum
Press
Open
Door
Bend Bars/
Lift Gate
Notes
%
Reaction
Adjustment
Missile Attack
Adjustment
Defensive
Adjustment
Notes
Hit Point
Adjustment
System
Shock
Resurrection
Survival
Poison
Save
RegenerationNotes
%
%
Number of
Languages
Maximum
Spell Level
Change to
Learn Spell
Max. # of
Spells/Level
Illusion
Immunity
Notes
% -
Magical Def
Adjustment
Bonus
Priest Spells
Clerical
Spell Failure
Spell
Immunity
Notes
%
Maximum Number
of Henchmen
Loyalty
Base
Reaction
Adjustment
Notes
-
- -

Notes


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Rule set

-
+
+

Attributes

+
+ +
+ Standard  + Player's Option

+ + +

Ability Scores

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Ability
Score
Hit
Probability
Damage
Adjustment
Weight
Allowance
Maximum
Press
Open
Door
Bend Bars/
Lift Gate
Notes
%
Ability
Score
Reaction
Adjustment
Missile Attack
Adjustment
Defensive
Adjustment
Notes
Ability
Score
Hit Point
Adjustment
System
Shock
Resurrection
Survival
Poison
Save
RegenerationNotes
%%
Ability
Score
Number of
Languages
Maximum
Spell Level
Change to
Learn Spell
Max. # of
Spells/Level
Illusion
Immunity
Notes
%
Ability
Score
Magical Def
Adjustment
Bonus
Priest Spells
Clerical
Spell Failure
Spell
Immunity
Notes
%
Ability
Score
Maximum Number
of Henchmen
Loyalty
Base
Reaction
Adjustment
Notes
Ability
Score
Reaction
Adjustment Bonus
Notes
**Optional**
Comeliness
+
+ + + + + + + + + + + + + + + + + + + +
Ability
Score
Notes
+
+
+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Hit
Probability
Damage
Adjustment
Weight
Allowance
Maximum
Press
Open
Door
Bend Bars/
Lift Gate
Notes
%
Reaction
Adjustment
Missile Attack
Adjustment
Defensive
Adjustment
Notes
Hit Point
Adjustment
System
Shock
Resurrection
Survival
Poison
Save
RegenerationNotes
%
%
Number of
Languages
Maximum
Spell Level
Change to
Learn Spell
Max. # of
Spells/Level
Illusion
Immunity
Notes
% +
Magical Def
Adjustment
Bonus
Priest Spells
Clerical
Spell Failure
Spell
Immunity
Notes
%
Maximum Number
of Henchmen
Loyalty
Base
Reaction
Adjustment
Notes
+
+ +
+

Notes

+ +
+
+ +
+

Rule set

+

Standard  Player's Option @@ -1370,65 +1428,65 @@ - +
-

Select armor opponent is wearing for bonuses/penalties

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Banded
Mail
|Brigandine|Chain
Mail
|Field
Plate
|Full
Plate
|Leather, Hide,
& Padded
|Plate Mail /
Bronze Plate Mail
|Ring
Mail
|Scale
Mail
|Splint
Mail
|Studded
Leather
- + + Banded
Mail + | + Brigandine + | + Chain
Mail + | + Field
Plate + | + Full
Plate + | + Leather, Hide,
& Padded + | + Plate Mail /
Bronze Plate Mail + | + Ring
Mail + | + Scale
Mail + | + Splint
Mail + | + Studded
Leather + + + + + + + + + + + + + + + + + + + + + + + + + + + - - +
- + +
+ + + + + + + + + + + + +
+
Melee  Ranged

-

You can use + to denote different sources for bonuses.

-
-
@@ -1561,11 +1632,7 @@

-

Melee Damage

-
-

You can use + to denote different sources for bonuses.

-
-
+

Melee Damage

@@ -1610,14 +1677,11 @@
Str

-

Specializing in a melee weapon grants: +1/+2 and extra attacks

-
-

Special Abilities and Attacks

+

Special Abilities and Attacks


-

Weapon Notes

-
-
+

Weapon Notes

+
@@ -1736,11 +1800,10 @@

- -

Ammunition

-

You can use + to denote different sources for bonuses.

+

+

Ammunition

@@ -1785,13 +1848,10 @@
Str

-

Specializing in a bow or crossbow grants: An additional range category, Point-blank: +2/+0 and extra attacks

-
-

Special Abilities and Attacks

-

-

Weapon Notes

-
-
+

Special Abilities and Attacks

+ +

Weapon Notes

+
@@ -1799,9 +1859,6 @@ Ranged

-

You can use + to denote different sources for bonuses.

-
-
@@ -1905,11 +1962,7 @@

-

Melee Damage

-
-

You can use + to denote different sources for bonuses.

-
-
+

Melee Damage

@@ -1969,13 +2022,10 @@
Str

-

Special Abilities and Attacks

-
+

Special Abilities and Attacks

-
-

Weapon Notes

-
-
+

Weapon Notes

+
@@ -2102,12 +2152,10 @@

- -

Ammunition

-
-

You can use + to denote different sources for bonuses.

+

+

Ammunition

@@ -2180,36 +2228,33 @@

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Special Abilities and Attacks

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+

Special Abilities and Attacks

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-

Weapon Notes

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+

Weapon Notes

-
-

Rogue Skills

-

+
+

Rogue Skills

+
-
+
Standard  - S.P./D.S.

+ S.P./D.S. +
+
-

Backstab Multiplier:

+    -

Please input or select a macro here:

- + + +

-
-

Standard

-
-
+

Standard

@@ -2245,7 +2290,7 @@ - + @@ -2262,7 +2307,7 @@ - + @@ -2279,7 +2324,7 @@ - + @@ -2296,7 +2341,7 @@ - + @@ -2313,7 +2358,7 @@ - + @@ -2330,7 +2375,7 @@ - + @@ -2347,7 +2392,7 @@ - + @@ -2364,7 +2409,7 @@ - + @@ -2390,50 +2435,50 @@
% % %% % %% % %% % %% % %% % %% % %% % %% % %% % %% % %% % %% % %% % %% % %% % %
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Leather ArmorNo ArmorHeavy Armor
Find/Remove TrapsBaseRaceDexKitMagicLevelTotalBonusTotalPenaltyTotal
%%%%%%%%%%%
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Leather ArmorNo ArmorHeavy Armor
Find/Remove TrapsBaseRaceDexKitMagicLevelTotalBonusTotalPenaltyTotal
%%%%%%%%%%%

@@ -2725,14 +2770,11 @@
-
-

Skill and Powers / Dark Sun

-
-

**Do not apply "No Armor" bonuses! Only apply Armor Penalties!

-
+

Skill and Powers / Dark Sun

+ @@ -2847,6152 +2889,6384 @@
-
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Turning Tables

Deity name

Hit Dice or Type
of Undead
Level of Priest †
Standard rolls - - - - -
Custom rolls
-
-
- -
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

Turning Tables


Deity name
Hit Dice or Type
of Undead
Level of Priest †
Standard rolls + + + + +
Custom rolls
+
+
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hit Dice or Type
of Undead
Level of Priest †
Standard rolls - - - - -
Custom rolls
-
-
-
-
- - - - - - - - - - - - - -
*An additional 2d4 creatures of this type are turned.
**Special creates include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.
†Paladins turn undead as priests who are two levels lower.
-
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Hit Dice or Type
of Undead
Level of Priest †
Standard rolls + + + + +
Custom rolls
+
+
+
+
+ + + + + + + + + + + + + +
*An additional 2d4 creatures of this type are turned.
**Special creates include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.
†Paladins turn undead as priests who are two levels lower.
+
-
-
-

Proficiencies, Languages, Skills, and Talents

-
-
-
-
-
- +
+

Proficiencies, Languages, Skills, and Talents

+
+
+
+
+
+ + + + + + + + + + + + + +
Weapon Proficiencies
Macro / NumberTotal slots
+ +
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + +
WeaponSlotsExSpMHMGMCW
+
+
+

Traits

+
+ + + + + + +
± + +
+
+
+

Disadvantages

+
+ + + + + + +
± + +
+
+
+

Proficiency notes

+ +
+
+ + + + + + + + + + + + + + +
Nonweapon Proficiencies
Macro / NumberTotal slots
+ +
+
+
+ + + + + + + + + + + + + + + + + + + + + +
ProficiencySlotsAbility ScoreModifier
±
+
+
+

Languages

+
+ + + + + + + + + +
LanguageReading/Writing
+
+
+

Proficiency notes

+ +
+
+
+
+ +
+

Spells

+
+ + Wizard  + Priest + Powers +

+ +
+

Spell Levels

+
+ + Level 1  + Level 2  + Level 3  + Level 4  + Level 5

+ Level 6  + Level 7  + Level 8  + Level 9  + Level 10

+ Level 11  + Level 12  + Level 13  + Level 14  + Level 15 +

+ + Spell Points & Arc - Player's Option: Spells & Magic +
+ + + + + + + + + + + + + + + + + + + +
LevelSpecialistIntelligenceTotal|Remaining
Spell Points|
+ + +
+ + + + + + + + + + + + +
TotalRemaining
Arc
+ + +
+
+ + + + + + + +
Wizard caster level
+
+ + + +
+ +
+ + + + + + + + + + + + + + + + + + + +
LevelSpecialistMisc.Total/Max
Spell Slots/
+ - + - - + + + - - + + +
Weapon ProficienciesAvailable to
Macro / NumberTotal slotsMemorize|Cast
|
- -
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - -
WeaponSlotsExSpMHMGMCW
-
-
-

Traits


-
- - - - - - -
± - -
-
-
-

Disadvantages


-
- - - - - - -
± - -
-
-
-

Proficiency notes

- + + + +

+ +
+

Spells Memorized and Spell Book

+
+

Spells Memorized

+
+
+
+ + + + + + + + +
Spell name:Casting time:
+ + + + + +
Cast / Memorized: /
+ + + + + +
Spell Points / Arc Used: /
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
+ + + + + +
+ +
+ +
+
+
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+

Spell Book

+ +
-
- + +
+
+ + + + + + + + + + + + + + + + + + +
LevelSpecialistMisc.Total/Max
Spell Slots/
+ - + - - + + + - - + + +
Nonweapon ProficienciesAvailable to
Macro / NumberTotal slotsMemorize|Cast
|
- -
-
-
- - - - - - - - - - - - + + + +

+ +
+

Spells Memorized and Spell Book

+
+

Spells Memorized

+
+
+
+
ProficiencySlotsAbility ScoreModifier
+ + + + + + + +
Spell name:Casting time:
+ + + + + +
Cast / Memorized: /
+ + + + + +
Spell Points / Arc Used: /
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
+ + + + + +
+ +
+ +
+
+
+ +
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+

Spell Book

+ +
+
+ +
+ + + + + + + + + + + + + + + + + + + +
LevelSpecialistMisc.Total/Max
Spell Slots/
+ + + + + + + + + + - - - - - - + + +
Available to
Memorize|Cast
±|
- + + + +

+ +
+

Spells Memorized and Spell Book

+
+

Spells Memorized

+
+
+
+ + + + + + + + +
Spell name:Casting time:
+ + + + + +
Cast / Memorized: /
+ + + + + +
Spell Points / Arc Used: /
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
+ + + + + +
+ +
+ +
+
+
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+

Spell Book

+ +
+
+ +
+ + + + + + + + + + + + + + + + + + + +
LevelSpecialistMisc.Total/Max
Spell Slots/
+ + + + + + + + + + + + + + + + +
Available to
Memorize|Cast
|
+ + + +

+ +
+

Spells Memorized and Spell Book

+
+

Spells Memorized

+
+
+
+ + + + + + + + +
Spell name:Casting time:
+ + + + + +
Cast / Memorized: /
+ + + + + +
Spell Points / Arc Used: /
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
+ + + + + +
+ +
+ +
+
+
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+

Spell Book

+ +
+
+ +
+ + + + + + + + + + + + + + + + + + + +
LevelSpecialistMisc.Total/Max
Spell Slots/
+ + + + + + + + + + + + + + + + +
Available to
Memorize|Cast
|
+ + + +

+ +
+

Spells Memorized and Spell Book

+
+

Spells Memorized

+
+
+
+ + + + + + + + +
Spell name:Casting time:
+ + + + + +
Cast / Memorized: /
+ + + + + +
Spell Points / Arc Used: /
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
+ + + + + +
+ +
+ +
+
+
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+

Spell Book

+ +
+
+ +
+ + + + + + + + + + + + + + + + + + + +
LevelSpecialistMisc.Total/Max
Spell Slots/
+ + + + + + + + + + + + + + + + +
Available to
Memorize|Cast
|
+ + + +

+ + +
+

Spells Memorized and Spell Book

+
+

Spells Memorized

+
+
+
+ + + + + + + + +
Spell name:Casting time:
+ + + + + +
Cast / Memorized: /
+ + + + + +
Spell Points / Arc Used: /
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
+ + + + + +
+ +
+ +
+
+
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+

Spell Book

+ +
+
+ +
+ + + + + + + + + + + + + + + + + + + +
LevelSpecialistMisc.Total/Max
Spell Slots/
+ + + + + + + + + + + + + + + + +
Available to
Memorize|Cast
|
+ + + + +

+ +
+

Spells Memorized and Spell Book

+
+

Spells Memorized

+
+
+
+ + + + + + + + +
Spell name:Casting time:
+ + + + + +
Cast / Memorized: /
+ + + + + +
Spell Points / Arc Used: /
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
+ + + + + +
+ +
+ +
+
+
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+

Spell Book

+ +
+
+ +
+ + + + + + + + + + + + + + + + + + + +
LevelSpecialistMisc.Total/Max
Spell Slots/
+ + + + + + + + + + + + + + + + +
Available to
Memorize|Cast
|
+ + + + +

+ +
+

Spells Memorized and Spell Book

+
+

Spells Memorized

+
+
+
+ + + + + + + + +
Spell name:Casting time:
+ + + + + +
Cast / Memorized: /
+ + + + + +
Spell Points / Arc Used: /
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
+ + + + + +
+ +
+ +
+
+
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+

Spell Book

+ +
+
+ +
+ + + + + + + + + + + + + + + + + + + +
LevelSpecialistMisc.Total/Max
Spell Slots/
+ + + + + + + + + + + + + + + + +
Available to
Memorize|Cast
|
+ + + + +

+ +
+

Spells Memorized and Spell Book

+
+

Spells Memorized

+
+
+
+ + + + + + + + +
Spell name:Casting time:
+ + + + + +
Cast / Memorized: /
+ + + + + +
Spell Points / Arc Used: /
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
+ + + + + +
+ +
+ +
+
+
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+

Spell Book

+ +
+
+ +
+ + + + + + + + + + + + + + + + + + + +
LevelSpecialistMisc.Total/Max
Spell Slots/
+ + + + + + + + + + + + + + + + +
Available to
Memorize|Cast
|
+ + + + +

+ +
+

Spells Memorized and Spell Book

+
+

Spells Memorized

+
+
+
+ + + + + + + + +
Spell name:Casting time:
+ + + + + +
Cast / Memorized: /
+ + + + + +
Spell Points / Arc Used: /
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
+ + + + + +
+ +
+ +
+
+
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+

Spell Book

+ +
+
+ +
+ + + + + + + + + + + + + + + + + + + +
LevelSpecialistMisc.Total/Max
Spell Slots/
+ + + + + + + + + + + + + + + + +
Available to
Memorize|Cast
|
+ + + + +

+ +
+

Spells Memorized and Spell Book

+
+

Spells Memorized

+
+
+
+ + + + + + + + +
Spell name:Casting time:
+ + + + + +
Cast / Memorized: /
+ + + + + +
Spell Points / Arc Used: /
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
+ + + + + +
+ +
+ +
+
+
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+

Spell Book

+ +
+
+ +
+ + + + + + + + + + + + + + + + + + + +
LevelSpecialistMisc.Total/Max
Spell Slots/
+ + + + + + + + + + + + + + + + +
Available to
Memorize|Cast
|
+ + + + +

+ +
+

Spells Memorized and Spell Book

+
+

Spells Memorized

+
+
+
+ + + + + + + + +
Spell name:Casting time:
+ + + + + +
Cast / Memorized: /
+ + + + + +
Spell Points / Arc Used: /
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
+ + + + + +
+ +
+ +
+
+
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+

Spell Book

+ +
+
+ +
+ + + + + + + + + + + + + + + + + + + +
LevelSpecialistMisc.Total/Max
Spell Slots/
+ + + + + + + + + + + + + + + + +
Available to
Memorize|Cast
|
+ + + + +

+ +
+

Spells Memorized and Spell Book

+
+

Spells Memorized

+
+
+
+ + + + + + + + +
Spell name:Casting time:
+ + + + + +
Cast / Memorized: /
+ + + + + +
Spell Points / Arc Used: /
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
+ + + + + +
+ +
+ +
+
+
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+

Spell Book

+ +
+
+ +
+ + + + + + + + + + + + + + + + + + + +
LevelSpecialistMisc.Total/Max
Spell Slots/
+ + + + + + + + + + + + + + + + +
Available to
Memorize|Cast
|
+ + + + +

+ +
+

Spells Memorized and Spell Book

+
+

Spells Memorized

+
+
+
+ + + + + + + + +
Spell name:Casting time:
+ + + + + +
Cast / Memorized: /
+ + + + + +
Spell Points / Arc Used: /
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
+ + + + + +
+ +
+ +
+
+
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+

Spell Book

+ +
+
+ +
+ + + + + + + + + + + + + + + + + + + +
LevelSpecialistMisc.Total/Max
Spell Slots/
+ + + + + + + + + + + + + + + + +
Available to
Memorize|Cast
|
+ + + + +

+ +
+

Spells Memorized and Spell Book

+
+

Spells Memorized

+
+
+
+ + + + + + + + +
Spell name:Casting time:
+ + + + + +
Cast / Memorized: /
+ + + + + +
Spell Points / Arc Used: /
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
+ + + + + +
+ +
+ +
+
+
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+

Spell Book

+ +
+
+
+ +
+

Spell Levels

+
+ + Level 1  + Level 2  + Level 3  + Level 4  + Level 5

+ Level 6  + Level 7  + Quest

+ + Spell Points & Wind - Player's Option: Spells & Magic +
+ + + + + + + + + + + + + + + + + +
LevelWisdomTotal|Remaining
Spell Points|
+ +
-

Languages

-
- - - - + +
LanguageReading/Writing
+ + + + - - - + + + +
TotalRemaining
Wind
-
-

Proficiency notes

- + + +
+
+ + + + + + + +
Priest caster level
+
+ + +
-
-
-
-
-

Spells



+
+
+ Show Spheres of Influence: +
+ Major: +
+ Minor: +
+
-Wizard  -Priest -Powers

- -

Spell Levels



- -Level 1  -Level 2  -Level 3  -Level 4  -Level 5

-Level 6  -Level 7  -Level 8  -Level 9  -Level 10

-Level 11  -Level 12  -Level 13  -Level 14  -Level 15 -

- - Spell Points & Arc - Player's Option: Spells & Magic -
- - - - - - - - - - - - - - - - - - - -
LevelSpecialistIntelligenceTotal|Remaining
Spell Points|
- - -
- - - - - - - - - - - - -
TotalRemaining
Arc
- - -
-
- - - - - - - -
Wizard caster level
-
- - - -
- -
- - - - - - - - - - - - - - - - - - - -
LevelSpecialistMisc.Total/Max
Spell Slots/
- - - - - - - - - - - - - - - - -
Available to
Memorize|Cast
|
- - - -

- -
-

Spells Memorized and Spell Book

-
-

Spells Memorized

-
-
-
-
-
- +
+ +
+ + +
+
+
+
- - - - - + + + + + + + + + + + +
Spell name:Casting time:LevelWisdomMisc.Total
Spell Slots
- +
+ - - + + + + + + + + + + + +
Cast / Memorized: / Available to
Memorize|Cast
|
- + + + +

+ +
+

Spells Memorized and Spell Book

+
+

Spells Memorized

+
+
+
+
+ + + + + + + +
Spell name:Casting time:
+ + + + + +
Cast / Memorized: /
+ + + + + +
Spell Points / Wind Used: /
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Sphere: + + + School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
+ + + + + +
+ +
+ +
+
+
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+

Spell Book

+ +
+
+ +
+ +
+ + +
+
+
+ - - + + + + + + + + + + + +
Spell Points / Arc Used: / LevelWisdomMisc.Total
Spell Slots
- - +
+ - - - - - - + - - - - - - + + + + - - - - - - - - - - - - - - + + +
Level:School:Compoenets:Available to
Range:Area of Effect:Duration:Memorize|Cast
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:|
- + + + +

+ +
+

Spells Memorized and Spell Book

+
+

Spells Memorized

+
+
+
+
+ + + + + + + +
Spell name:Casting time:
+ + + + + +
Cast / Memorized: /
+ + + + + +
Spell Points / Wind Used: /
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Sphere: + + + School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
+ + + + + +
+ +
+ +
+
+
+ +
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+

Spell Book

+ +
+
+ +
+ +
+ + +
+
+
+ - - + + + + + + + + + + + +
- -
- -
LevelWisdomMisc.Total
Spell Slots
-
-
- -
-
-
-
- +
+ - + - + + + + - - - - - - - - - - + + +
Available to

Cast Today:    

/

Memorize|Cast

SP / Arc Used:

/

-

Casting Time:

- -
- - |
-
-
-
-
-
- + + + +

+ +
+

Spells Memorized and Spell Book

+
+

Spells Memorized

+
+
+
+
+ + + + + + + +
Spell name:Casting time:
+ + + + + +
Cast / Memorized: /
+ + + + + +
Spell Points / Wind Used: /
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Sphere: + + + School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
+ + + + + +
+ +
+ +
+
+
+ +
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+

Spell Book

+ +
+
+ +
+ +
+ + +
+
+
+ - + + + + + - - - - - - - - - - - - - + + + + +
LevelWisdomMisc.Total

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- - Spell Slots
-
- -
-
-
- +
+ - + - + + + + - - - - - - - - - - + + +
Available to

Cast Today:    

/

Memorize|Cast

SP / Arc Used:

/

-

Casting Time:

- -
- - |
-
-
-
-
-
-

Spell Book

- - - - -
- - - - - - - - - - - - - - - - - - - -
LevelSpecialistMisc.Total/Max
Spell Slots/
- - - - - - - - - - - - - - - - -
Available to
Memorize|Cast
|
- - - -

+ + -
-

Spells Memorized and Spell Book

-
-

Spells Memorized

-
-
-
-
-
- - - - - - - - -
Spell name:Casting time:
- - - - - -
Cast / Memorized: /
- - - - - -
Spell Points / Arc Used: /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
- - - - - -
- -
- -
-
+

+ +
+

Spells Memorized and Spell Book

+
+

Spells Memorized

+
+
+
+ + + + + + + + +
Spell name:Casting time:
+ + + + + +
Cast / Memorized: /
+ + + + + +
Spell Points / Wind Used: /
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Sphere: + + + School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
+ + + + + +
+ +
+ +
+
+
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+

Spell Book

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

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
-

Spell Book

- -
-
- -
- - - - - - - - - - - - - - - - - - - -
LevelSpecialistMisc.Total/Max
Spell Slots/
- - - - - - - - - - - - - - - - -
Available to
Memorize|Cast
|
- - - -

-
-

Spells Memorized and Spell Book

-
-

Spells Memorized

-
-
-
-
-
- - - - - - - - -
Spell name:Casting time:
- - - - - -
Cast / Memorized: /
- - - - - -
Spell Points / Arc Used: /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
- - - - - -
- -
- -
-
+
+ +
+ + +
+
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
-

Spell Book

- -
-
- -
- - - - - - - - - - - - - - - - - - - -
LevelSpecialistMisc.Total/Max
Spell Slots/
- - - - - - - - - - - - - - - - -
Available to
Memorize|Cast
|
- - - -

+ + + + + + + + + + + + + + + +
LevelWisdomMisc.Total
Spell Slots
+ + + + + + + + + + + + + + + + +
Available to
Memorize|Cast
|
+ + -
-

Spells Memorized and Spell Book

-
-

Spells Memorized

-
-
-
-
-
- - - - - - - - -
Spell name:Casting time:
- - - - - -
Cast / Memorized: /
- - - - - -
Spell Points / Arc Used: /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
- - - - - -
- -
- -
-
+

+ +
+

Spells Memorized and Spell Book

+
+

Spells Memorized

+
+
+
+ + + + + + + + +
Spell name:Casting time:
+ + + + + +
Cast / Memorized: /
+ + + + + +
Spell Points / Wind Used: /
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Sphere: + + + School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
+ + + + + +
+ +
+ +
+
+
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+

Spell Book

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

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- - /td> -
-
-
-
-
-
-

Spell Book

- -
-
- -
- - - - - - - - - - - - - - - - - - - -
LevelSpecialistMisc.Total/Max
Spell Slots/
- - - - - - - - - - - - - - - - -
Available to
Memorize|Cast
|
- - - -

-
-

Spells Memorized and Spell Book

-
-

Spells Memorized

-
-
-
-
-
- - - - - - - - -
Spell name:Casting time:
- - - - - -
Cast / Memorized: /
- - - - - -
Spell Points / Arc Used: /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
- - - - - -
- -
- -
-
+
+ +
+ + +
+
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
-

Spell Book

- -
-
- -
- - - - - - - - - - - - - - - - - - - -
LevelSpecialistMisc.Total/Max
Spell Slots/
- - - - - - - - - - - - - - - - -
Available to
Memorize|Cast
|
- - + + + + + + + + + + + + + + + +
LevelWisdomMisc.Total
Spell Slots
+ + + + + + + + + + + + + + + + +
Available to
Memorize|Cast
|
+ + -

+

- -
-

Spells Memorized and Spell Book

-
-

Spells Memorized

-
-
-
-
-
- - - - - - - - -
Spell name:Casting time:
- - - - - -
Cast / Memorized: /
- - - - - -
Spell Points / Arc Used: /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
- - - - - -
- -
- -
-
+
+

Spells Memorized and Spell Book

+
+

Spells Memorized

+
+
+
+ + + + + + + + +
Spell name:Casting time:
+ + + + + +
Cast / Memorized: /
+ + + + + +
Spell Points / Wind Used: /
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Sphere: + + + School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
+ + + + + +
+ +
+ +
+
+
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+

Spell Book

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

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
-

Spell Book

- -
-
- -
- - - - - - - - - - - - - - - - - - - -
LevelSpecialistMisc.Total/Max
Spell Slots/
- - - - - - - - - - - - - - - - -
Available to
Memorize|Cast
|
- - - -

- -
-

Spells Memorized and Spell Book

-
-

Spells Memorized

-
-
-
-
-
- - - - - - - - -
Spell name:Casting time:
- - - - - -
Cast / Memorized: /
- - - - - -
Spell Points / Arc Used: /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
- - - - - -
- -
- -
-
+
+ +
+ + +
+
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
-

Spell Book

- -
-
- -
- - - - - - - - - - - - - - - - - - - -
LevelSpecialistMisc.Total/Max
Spell Slots/
- - - - - - - - - - - - - - - - -
Available to
Memorize|Cast
|
- - + + + + + + + + + + + + + + + +
LevelWisdomMisc.Total
Spell Slots
+ + + + + + + + + + + + + + + + +
Available to
Memorize|Cast
|
+ + - -

+

-
-

Spells Memorized and Spell Book

-
-

Spells Memorized

-
-
-
-
-
- - - - - - - - -
Spell name:Casting time:
- - - - - -
Cast / Memorized: /
- - - - - -
Spell Points / Arc Used: /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
- - - - - -
- -
- -
-
+
+

Spells Memorized and Spell Book

+
+

Spells Memorized

+
+
+
+ + + + + + + + +
Spell name:Casting time:
+ + + + + +
Cast / Memorized: /
+ + + + + +
Spell Points / Wind Used: /
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Sphere: + + + School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
+ + + + + +
+ +
+ +
+
+
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+

Spell Book

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

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
-

Spell Book

- -
-
- -
- - - - - - - - - - - - - - - - - - - -
LevelSpecialistMisc.Total/Max
Spell Slots/
- - - - - - - - - - - - - - - - -
Available to
Memorize|Cast
|
- - - -

+
+ + + + + + + + + + + + + + + +
LevelWisdomMisc.Total
Spell Slots
+ + + + + + + + + + + + + + + + +
Available to
Memorize|Cast
|
+ + -
-

Spells Memorized and Spell Book

-
-

Spells Memorized

-
-
-
-
-
- - - - - - - - -
Spell name:Casting time:
- - - - - -
Cast / Memorized: /
- - - - - -
Spell Points / Arc Used: /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
- - - - - -
- -
- -
-
+

+ +
+

Spells Memorized and Spell Book

+
+

Spells Memorized

+
+
+
+ + + + + + + + +
Spell name:Casting time:
+ + + + + +
Cast / Memorized: /
+ + + + + +
Spell Points / Wind Used: /
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Sphere: + + + School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
+ + + + + +
+ +
+ +
+
+
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+

Spell Book

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

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-

Spell Book

- -
-
- -
- - - - - - - - - - - - - - - - - - - -
LevelSpecialistMisc.Total/Max
Spell Slots/
- - - - - - - - - - - - - - - - -
Available to
Memorize|Cast
|
- - - -

+
+ + + + + + + + + + + +
Powers Available|Powers Remaining
|
+ +
+ +
-
-

Spells Memorized and Spell Book

-
-

Spells Memorized

-
-
-
-
-
- - - - - - - - -
Spell name:Casting time:
- - - - - -
Cast / Memorized: /
- - - - - -
Spell Points / Arc Used: /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
- - - - - -
- -
- -
-
+

+ +
+

Granted Powers

+
+

Abilities

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

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
- -
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
+
+

Powers List

+
-
-

Spell Book

- +
+ Spell Memorization & Casting + Memorization +
    +
  • Requires a clear mind from a restful night's sleep. (PHB p. 107)
  • +
  • 10 minutes of study/prayer per level of the spell. Ie. 1st-level: 10 minutes, 2nd-level: 20 minutes, and so on. (PHB p. 107)
  • +
  • Spells stay memorized until cast or wiped from the mind. A wizard/priest cannot choose to forget a memorized spell to replace it. (PHB p. 107)
  • +
  • Reversable spells must be memorized as the desired version (PHB p. 113-114)
  • +
  • Scrolls require no memorization or material components to cast (PHB p. 144 / DMG p. 118)
  • +
+ Casting +
    +
  • 1 Round ~ 1 minute. 10 Rounds = 1 Turn. (PHB p. 122)
  • +
  • 1 Turn ~ 10 minute. 6 Turns ~ 1 Hour. (PHB p. 122)
  • +
  • Material spell components are consumed/destroyed/expended when the spell is cast, unless specifically noted otherwise (PHB p. 113-114)
  • +
  • Priest holy symbols are not lost when a spell is cast (PHB p. 114)
  • +
  • Casting from Scrolls +
      +
    • Scrolls have a read time equal to the inscribed spell's cast time (PHB p. 125 / DMG p. 196)
    • +
    • Scrolls are cast at the level at which they were inscribed (DMG p. 196)
    • +
    • Casting scrolls containing spells of a higher level than spell-user can cast incurs a 5% failure rate per level between the character's present level and the level at which the spell could be cast (DMG p. 196)
    • +
    • No adverse effects associated with casting the spell are suffered by the reader. These requirements or penalties have already been fulfilled or suffered by the creator of the scroll (DMG p. 196)
    • +
    • Generally only wizards can cast wizard scrolls and priest cast priest scrolls (DMG p. 196)
    • +
    • 10th level Thiefs can cast scrolls with a 25% failure rate (PHB p. 57-58)
    • +
    • 10th level Bards can cast scrolls with a 15% failure rate (PHB p. 61)
    • +
    • All classes can read and cast Protection Scrolls (DMG p. 196)
    • +
    +
  • +
+
+
+ Spell Books & Learning new spells + Spell Books +
    +
  • A spell requires its level plus 0–5 (1d6-1) additional pages (DMG p. 63)
  • +
  • One spell book page cost 50 GP (DMG p. 63)
  • +
  • Maximum spell book sizes: Standard 100 pages; Traveling 50 pages; Scrolls 25 pages (DMG p. 63)
  • +
  • A wizard can never have a spell in his book that he does not know (PHB p. 107)
  • +
+ Learning new spells +
    +
  • Wizard scrolls require a read magic spell to decipher (PHB p. 144)
  • +
  • A wizard cannot learn a spell that is higher level than he can cast (PHB p. 107)
  • +
  • A check is made to see if a spell can be learned. If it fails, another check can be made after the wizard advances to the next level (provided the wizard still has access to the spell) (PHB p. 22)
  • +
  • Both versions of a Reversable spell is recorded in the wizard's spell book (PHB p. 168)
  • +
  • Standard time required to add a spell to a spell book: One to two days per spell level of spell being entered (DMG p. 62)
  • +
  • Learning from Scrolls (Scroll Research) +
      +
    • The time and cost required is halfed (DMG p. 61)
    • +
    • Scroll Research can never be done in an adventuring situtation. The wizard must have carefully controlled conditions to even attempt it. (DMG p. 61)
    • +
    • Regardless of success or failure of the research, the scroll is destroyed. (DMG p. 61)
    • +
    +
  • +
+
-
- -
- - - - - - - - - - - - - - - - - - - -
LevelSpecialistMisc.Total/Max
Spell Slots/
- - - - - - - - - - - - - - - - -
Available to
Memorize|Cast
|
- - - -

- -
-

Spells Memorized and Spell Book

-
-

Spells Memorized

-
-
-
-
-
- - - - - - - - -
Spell name:Casting time:
- - - - - -
Cast / Memorized: /
- - - - - -
Spell Points / Arc Used: /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
- - - - - -
- -
- -
-
-
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
-

Spell Book

- -
-
- -
- - - - - - - - - - - - - - - - - - - -
LevelSpecialistMisc.Total/Max
Spell Slots/
- - - - - - - - - - - - - - - - -
Available to
Memorize|Cast
|
- - - - -

- -
-

Spells Memorized and Spell Book

-
-

Spells Memorized

-
-
-
-
-
- - - - - - - - -
Spell name:Casting time:
- - - - - -
Cast / Memorized: /
- - - - - -
Spell Points / Arc Used: /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
- - - - - -
- -
- -
-
-
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
-

Spell Book

- -
-
- -
- - - - - - - - - - - - - - - - - - - -
LevelSpecialistMisc.Total/Max
Spell Slots/
- - - - - - - - - - - - - - - - -
Available to
Memorize|Cast
|
- - - - -

- -
-

Spells Memorized and Spell Book

-
-

Spells Memorized

-
-
-
-
-
- - - - - - - - -
Spell name:Casting time:
- - - - - -
Cast / Memorized: /
- - - - - -
Spell Points / Arc Used: /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
- - - - - -
- -
- -
-
-
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
-

Spell Book

- -
-
- -
- - - - - - - - - - - - - - - - - - - -
LevelSpecialistMisc.Total/Max
Spell Slots/
- - - - - - - - - - - - - - - - -
Available to
Memorize|Cast
|
- - - - -

- -
-

Spells Memorized and Spell Book

-
-

Spells Memorized

-
-
-
-
-
- - - - - - - - -
Spell name:Casting time:
- - - - - -
Cast / Memorized: /
- - - - - -
Spell Points / Arc Used: /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
- - - - - -
- -
- -
-
-
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
-

Spell Book

- -
-
- -
- - - - - - - - - - - - - - - - - - - -
LevelSpecialistMisc.Total/Max
Spell Slots/
- - - - - - - - - - - - - - - - -
Available to
Memorize|Cast
|
- - - - -

- -
-

Spells Memorized and Spell Book

-
-

Spells Memorized

-
-
-
-
-
- - - - - - - - -
Spell name:Casting time:
- - - - - -
Cast / Memorized: /
- - - - - -
Spell Points / Arc Used: /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Level:School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
- - - - - -
- -
- -
-
-
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:    

/

SP / Arc Used:

/

-

Casting Time:

- -
- -
-
-
-
-
-
-

Spell Book

- -
-
-
- -

Spell Levels



- -Level 1  -Level 2  -Level 3  -Level 4  -Level 5

-Level 6  -Level 7  -Quest

- - Spell Points & Wind - Player's Option: Spells & Magic -
- - - - - - - - - - - - - - - - - -
LevelWisdomTotal|Remaining
Spell Points|
- - -
- - - - - - - - - - - - -
TotalRemaining
Wind
- - -
-
- - - - - - - -
Priest caster level
-
- - - -
- -
-
- Show Spheres of Influence: -
- Major: -
- Minor: -
-
- -
- -
- - -
-
-
- - - - - - - - - - - - - - - -
LevelWisdomMisc.Total
Spell Slots
- - - - - - - - - - - - - - - - -
Available to
Memorize|Cast
|
- - - -

- -
-

Spells Memorized and Spell Book

-
-

Spells Memorized

-
-
-
-
-
- - - - - - - - -
Spell name:Casting time:
- - - - - -
Cast / Memorized: /
- - - - - -
Spell Points / Wind Used: /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Sphere: - - - School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
- - - - - -
- -
- -
-
-
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:       

/

SP / Wind Used:

/

-

Casting Time:   

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:       

/

SP / Wind Used:

/

-

Casting Time:   

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:       

/

SP / Wind Used:

/

-

Casting Time:   

- -
- -
-
-
-
-
-
-

Spell Book

- -
-
- -
- -
- - -
-
-
- - - - - - - - - - - - - - - -
LevelWisdomMisc.Total
Spell Slots
- - - - - - - - - - - - - - - - -
Available to
Memorize|Cast
|
- - - -

- -
-

Spells Memorized and Spell Book

-
-

Spells Memorized

-
-
-
-
-
- - - - - - - - -
Spell name:Casting time:
- - - - - -
Cast / Memorized: /
- - - - - -
Spell Points / Wind Used: /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Sphere: - - - School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
- - - - - -
- -
- -
-
-
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:       

/

SP / Wind Used:

/

-

Casting Time:   

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:       

/

SP / Wind Used:

/

-

Casting Time:   

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:       

/

SP / Wind Used:

/

-

Casting Time:   

- -
- -
-
-
-
-
-
-

Spell Book

- -
-
- -
- -
- - -
-
-
- - - - - - - - - - - - - - - -
LevelWisdomMisc.Total
Spell Slots
- - - - - - - - - - - - - - - - -
Available to
Memorize|Cast
|
- - - -

- -
-

Spells Memorized and Spell Book

-
-

Spells Memorized

-
-
-
-
-
- - - - - - - - -
Spell name:Casting time:
- - - - - -
Cast / Memorized: /
- - - - - -
Spell Points / Wind Used: /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Sphere: - - - School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
- - - - - -
- -
- -
-
-
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:       

/

SP / Wind Used:

/

-

Casting Time:   

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:       

/

SP / Wind Used:

/

-

Casting Time:   

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:       

/

SP / Wind Used:

/

-

Casting Time:   

- -
- -
-
-
-
-
-
-

Spell Book

- -
-
- -
- -
- - -
-
-
- - - - - - - - - - - - - - - -
LevelWisdomMisc.Total
Spell Slots
- - - - - - - - - - - - - - - - -
Available to
Memorize|Cast
|
- - - -

- -
-

Spells Memorized and Spell Book

-
-

Spells Memorized

-
-
-
-
-
- - - - - - - - -
Spell name:Casting time:
- - - - - -
Cast / Memorized: /
- - - - - -
Spell Points / Wind Used: /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Sphere: - - - School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
- - - - - -
- -
- -
-
-
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:       

/

SP / Wind Used:

/

-

Casting Time:   

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:       

/

SP / Wind Used:

/

-

Casting Time:   

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:       

/

SP / Wind Used:

/

-

Casting Time:   

- -
- -
-
-
-
-
-
-

Spell Book

- -
-
- -
- -
- - -
-
-
- - - - - - - - - - - - - - - -
LevelWisdomMisc.Total
Spell Slots
- - - - - - - - - - - - - - - - -
Available to
Memorize|Cast
|
- - - -

- -
-

Spells Memorized and Spell Book

-
-

Spells Memorized

-
-
-
-
-
- - - - - - - - -
Spell name:Casting time:
- - - - - -
Cast / Memorized: /
- - - - - -
Spell Points / Wind Used: /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Sphere: - - - School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
- - - - - -
- -
- -
-
-
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:       

/

SP / Wind Used:

/

-

Casting Time:   

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:       

/

SP / Wind Used:

/

-

Casting Time:   

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:       

/

SP / Wind Used:

/

-

Casting Time:   

- -
- -
-
-
-
-
-
-

Spell Book

- -
-
- -
- -
- - -
-
-
- - - - - - - - - - - - - - - -
LevelWisdomMisc.Total
Spell Slots
- - - - - - - - - - - - - - - - -
Available to
Memorize|Cast
|
- - - -

- -
-

Spells Memorized and Spell Book

-
-

Spells Memorized

-
-
-
-
-
- - - - - - - - -
Spell name:Casting time:
- - - - - -
Cast / Memorized: /
- - - - - -
Spell Points / Wind Used: /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Sphere: - - - School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
- - - - - -
- -
- -
-
-
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:       

/

SP / Wind Used:

/

-

Casting Time:   

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:       

/

SP / Wind Used:

/

-

Casting Time:   

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:       

/

SP / Wind Used:

/

-

Casting Time:   

- -
- -
-
-
-
-
-
-

Spell Book

- -
-
- -
- -
- - -
-
-
- - - - - - - - - - - - - - - -
LevelWisdomMisc.Total
Spell Slots
- - - - - - - - - - - - - - - - -
Available to
Memorize|Cast
|
- - - -

- -
-

Spells Memorized and Spell Book

-
-

Spells Memorized

-
-
-
-
-
- - - - - - - - -
Spell name:Casting time:
- - - - - -
Cast / Memorized: /
- - - - - -
Spell Points / Wind Used: /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Sphere: - - - School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
- - - - - -
- -
- -
-
-
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:       

/

SP / Wind Used:

/

-

Casting Time:   

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:       

/

SP / Wind Used:

/

-

Casting Time:   

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:       

/

SP / Wind Used:

/

-

Casting Time:   

- -
- -
-
-
-
-
-
-

Spell Book

- -
-
- -
- - - - - - - - - - - - - - - -
LevelWisdomMisc.Total
Spell Slots
- - - - - - - - - - - - - - - - -
Available to
Memorize|Cast
|
- - - -

- -
-

Spells Memorized and Spell Book

-
-

Spells Memorized

-
-
-
-
-
- - - - - - - - -
Spell name:Casting time:
- - - - - -
Cast / Memorized: /
- - - - - -
Spell Points / Wind Used: /
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Sphere: - - - School:Compoenets:
Range:Area of Effect:Duration:
Damage:Damage type:Saving throw:
Healing:Materials:Book reference:
- - - - - -
- -
- -
-
-
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:       

/

SP / Wind Used:

/

-

Casting Time:   

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:       

/

SP / Wind Used:

/

-

Casting Time:   

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - - - - -

Cast Today:       

/

SP / Wind Used:

/

-

Casting Time:   

- -
- -
-
-
-
-
-
-

Spell Book

- -
-
-
- -
- - - - - - - - - - - -
Powers Available|Powers Remaining
|
- -
- -
- -

- -
-

Granted Powers

-
-

Abilities

-
-
-
-
-
- - - - - - - - - - - - - - - - -

Uses Today:    

/

-

Initiative:

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - -

Uses Today:    

/

-

Initiative:

- -
- -
-
-
-
-
-
- - - - - - - - - - - - - - - - -

Uses Today:    

/

-

Initiative:

- -
- -
-
-
-
-
-
-

Powers List

- - -
-
-
- Spell Memorization & Casting - Memorization - - Casting - -
-
- Spell Books & Learning new spells - Spell Books - - Learning new spells - -
-
-
- -

Psionics

-
+
+

Psionics

+

Psionic Core  Psionic S/P

-

Psionics Core

-

You can use + to denote different sources of bonuses.

+

Psionics Core


-

Telepathy Devotions


+

Telepathy Devotions

    @@ -9010,7 +9284,7 @@
    -

    Telepathy Sciences


    +

    Telepathy Sciences

    @@ -9031,7 +9305,7 @@
    -

    Psychokinesis Devotions


    +

    Psychokinesis Devotions

    @@ -9049,7 +9323,7 @@
    -

    Psychokinesis Sciences


    +

    Psychokinesis Sciences

    @@ -9070,7 +9344,7 @@
    -

    Psychoportive Devotions


    +

    Psychoportive Devotions

    @@ -9088,7 +9362,7 @@
    -

    Psychoportive Sciences


    +

    Psychoportive Sciences

    @@ -9109,7 +9383,7 @@
    -

    Psychometabolism Devotions


    +

    Psychometabolism Devotions

    @@ -9127,7 +9401,7 @@
    -

    Psychometabolism Sciences


    +

    Psychometabolism Sciences

    @@ -9148,7 +9422,7 @@
    -

    Clairsentient Devotions


    +

    Clairsentient Devotions

    @@ -9166,7 +9440,7 @@
    -

    Clairsentient Sciences


    +

    Clairsentient Sciences

    @@ -9187,7 +9461,7 @@
    -

    Metapsionic Devotions


    +

    Metapsionic Devotions

    @@ -9205,7 +9479,7 @@
    -

    Metapsionic Sciences


    +

    Metapsionic Sciences

    @@ -9226,7 +9500,7 @@
    -

    Attack Modes


    +

    Attack Modes

    @@ -9244,7 +9518,7 @@
    -

    Defense Modes


    +

    Defense Modes

    @@ -9265,7 +9539,7 @@
    -

    Psionic Strength Points

    +

    Psionic Strength Points

    @@ -9302,7 +9576,7 @@
    Value
-

Psionic Proficiencies


+

Psionic Proficiencies

    @@ -9317,25 +9591,26 @@ -

    -

    Psionics Storage


    +
    +

    Psionics Storage


    -

    Special Abilities and Attacks



    - -

    Psionic Weapons


    -
    +

    Special Abilities and Attacks

    + +
    +

    Psionic Weapons

    +
    -

    Psionics Revised

    -

    You can use + to denote different sources of bonuses.

    +

    Psionics Revised

    +
    +
    -

    This section applies to Dark Sun Campaign Setting Revised Psionics.

    -

    Telepathy Devotions


    +

    Telepathy Devotions

    @@ -9369,7 +9644,7 @@
    -

    Telepathy Sciences


    +

    Telepathy Sciences

    @@ -9403,9 +9678,10 @@ +
    -

    Psychokinesis Devotions


    +

    Psychokinesis Devotions

    @@ -9439,7 +9715,7 @@
    -

    Psychokinesis Sciences


    +

    Psychokinesis Sciences

    @@ -9473,9 +9749,10 @@ +
    -

    Psychoportive Devotions


    +

    Psychoportive Devotions

    @@ -9509,7 +9786,7 @@
    -

    Psychoportive Sciences


    +

    Psychoportive Sciences

    @@ -9543,9 +9820,10 @@ +
    -

    Psychometabolism Devotions


    +

    Psychometabolism Devotions

    @@ -9579,7 +9857,7 @@
    -

    Psychometabolism Sciences


    +

    Psychometabolism Sciences

    @@ -9613,9 +9891,10 @@ +
    -

    Clairsentient Devotions


    +

    Clairsentient Devotions

    @@ -9649,7 +9928,7 @@
    -

    Clairsentient Sciences


    +

    Clairsentient Sciences

    @@ -9684,7 +9963,7 @@
    -

    Psionic Attack Modes


    +

    Psionic Attack Modes

    @@ -9722,7 +10001,7 @@
    -

    Psionic Defense Modes


    +

    Psionic Defense Modes

    @@ -9747,7 +10026,7 @@
    -

    Psionic Strength Points

    +

    Psionic Strength Points

    @@ -9784,7 +10063,7 @@
    Value
-

Psionic Proficiencies

+

Psionic Proficiencies

@@ -9797,1215 +10076,1075 @@ -

-

Psionics Storage

+
+

Psionics Storage


-

Special Abilities and Attacks



- -

Psionic Weapons


-
+

Special Abilities and Attacks

+ +
+

Psionic Weapons

+ -
-

Gear

-
-

Worn Equipment

- -
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SlotNameShort DescWtChargesAdd Weight
Head:
Eyes:
Face:
Right Earring:
Left Earring:
Neck 1:
Neck 2:
Neck 3:
Cloak:
Shoulders:
Chest:
Back:
Right Arm:
Left Arm:
Wrists:
Hands:
Ring 1:
Ring 2:
Ring 3 (off):
Ring 4 (off):
Armor:
Belt:
Legs:
Right Leg:
Left Leg:
Anklets:
Feet:
Weapon 1:
Weapon 2:
Weapon 3:
Weapon 4:
Shield:
Misc 1:
Misc 2:
Misc 3:
Misc 4:
Total

lbs.

+
+

Gear and Equipment

+
+
+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
SlotNameShort DescWtChargesAdd Weight
Head:
Eyes:
Face:
Right Earring:
Left Earring:
Neck 1:
Neck 2:
Neck 3:
Cloak:
Shoulders:
Chest:
Back:
Right Arm:
Left Arm:
Wrists:
Hands:
Ring 1:
Ring 2:
Ring 3 (off):
Ring 4 (off):
Armor:
Belt:
Legs:
Right Leg:
Left Leg:
Anklets:
Feet:
Weapon 1:
Weapon 2:
Weapon 3:
Weapon 4:
Shield:
Misc 1:
Misc 2:
Misc 3:
Misc 4:
Total
+
+

-
-
-
- -

Gear Carried

-
- - - - - - - - - - - - - -
DescriptionWeight# HeldLocation
-
-
-

Current weight:

- -

lbs.

-
-
-

Gear Stored

-
- - - - - - - - - - - - - - - -
On
Mount
DescriptionWeight# HeldLocation
-
-
-
-
-

Current mount weight:

- -

lbs.

+
+
+ +

Gear Carried

+
+ + + + + + + + + + + + + +
DescriptionWeight# HeldLocation
+
+
+ + + +
+
+

Gear Stored

+
+ + + + + + + + + + + + + + + +
On
Mount
DescriptionWeight# HeldLocation
+
+
+
+
+ + + +
+
+ + + +
+
-
-

Current stored weight:

- -

lbs.

+
+
+

Potions, Philters, Elixirs, and Poisons

+
+ + + + + + + + + + + + + + + +
Name / EffectSpeed / Quantity
+
+
+

Dusts, Powders, and Solvents

+
+ + + + + + + + + + + + + + + +
Name / EffectSpeed / Quantity
+
+
+

Scrolls

+
+ + + + + + + + + + + + + + + +
Name / EffectSpeed / Quantity
+
+
+
+
+
+

Notes

+ +
+
+ +
+

Currency

+
+ +
+ + Standard  + Dragonlance  + Dark Sun  + Ravenloft  + Maztica  + BirthRight +
+
+ +
+ +   +   +   +   +   + +
+
+   
+
+

Currency Conversion Calculator

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Currency|Quantity|Copper|Silver|Electrum|Gold|Platinum
Copper
Silver
Electrum
Gold
Platinum
+ +
+ +
+ +   +   +   +   +   +   +   + +
+
+   
+
+

Currency Conversion Calculator

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Currency|Quantity|Copper|Gold|Silver|Iron|Bronze|Steel|Platinum
Copper
Gold
Silver
Iron
Bronze
Steel
Platinum
+ +
+ +
+ +   +   +   +   +   +   +   + +
+
+   
+
+

Currency Conversion Calculator

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Currency|Quantity|Bits|Ceramic|Copper|Silver|Electrum|Gold|Platinum
Bits
Ceramic
Copper
Silver
Electrum
Gold
Platinum
+ +
+ +
+ +   +   +   +   +   +   + +
+
+   
+
+

Currency Conversion Calculator

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Currency|Quantity|Copper|Silver|Electrum|Kroner|Gold|Platinum
Copper
Silver
Electrum
Kroner
Gold
Platinum
+ +
+ +
+ +   +   +   +   +   +   +   + +
+
+   
+
+

Currency Conversion Calculator

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Currency|Quantity|Cocoa|Maize|Blade|Coral|Jade|Quill|Turquoise
Cocoa Bean
Maize Ear
C. Blade
Coral Bud
Jade
Quill
Turquoise
+ +
+ +
+ +   +   +   +   +   + +
+
+   
+
+

Currency Conversion Calculator

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Currency|Quantity|Copper|Silver|Gold Bar|Gold|Platinum
Copper
Silver
Gold Bar
Gold
Platinum
+ +
+ +
+
+
+

Gem Pouch

+
+ + + + + + + + + + + + + + + +
DescriptionValue# HeldCut/Size
+
+
+ +
+
+

Other Items Of Value

+
+
-
-
-

Potions, Philters, Elixirs, and Poisons

-
- - - - - - - - - - - - - - - -
Name / EffectSpeed / Quantity
-
-
-

Dusts, Powders, and Solvents

-
- - - - - - - - - - - - - - - -
Name / EffectSpeed / Quantity
-
-
-

Scrolls

-
- - - - - - - - - - - - - - - -
Name / EffectSpeed / Quantity
-
-
-
+ +
+

Followers, Familiars and Animals


-

Notes

- -
-
-
- -

Currency



- -
- - Standard  - Dragonlance  - Dark Sun  - Ravenloft  - Maztica  - BirthRight

- -
-
- -

PP:

  -

GP:

  -

EP:

  -

SP:

  -

CP:

  - -
-
-

Total Currency Weight:

  
-
-

Currency Conversion Calculator

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Currency|Quantity|Copper|Silver|Electrum|Gold|Platinum
Copper
Silver
Electrum
Gold
Platinum
-

(100 Copper = 10 Silver = 2 Electrum = 1 Gold = 1/5 Platinum)


-
-

Gem Pouch

-
- - - - - - - - - - - - - -
DescriptionValue# HeldCut/Size
-
- - - - - - -
-
-

Total GP value from gems:



-

Other Items Of Value



-

Total GP value from other items:

-
-
-
- -
-
- -

PP:

  -

St:

  -

Br:

  -

Ir:

  -

SP:

  -

GP:

  -

CP:

  - -
-
-

Total Currency Weight:

  
-
-

Currency Conversion Calculator

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Currency|Quantity|Copper|Gold|Silver|Iron|Bronze|Steel|Platinum
Copper
Gold
Silver
Iron
Bronze
Steel
Platinum
-

(100 Copper = 40 Gold = 20 Silver = 2 Iron/Bronze = 1 Steel = 1/5 Platinum)


-

Gem Pouch


- - - - - - - - - - - - - -
DescriptionValue# HeldCut/Size
-
- - - - - - -
-

Total GP value from gems:



-

Other Items Of Value



-

Total GP value from other items:


-
-
-
- -
-
- -

PP:

  -

GP:

  -

EP:

  -

SP:

  -

CP:

  -

Cer:

  -

Bit:

  - -
-
-

Total Currency Weight:

  
-
-

Currency Conversion Calculator

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Currency|Quantity|Bits|Ceramic|Copper|Silver|Electrum|Gold|Platinum
Bits
Ceramic
Copper
Silver
Electrum
Gold
Platinum
-

(1,000 Bits = 100 Ceramics = 100 Copper = 10 Silver = 2 Electrum = 1 Gold = 1/5 Platinum)


-

Gem Pouch


- - - - - - - - - - - - - -
DescriptionValue# HeldCut/Size
-
- - - - - - -
-

Total GP value from gems:



-

Other Items Of Value



-

Total GP value from other items:


-
-
-
- -
-
- -

PP:

  -

GP:

  -

Kr:

  -

EP:

  -

SP:

  -

CP:

  - -
-
-

Total Currency Weight:

  
-
-

Currency Conversion Calculator

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Currency|Quantity|Copper|Silver|Electrum|Kroner|Gold|Platinum
Copper
Silver
Electrum
Kroner
Gold
Platinum
-

(100 Copper = 10 Silver = 2 Electrum = 1 Kroner = 1 Gold = 1/5 Platinum)


-

Gem Pouch


- - - - - - - - - - - - - -
DescriptionValue# HeldCut/Size
-
- - - - - - -
-

Total GP value from gems:



-

Other Items Of Value



-

Total GP value from other items:


-
-
-
- -
-
- -

Tq:

  -

Gq:

  -

Jd:

  -

Cr:

  -

CB:

  -

Em:

  -

Cb:

  - -
-
-

Total Currency Weight:

  
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-

Currency Conversion Calculator

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Currency|Quantity|Cocoa|Maize|Blade|Coral|Jade|Quill|Turquoise
Cocoa Bean
Maize Ear
C. Blade
Coral Bud
Jade
Quill
Turquoise
-

(100 Cocoa Beans = 100 Ear of Maize = 10 Copper Blade = 5 Coral Bud = 1 Jade = 1/5 Gold Quill = 1/10 Turquoise)


-

Gem Pouch


- - - - - - - - - - - - - -
DescriptionValue# HeldCut/Size
-
- - - - - - -
-

Total GP value from gems:



-

Other Items Of Value



-

Total GP value from other items:


-
-
-
- -
-
- -

PP:

  -

GP:

  -

GB:

  -

SP:

  -

CP:

  - -
-
-

Total Currency Weight:

  
-
-

Currency Conversion Calculator

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Currency|Quantity|Copper|Silver|Gold Bar|Gold|Platinum
Copper
Silver
Gold Bar
Gold
Platinum
-

(100 Copper = 10 Silver = 1 Gold = 1/5 Platinum) (2,000 Gold = 1 Gold Bar)


-

Gem Pouch


- - - - - - - - - - - - - -
DescriptionValue# HeldCut/Size
-
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-

Total GP value from gems:



-

Other Items Of Value



-

Total GP value from other items:

-
-
-
-
-
- -

Followers, Familiars and Animals

-
-
-
+
Warrior  Wizard  Priest  @@ -11013,11 +11152,11 @@ Psion  Animals
+
+

Warrior Followers


-
-

Warrior Followers

@@ -11038,18 +11177,15 @@ - +
Name

/

-

-
-

Weapons

-
+

Weapons

@@ -11104,9 +11240,7 @@
Weapon Name
-

-
@@ -11133,11 +11267,8 @@
-

-
-

Gear

-
+

Gear

@@ -11218,7 +11349,8 @@
Description

-

Notes

+

Notes

+

@@ -11242,17 +11374,15 @@ -

/

+ -

-

Weapons


+

Weapons

- @@ -11306,7 +11436,6 @@
Weapon Name # of
Strikes
-

@@ -11334,10 +11463,8 @@
-

-
-

Gear


+

Gear

@@ -11418,15 +11545,16 @@
Description

-

Notes

+

Notes

+ +

+

Wizard Followers


-
-

Wizard Followers

@@ -11443,14 +11571,12 @@ - +
Name

/

-

-
-

Weapons


+

Weapons

@@ -11506,9 +11632,7 @@
-

-
@@ -11535,170 +11659,167 @@
-

-
-

Wizard Spells

+

Wizard Spells


-

Spells Memorized

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

Cast Today:    

/

-

Casting Time:

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

Cast Today:    

/

-

Casting Time:

- -
- -
-

Spells Memorized

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

Cast Today:    

/

-

Casting Time:

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

Cast Today:    

/

-

Casting Time:

- -
- -
-

Spells Memorized

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

Cast Today:    

/

-

Casting Time:

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

Cast Today:    

/

-

Casting Time:

- -
- -

-

-

Gear


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

Gear

@@ -11779,7 +11900,7 @@
Description

-

Notes

+

Notes



@@ -11800,13 +11921,12 @@ -

/

+ -
-

Weapons

-
+
+

Weapons

@@ -11861,9 +11981,7 @@
Weapon Name
-

-
@@ -11890,167 +12008,167 @@
-

-
-

Wizard Spells

+

Wizard Spells


-

Spells Memorized

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

Cast Today:    

/

-

Casting Time:

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

Cast Today:    

/

-

Casting Time:

- -
- -
-

Spells Memorized


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

Cast Today:    

/

-

Casting Time:

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

Cast Today:    

/

-

Casting Time:

- -
- -
-

Spells Memorized


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

Cast Today:    

/

-

Casting Time:

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

Cast Today:    

/

-

Casting Time:

- -
- -

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

-

Gear


+

Gear

@@ -12131,15 +12249,16 @@
Description

-

Notes

+

Notes

+

+

Priest Followers


-

Priest Followers

@@ -12156,14 +12275,12 @@ - +
Name

/

-

-
-

Weapons


+

Weapons

@@ -12218,9 +12335,7 @@
Weapon Name
-

-
@@ -12247,169 +12362,167 @@
-

+

Priest Spells


-

Priest Spells


-

Spells Memorized

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

Cast Today:    

/

-

Casting Time:

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

Cast Today:    

/

-

Casting Time:

- -
- -
-

Spells Memorized

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

Cast Today:    

/

-

Casting Time:

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

Cast Today:    

/

-

Casting Time:

- -
- -
-

Spells Memorized

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

Cast Today:    

/

-

Casting Time:

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

Cast Today:    

/

-

Casting Time:

- -
- -

-

-

Gear


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

Gear

@@ -12490,7 +12603,7 @@
Description

-

Notes

+

Notes



@@ -12511,14 +12624,12 @@ -

/

+ -
-
-

Weapons

-
+
+

Weapons

@@ -12573,9 +12684,7 @@
Weapon Name
-

-
@@ -12602,169 +12711,167 @@
-

-
-

Priest Spells

+

Priest Spells


-

Spells Memorized

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

Cast Today:    

/

-

Casting Time:

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

Cast Today:    

/

-

Casting Time:

- -
- -
-

Spells Memorized


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

Cast Today:    

/

-

Casting Time:

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

Cast Today:    

/

-

Casting Time:

- -
- -
-

Spells Memorized


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

Cast Today:    

/

-

Casting Time:

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

Cast Today:    

/

-

Casting Time:

- -
- -

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

-
-

Gear

-
+

Gear

@@ -12845,17 +12952,16 @@
Description

-

Notes -

+

Notes

+

+

Rogue Followers


-
-

Rogue Followers

@@ -12872,15 +12978,12 @@ - +
Name

/

-

-
-

Weapons

-
+

Weapons

@@ -12935,9 +13038,7 @@
Weapon Name
-

-
@@ -12964,17 +13065,17 @@
-

+

Rogue Skills


-

Rogue Skills

-
-
+
Standard  S.P./D.S.

-

Backstab Multiplier: X


**Do not apply "No Armor" bonuses! Only apply Armor Penalties!

+ + +

@@ -13182,12 +13283,10 @@
+
-

-
-

Gear

-
+

Gear

@@ -13268,7 +13367,7 @@
Description

-

Notes

+

Notes



@@ -13289,12 +13388,12 @@ -

/

+ -
-

Weapons


+
+

Weapons

@@ -13349,9 +13448,7 @@
Weapon Name
-

-
@@ -13378,17 +13475,17 @@
-

+

Rogue Skills


-

Rogue Skills

-
-
+
Standard  S.P./D.S.

-

Backstab Multiplier: X


**Do not apply "No Armor" bonuses! Only apply Armor Penalties!

+ + +

@@ -13596,11 +13693,10 @@
+
-

-
-

Gear


+

Gear

@@ -13681,18 +13777,17 @@
Description

-

Notes

+

Notes

+

+

Psionic Followers


-
-

Psionic Followers

- @@ -13708,14 +13803,12 @@ - +
Name AC

/

-

-
-

Weapons


+

Weapons

@@ -13770,9 +13863,7 @@
Weapon Name
-

-
@@ -13799,20 +13890,22 @@
-

-
Standard  Advanced -

+
+
-

Psionics Core


You can use + to denote different sources of bonuses.

+

Psionics Core

+
+ +

-

Telepathy Devotions


+

Telepathy Devotions

    @@ -13843,7 +13936,7 @@
    -

    Telepathy Sciences


    +

    Telepathy Sciences

    @@ -13877,7 +13970,7 @@
    -

    Psychokinesis Devotions


    +

    Psychokinesis Devotions

    @@ -13908,7 +14001,7 @@
    -

    Psychokinesis Sciences


    +

    Psychokinesis Sciences

    @@ -13942,7 +14035,7 @@
    -

    Psychoportive Devotions


    +

    Psychoportive Devotions

    @@ -13973,7 +14066,7 @@
    -

    Psychoportive Sciences


    +

    Psychoportive Sciences

    @@ -14007,7 +14100,7 @@
    -

    Psychometabolism Devotions


    +

    Psychometabolism Devotions

    @@ -14038,7 +14131,7 @@
    -

    Psychometabolism Sciences


    +

    Psychometabolism Sciences

    @@ -14072,7 +14165,7 @@
    -

    Clairsentient Devotions


    +

    Clairsentient Devotions

    @@ -14103,7 +14196,7 @@
    -

    Clairsentient Sciences


    +

    Clairsentient Sciences

    @@ -14137,7 +14230,7 @@
    -

    Metapsionic Devotions


    +

    Metapsionic Devotions

    @@ -14168,7 +14261,7 @@
    -

    Metapsionic Sciences


    +

    Metapsionic Sciences

    @@ -14202,7 +14295,7 @@
    -

    Attack Modes


    +

    Attack Modes

    @@ -14233,7 +14326,7 @@
    -

    Defense Modes


    +

    Defense Modes

    @@ -14267,7 +14360,7 @@
    -

    Psionic Strength Points

    +

    Psionic Strength Points

    @@ -14304,7 +14397,7 @@
    Value
-

Psionic Proficiencies


+

Psionic Proficiencies

    @@ -14336,24 +14429,25 @@ -

    -

    Psionics Storage


    +
    +

    Psionics Storage


    -

    Special Abilities and Attacks



    - -

    Psionic Weapons


    -
    +

    Special Abilities and Attacks

    + +
    +

    Psionic Weapons

    + -
    -

    Advanced Psionics


    -

    You can use + to denote different sources of bonuses.


    +

    Advanced Psionics

    +
    + +
    +
    -

    Telepathy Devotions

    -
    @@ -14390,7 +14484,7 @@
    Ability Name
-

Telepathy Sciences


+

Telepathy Sciences

@@ -14427,9 +14521,10 @@
Ability Name
+
-

Psychokinesis Devotions


+

Psychokinesis Devotions

@@ -14466,7 +14561,7 @@
Ability Name
-

Psychokinesis Sciences


+

Psychokinesis Sciences

@@ -14503,9 +14598,10 @@
Ability Name
+
-

Psychoportive Devotions


+

Psychoportive Devotions

@@ -14542,7 +14638,7 @@
Ability Name
-

Psychoportive Sciences


+

Psychoportive Sciences

@@ -14579,9 +14675,10 @@
Ability Name
+
-

Psychometabolism Devotions


+

Psychometabolism Devotions

@@ -14618,7 +14715,7 @@
Ability Name
-

Psychometabolism Sciences


+

Psychometabolism Sciences

@@ -14655,9 +14752,10 @@
Ability Name
+
-

Clairsentient Devotions


+

Clairsentient Devotions

@@ -14694,7 +14792,7 @@
Ability Name
-

Clairsentient Sciences


+

Clairsentient Sciences

@@ -14732,7 +14830,7 @@
-

Psionic Attack Modes


+

Psionic Attack Modes

Ability Name
@@ -14792,7 +14890,7 @@
-

Psionic Defense Modes


+

Psionic Defense Modes

Attack Name
@@ -14817,7 +14915,7 @@
Defense Name
-

Psionic Strength Points

+

Psionic Strength Points

@@ -14854,7 +14952,7 @@
Value
-

Psionic NWP's

+

Psionic NWP's

@@ -14894,14 +14992,13 @@
-

-

Psionics Ability Information Storage

-
-
+

Psionics Ability Information Storage

+
-
-

Gear


+ +
+

Gear

@@ -14981,7 +15078,8 @@
Description
-

Notes

+
+

Notes



@@ -15002,13 +15100,12 @@ -

/

+ -

-

Weapons


+

Weapons

@@ -15063,9 +15160,7 @@
Weapon Name
-

-
@@ -15092,18 +15187,20 @@
-

-
Standard  Advanced

-

Psionics Core


You can use + to denote different sources of bonuses.



+

Psionics Core

+
+ +
+
-

Telepathy Devotions


+

Telepathy Devotions

    @@ -15137,7 +15234,7 @@
    -

    Telepathy Sciences


    +

    Telepathy Sciences

    @@ -15174,7 +15271,7 @@
    -

    Psychokinesis Devotions


    +

    Psychokinesis Devotions

    @@ -15208,7 +15305,7 @@
    -

    Psychokinesis Sciences


    +

    Psychokinesis Sciences

    @@ -15245,7 +15342,7 @@
    -

    Psychoportive Devotions


    +

    Psychoportive Devotions

    @@ -15279,7 +15376,7 @@
    -

    Psychoportive Sciences


    +

    Psychoportive Sciences

    @@ -15316,7 +15413,7 @@
    -

    Psychometabolism Devotions


    +

    Psychometabolism Devotions

    @@ -15350,7 +15447,7 @@
    -

    Psychometabolism Sciences


    +

    Psychometabolism Sciences

    @@ -15387,7 +15484,7 @@
    -

    Clairsentient Devotions


    +

    Clairsentient Devotions

    @@ -15421,7 +15518,7 @@
    -

    Clairsentient Sciences


    +

    Clairsentient Sciences

    @@ -15458,7 +15555,7 @@
    -

    Metapsionic Devotions


    +

    Metapsionic Devotions

    @@ -15492,7 +15589,7 @@
    -

    Metapsionic Sciences


    +

    Metapsionic Sciences

    @@ -15529,7 +15626,7 @@
    -

    Attack Modes


    +

    Attack Modes

    @@ -15563,7 +15660,7 @@
    -

    Defense Modes


    +

    Defense Modes

    @@ -15600,7 +15697,7 @@
    -

    Psionic Strength Points

    +

    Psionic Strength Points

    @@ -15637,7 +15734,7 @@
    Value
-

Psionic Proficiencies


+

Psionic Proficiencies

    @@ -15674,25 +15771,26 @@ -

    -

    Psionics Storage


    +

    Psionics Storage


    -
    -

    Special Abilities and Attacks

    -
    +

    Special Abilities and Attacks


    -

    Psionic Weapons


    -
    +

    Psionic Weapons

    +
    -

    Advanced Psionics

    +

    Advanced Psionics

    +
    + +
    +
    -

    Telepathy Devotions


    +

    Telepathy Devotions

    @@ -15730,7 +15828,7 @@
-

Telepathy Sciences


+

Telepathy Sciences

@@ -15768,9 +15866,10 @@
+
-

Psychokinesis Devotions


+

Psychokinesis Devotions

@@ -15808,7 +15907,7 @@
-

Psychokinesis Sciences


+

Psychokinesis Sciences

@@ -15846,9 +15945,10 @@
+
-

Psychoportive Devotions


+

Psychoportive Devotions

@@ -15886,7 +15986,7 @@
-

Psychoportive Sciences


+

Psychoportive Sciences

@@ -15924,9 +16024,10 @@
+
-

Psychometabolism Devotions


+

Psychometabolism Devotions

@@ -15964,7 +16065,7 @@
-

Psychometabolism Sciences


+

Psychometabolism Sciences

@@ -16002,9 +16103,10 @@
+
-

Clairsentient Devotions


+

Clairsentient Devotions

@@ -16042,9 +16144,8 @@
-

Clairsentient Sciences


+

Clairsentient Sciences

- @@ -16081,9 +16182,8 @@
-

Psionic Attack Modes


+

Psionic Attack Modes

Ability Name MThAC0
Adj.
- @@ -16124,7 +16224,7 @@
-

Psionic Defense Modes


+

Psionic Defense Modes

Attack Name Attack
Speed
@@ -16150,7 +16250,7 @@
-

Psionic Strength Points

+

Psionic Strength Points

@@ -16187,7 +16287,7 @@
Value
-

Psionic NWP's

+

Psionic NWP's

@@ -16222,13 +16322,12 @@
-

Psionics Ability Information Storage

-
-
+

Psionics Ability Information Storage

+
-
-

Gear


+
+

Gear

@@ -16308,17 +16407,18 @@
Description
- -

Notes

+
+

Notes

+

-

-

Animal Familiars, Followers and Beasts of Burden



Familiar


+
+

Pets, Mounts, Animal Familiars, Followers and Beasts of Burden

+
- @@ -16329,17 +16429,14 @@ - + - +
Name AC

/

-

-
-

Weapons


+

Weapons / Attacks

- @@ -16393,9 +16490,7 @@
Weapon Name # of
Strikes
-

-
@@ -16422,285 +16517,326 @@
-

-
-

Familiar Spells/Powers


-
-
-

Spells Memorized

-
-
- - - - - - - - - - - - - - - - -

Cast Today:    

/

-

Casting Time:

-
+
+

Familiar Spells/Powers

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

Spells Memorized

-
-
- - - - - - - - - - - - - - - - -

Cast Today:    

/

-

Casting Time:

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

Spells Memorized

-
-
- - - - - - - - - - - - - - - - -

Cast Today:    

/

-

Casting Time:

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

Cast Today:    

/

-

Casting Time:

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

Cast Today:    

/

-

Casting Time:

-
-
-
- - - - - - - - - - - - - - - - -

Cast Today:    

/

-

Casting Time:

-
-
-
-
-
-
- - - - - - - - - - - - - - - - -

Cast Today:    

/

-

Casting Time:

-
-
-
- - - - - - - - - - - - - - - - -

Cast Today:    

/

-

Casting Time:

-
-
-
- - - - - - - - - - - - - - - - -

Cast Today:    

/

-

Casting Time:

-
-
-
-
-
-
- - - - - - - - - - - - - - - - -

Cast Today:    

/

-

Casting Time:

-
-
-
- - - - - - - - - - - - - - - - -

Cast Today:    

/

-

Casting Time:

-
-
-
- - - - - - - - - - - - - - - - -

Cast Today:    

/

-

Casting Time:

-
-
-
-
+

-

Traits and Tricks


+

Traits and Tricks

@@ -16760,9 +16896,8 @@
-

-

Gear


+

Gear

@@ -16842,7 +16977,10 @@
Description
-

Notes

+
+

Notes

+ +

@@ -16857,15 +16995,14 @@ - + - +

/

-

-

Weapons


+

Weapons / Attacks

@@ -16920,7 +17057,6 @@
Weapon Name
-

@@ -16948,10 +17084,326 @@
-

-
-

Traits and Tricks


+
+

Familiar Spells/Powers

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

Traits and Tricks

@@ -17011,9 +17463,8 @@
-

-

Gear


+

Gear

@@ -17093,7 +17544,10 @@
Description
-

Notes

+
+

Notes

+ +

@@ -17101,9 +17555,9 @@
-
-

Personal Bio:

-
+
+

Personal Bio:

+
@@ -17128,54 +17582,53 @@
-

Monster Info

-
+

Monster Info

- + - +

Climate/Terrain:

Name:

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

Climate/Terrain:

Frequency:

Organization:

Activity Cycle:

Diet:

Intelligence:

Treasure:

Alignment:

@@ -17183,28 +17636,28 @@
- + - + - + - + - + - + - + - +

No. Appearing:

Armor Class:

Movement:

Hit Dice:

- ± + ± | - +

Hit Points:

/ @@ -17212,15 +17665,15 @@

THAC0:

# of Attacks:

Attack 1:

@@ -17228,47 +17681,44 @@
- + - + - + - + - + - + - + - +

Attack 2:

Attack 3:

Special Attacks:

Special Defenses:

Magic Resistance:

-

%

+

Size:

Morale:

XP Value:

-
- - @@ -17282,7 +17732,7 @@

- +

Additional Monster attacks

@@ -17291,7 +17741,8 @@ - + + @@ -17303,6 +17754,8 @@ + + @@ -17513,18 +17966,57 @@
Attack / Weapon # of
Attack
THAC0DamageDam S/MDam L Special Attack Speed

- -

Description


+

Description

+
-

Combat

+

Combat

+
-

Habitat/Society

+

Habitat/Society

+
-

Ecology

+

Ecology

+
+
+

General

+ + + + + + + + + + + + + + + + + +
BookAutofill DataInclude
Player's HandbookWeapons, Spells + + + +
The Complete Wizard's HandbookSpells
+
+

Character Sheet specific

+
+

Monster Sheet specific

+ + +
+
+ @@ -17954,677 +18446,6 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - @@ -18639,386 +18460,6 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - @@ -19076,6 +18517,1099 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
@@ -19769,6 +20303,93 @@
+ +
+
+ + + + + + + +
Grenadelike miss for {{name}}
+ {{#rollTotal() direction 1}} + scatter diagram + {{/rollTotal() direction 1}} + {{#rollTotal() direction 2}} + scatter diagram + {{/rollTotal() direction 2}} + {{#rollTotal() direction 3}} + scatter diagram + {{/rollTotal() direction 3}} + {{#rollTotal() direction 4}} + scatter diagram + {{/rollTotal() direction 4}} + {{#rollTotal() direction 5}} + scatter diagram + {{/rollTotal() direction 5}} + {{#rollTotal() direction 6}} + scatter diagram + {{/rollTotal() direction 6}} + {{#rollTotal() direction 7}} + scatter diagram + {{/rollTotal() direction 7}} + {{#rollTotal() direction 8}} + scatter diagram + {{/rollTotal() direction 8}} + {{#rollTotal() direction 9}} + scatter diagram + {{/rollTotal() direction 9}} + {{#rollTotal() direction 10}} + scatter diagram + {{/rollTotal() direction 10}} + {{#^rollBetween() direction 1 10}} + scatter diagram + {{/^rollBetween() direction 1 10}} +
+
+
+ + + + + + + + + + + + {{#^rollBetween() computed::hit 0 0}} + + {{/^rollBetween() computed::hit 0 0}} + {{#rollBetween() computed::hit 0 0}} + + {{/rollBetween() computed::hit 0 0}} + + + + + {{#^rollBetween() computed::hit 0 0}} + + {{/^rollBetween() computed::hit 0 0}} + + + {{#rollBetween() computed::hit 0 0}} + {{#^rollBetween() computed::splash 0 0}} + + {{/^rollBetween() computed::splash 0 0}} + {{#rollBetween() computed::splash 0 0}} + + {{/rollBetween() computed::splash 0 0}} + {{/rollBetween() computed::hit 0 0}} + +
Direction:{{direction}}
Distance ({{distancename}}):{{distance}} feet
Direct hit:
({{aoe}} feet diameter)
Hit!
{{hitdmg}}
Miss!
{{hitdmg}}
Splash hit:
({{aoesplash}} feet diameter)
Info
{{splashdmg}}
Hit!
{{splashdmg}}
Miss!
{{splashdmg}}
+
+
+
+ \ No newline at end of file diff --git a/ARC/arc.png b/ARC/arc.png new file mode 100644 index 0000000000..3dba229115 Binary files /dev/null and b/ARC/arc.png differ diff --git a/ARC/assets/add.svg b/ARC/assets/add.svg new file mode 100644 index 0000000000..f562607306 --- /dev/null +++ b/ARC/assets/add.svg @@ -0,0 +1 @@ + \ No newline at end of file diff --git a/ARC/assets/bg_check_fail.png b/ARC/assets/bg_check_fail.png new file mode 100644 index 0000000000..3c10cc8326 Binary files /dev/null and b/ARC/assets/bg_check_fail.png differ diff --git a/ARC/assets/bg_check_success.png b/ARC/assets/bg_check_success.png new file mode 100755 index 0000000000..3f0d29d6f8 Binary files /dev/null and b/ARC/assets/bg_check_success.png differ diff --git a/ARC/assets/bg_check_tie.png b/ARC/assets/bg_check_tie.png new file mode 100755 index 0000000000..26bc7121c7 Binary files /dev/null and b/ARC/assets/bg_check_tie.png differ diff --git a/ARC/assets/bg_fallen.png b/ARC/assets/bg_fallen.png new file 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+1,50 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/ARC/assets/help.svg b/ARC/assets/help.svg new file mode 100644 index 0000000000..cafa92b4cc --- /dev/null +++ b/ARC/assets/help.svg @@ -0,0 +1 @@ + \ No newline at end of file diff --git a/ARC/assets/lock.svg b/ARC/assets/lock.svg new file mode 100644 index 0000000000..d180bd93bb --- /dev/null +++ b/ARC/assets/lock.svg @@ -0,0 +1,46 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/ARC/assets/menu.svg b/ARC/assets/menu.svg new file mode 100644 index 0000000000..6acbfb72a0 --- /dev/null +++ b/ARC/assets/menu.svg @@ -0,0 +1 @@ + \ No newline at end of file diff --git a/ARC/assets/move.svg b/ARC/assets/move.svg new file mode 100644 index 0000000000..9208c9567d --- /dev/null +++ b/ARC/assets/move.svg @@ -0,0 +1,47 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/ARC/assets/save.svg b/ARC/assets/save.svg new file mode 100644 index 0000000000..0b54b173c5 --- /dev/null +++ b/ARC/assets/save.svg @@ -0,0 +1 @@ + \ No newline at end of file diff --git a/ARC/assets/settings.svg b/ARC/assets/settings.svg new file mode 100644 index 0000000000..dff950495b --- /dev/null +++ b/ARC/assets/settings.svg @@ -0,0 +1,50 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/ARC/assets/tab_long_rest.png b/ARC/assets/tab_long_rest.png new file mode 100755 index 0000000000..029626737b Binary files /dev/null and b/ARC/assets/tab_long_rest.png differ diff --git a/ARC/assets/tab_short_rest.png b/ARC/assets/tab_short_rest.png new file mode 100755 index 0000000000..199a747012 Binary files /dev/null and b/ARC/assets/tab_short_rest.png differ diff --git a/ARC/assets/tab_skill_check.png b/ARC/assets/tab_skill_check.png new file mode 100755 index 0000000000..3c166e9216 Binary files /dev/null and b/ARC/assets/tab_skill_check.png differ diff --git a/ARC/assets/text_careful.svg b/ARC/assets/text_careful.svg new file mode 100644 index 0000000000..508c2d3c9d --- /dev/null +++ b/ARC/assets/text_careful.svg @@ -0,0 +1,6 @@ + + + + diff --git a/ARC/assets/text_concerted.svg b/ARC/assets/text_concerted.svg new file mode 100644 index 0000000000..203ec58ddd --- /dev/null +++ b/ARC/assets/text_concerted.svg @@ -0,0 +1,6 @@ + + + + diff --git a/ARC/assets/text_creative.svg b/ARC/assets/text_creative.svg new file mode 100644 index 0000000000..d449dd5099 --- /dev/null +++ b/ARC/assets/text_creative.svg @@ -0,0 +1,6 @@ + + + + diff --git a/ARC/assets/unlock.svg b/ARC/assets/unlock.svg new file mode 100644 index 0000000000..5ea8540de6 --- /dev/null +++ b/ARC/assets/unlock.svg @@ -0,0 +1,46 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/ARC/sheet.json b/ARC/sheet.json new file mode 100644 index 0000000000..d730b03edf --- /dev/null +++ b/ARC/sheet.json @@ -0,0 +1,9 @@ +{ + "html": "arc.html", + "css": "arc.css", + "authors": "Morgdalaine", + "roll20userid": "61327", + "preview": "arc.png", + "patreon": "https://www.patreon.com/morgdalaine", + "instructions": "Don't forget to install the Doomsday Clock API!" +} diff --git a/ARC/src/gulpfile.js b/ARC/src/gulpfile.js new file mode 100644 index 0000000000..a05c1ef012 --- /dev/null +++ b/ARC/src/gulpfile.js @@ -0,0 +1,27 @@ +const gulp = require("gulp"); +const pug = require("gulp-pug"); +const sass = require('gulp-sass')(require('sass')); + +gulp.task("scss", () => { + return gulp.src("./scss/arc.scss") + .pipe(sass({ + outputStyle: "expanded" + }).on("error", sass.logError)) + .pipe(gulp.dest("../")) +}) + +gulp.task("html", function () { + return gulp.src("./pug/arc.pug") + .pipe(pug({ + pretty: true, + locals: require("../translation.json") + })) + .pipe(gulp.dest("../")) +}) + +gulp.task("watch", gulp.series(["scss", "html"], () => { + gulp.watch("./scss/**/*.scss", gulp.series(["scss"])) + gulp.watch(["./pug/**/*.pug","./js/**/*.js"], gulp.series(["html"])) +})) + +gulp.task("build", gulp.series(["scss", "html"])) diff --git a/ARC/src/js/eventhandlers.js b/ARC/src/js/eventhandlers.js new file mode 100644 index 0000000000..f9bad37111 --- /dev/null +++ b/ARC/src/js/eventhandlers.js @@ -0,0 +1,125 @@ + +on("sheet:opened", () => { + getAttrs(["sheet_type"], (updateAttrs) => { + if (!updateAttrs.sheet_type) { + updateAttrs.sheet_type = "character"; + } + + setAttrs(updateAttrs); + }); +}); + +// NOTE: The API sets export_show to "on"; +// it does not trigger the event handler +on("sheet:opened change:export", (eventInfo) => { + getAttrs(["export"], (val) => { + const updateAttrs = {}; + updateAttrs.export_show = val.export ? "on" : "0"; + setAttrs(updateAttrs); + }); +}); + +[1, 2, 3].forEach((l) => { + on(`change:repeating_bonds:level_${l}`, (eventInfo) => { + if (eventInfo.sourceType == "player") { + + let updateAttrs = {}; + let changed = parseInt(eventInfo.sourceAttribute.slice(-1)); + + // fill major bonds below + for (let f = changed - 1; f > 0; f--) { + updateAttrs[`repeating_bonds_level_${f}`] = 4; + } + + // clear major bonds above + for (let c = changed + 1; c <= 3; c++) { + updateAttrs[`repeating_bonds_level_${c}`] = 0; + } + + setAttrs(updateAttrs); + } + }); +}); + +GLOBAL__HEALTH.forEach(s => on(`change:${s} change:${s}_max`, eventInfo => + currentMax(s, eventInfo))); + +const currentMax = (attr, eventInfo) => { + if (eventInfo.sourceType == "player") { + let updateAttrs = {}; + let attr_max = `${attr}_max`; + getAttrs([attr, attr_max], val => { + const current = parseInt(val[attr]) || 0; + const maximum = parseInt(val[attr_max]) || 0; + const newCurr = (current > maximum) + ? maximum + : Math.max(0, current); + updateAttrs[attr] = newCurr; + updateAttrs[attr_max] = Math.max(0, maximum); + setAttrs(updateAttrs); + }); + } +}; + +on("change:repeating_inventory:name", (eventInfo) => { + const id = eventInfo.sourceAttribute.split("_")[2]; + const updateAttrs = {}; + const name = eventInfo.newValue.trim(); + let translation = getTranslationByKey(name) + if (translation) { + updateAttrs[`repeating_inventory_${id}_name`] = translation; + + const searchInputs = _.difference(GLOBAL__INVENTORY_INPUTS, ["name"]); + _.each(searchInputs, (key) => { + const attr = `repeating_inventory_${id}_${key}`; + const i18n = `${name}_${key}`; + + // check if property exists in global + if (GLOBAL__INVENTORY[name][key]) { + updateAttrs[attr] = GLOBAL__INVENTORY[name][key]; + } + // check if translation exists + else if (getTranslationByKey(i18n)) { + updateAttrs[attr] = getTranslationByKey(i18n); + } + }); + + log(updateAttrs) + setAttrs(updateAttrs, { silent: true }); + } +}); + +on("clicked:repeating_inventory:item-expand-toggle", (eventInfo) => { + const id = eventInfo.sourceAttribute.split("_")[2]; + getAttrs([`repeating_inventory_${id}_item_expand`], (val) => { + setAttrs({ + [`repeating_inventory_${id}_item_expand`]: val[`repeating_inventory_${id}_item_expand`] === "0" ? "on" : "0" + }); + }); +}); + +GLOBAL__SKILLS.forEach((skill) => { + on(`clicked:${skill}`, initiateSkillRoll); +}); + +on("sheet:opened", () => { + getAttrs(["version"], (updateAttrs) => { + // Logic to determine what updates need to be done + if (!updateAttrs.version) { + // set sheet version if it doesn't exist + updateAttrs.version = "1.0"; + } + + setAttrs(updateAttrs); + }); +}); + +on("sheet:opened", () => { + var updateAttrs = {} + for (i = 0; i < GLOBAL__HEALTH.length; i++) { + var key = `${GLOBAL__HEALTH[i]}`; + var translation = `${key}_i18n`; + updateAttrs[translation] = getTranslationByKey(key); + } + setAttrs(updateAttrs); +}); diff --git a/ARC/src/js/globals.js b/ARC/src/js/globals.js new file mode 100644 index 0000000000..9c904a88f4 --- /dev/null +++ b/ARC/src/js/globals.js @@ -0,0 +1,418 @@ +const GLOBAL__HEALTH = [ "blood", "guts" ]; + +const GLOBAL__APPROACHES = [ "creative", "careful", "concerted" ]; + +const GLOBAL__SKILLS = [ + "academic", "culture", "observe", "tactics", + "charisma", "guile", "impose", "insight", + "acrobatics", "coordination", "physique", "weaponry", + "artistry", "survival", "tinker", "trade", + "arcana", "focus" +]; + +const GLOBAL__DIFFICULTIES = [ "tn_modifier+0", "tn_modifier-1", "tn_modifier-2", "tn_modifier-3", "tn_modifier+1", "tn_modifier+2", "tn_modifier+3" ]; + +const GLOBAL__APPROACH_QUERY = `[[?{Approach|${GLOBAL__APPROACHES.map((app, i) => `${getTranslationByKey(app)}, ${i}`).join("|")}}]]`; + +const GLOBAL__DIFFICULTY_QUERY = `[[?{Modifiers|${GLOBAL__DIFFICULTIES.map((dif, i) => `${getTranslationByKey(dif)}, ${i}`).join("|")}}]]`; + +const GLOBAL__DIFFICULTY_EFFECTS = { + "tn_modifier+0": +0, + "tn_modifier-1": -1, + "tn_modifier-2": -2, + "tn_modifier-3": -3, + "tn_modifier+1": +1, + "tn_modifier+2": +2, + "tn_modifier+3": +3, +}; + +const GLOBAL__INVENTORY_INPUTS = [ + "name", + "type", + "description", + "first_boon", + "second_boon", + "complexity", + "base_effect", + "enhanced", + "ritual" +]; + +const GLOBAL__INVENTORY = { + combat_scowling_face: { + type: "damage_and_defense", + complexity: 0, + }, + combat_pitchfork: { + type: "damage_and_defense", + complexity: 0, + }, + combat_memories_of_hardship: { + type: "damage_and_defense", + complexity: 0, + }, + combat_iron_briefs: { + type: "damage_and_defense", + complexity: 0, + }, + combat_booming_voice: { + type: "damage_and_defense", + complexity: 0, + }, + combat_well_rounded_education: { + type: "damage_and_defense", + complexity: 0, + }, + combat_darts: { + type: "damage_and_defense", + complexity: 0, + }, + combat_dagger: { + type: "damage_and_defense", + complexity: 0, + }, + combat_self_esteem: { + type: "damage_and_defense", + complexity: 0, + }, + combat_studden_leather_armor: { + type: "damage_and_defense", + complexity: 0, + }, + combat_devastating_vocabulary: { + type: "damage_and_defense", + complexity: 0, + }, + combat_critical_thinking: { + type: "damage_and_defense", + complexity: 0, + }, + combat_sturdy_sword: { + type: "damage_and_defense", + complexity: 0, + }, + combat_crossbow: { + type: "damage_and_defense", + complexity: 0, + }, + combat_plate_armor: { + type: "damage_and_defense", + complexity: 0, + }, + combat_love_letter: { + type: "damage_and_defense", + complexity: 0, + }, + combat_cunning_wit: { + type: "damage_and_defense", + complexity: 0, + }, + combat_flaming_sword: { + type: "damage_and_defense", + complexity: 0, + }, + supplies_rations: { + type: "supplies_and_sundries", + complexity: 0, + }, + supplies_artisans_tools: { + type: "supplies_and_sundries", + complexity: 0, + }, + supplies_crowbar_and_lantern: { + type: "supplies_and_sundries", + complexity: 0, + }, + supplies_rope_and_carpet: { + type: "supplies_and_sundries", + complexity: 0, + }, + supplies_bedroll: { + type: "supplies_and_sundries", + complexity: 0, + }, + supplies_backpack: { + type: "supplies_and_sundries", + complexity: 0, + }, + supplies_thieves_tools: { + type: "supplies_and_sundries", + complexity: 0, + }, + supplies_fine_clothes: { + type: "supplies_and_sundries", + complexity: 0, + }, + supplies_traps: { + type: "supplies_and_sundries", + complexity: 0, + }, + supplies_tent: { + type: "supplies_and_sundries", + complexity: 0, + }, + supplies_fishing_pole: { + type: "supplies_and_sundries", + complexity: 0, + }, + supplies_live_hen: { + type: "supplies_and_sundries", + complexity: 0, + }, + supplies_board_games: { + type: "supplies_and_sundries", + complexity: 0, + }, + supplies_alchemists_tools: { + type: "supplies_and_sundries", + complexity: 0, + }, + supplies_encyclopeida: { + type: "supplies_and_sundries", + complexity: 0, + }, + supplies_spyglass: { + type: "supplies_and_sundries", + complexity: 0, + }, + supplies_coded_letters: { + type: "supplies_and_sundries", + complexity: 0, + }, + supplies_horse: { + type: "supplies_and_sundries", + complexity: 0, + }, + oddities_seashell_horn: { + type: "oddities_and_valuables", + complexity: 0, + }, + oddities_dead_donkey: { + type: "oddities_and_valuables", + complexity: 0, + }, + oddities_ancient_ring: { + type: "oddities_and_valuables", + complexity: 0, + }, + oddities_songbird: { + type: "oddities_and_valuables", + complexity: 0, + }, + oddities_human_teeth: { + type: "oddities_and_valuables", + complexity: 0, + }, + oddities_hat: { + type: "oddities_and_valuables", + complexity: 0, + }, + oddities_monkey_head: { + type: "oddities_and_valuables", + complexity: 0, + }, + oddities_heavy_crown: { + type: "oddities_and_valuables", + complexity: 0, + }, + oddities_giant_serpent_scales: { + type: "oddities_and_valuables", + complexity: 0, + }, + oddities_silk_dress: { + type: "oddities_and_valuables", + complexity: 0, + }, + oddities_tyrant_pants: { + type: "oddities_and_valuables", + complexity: 0, + }, + oddities_shadow_mirror: { + type: "oddities_and_valuables", + complexity: 0, + }, + oddities_darkvision_glasses: { + type: "oddities_and_valuables", + complexity: 0, + }, + oddities_divine_blood: { + type: "oddities_and_valuables", + complexity: 0, + }, + oddities_seeds: { + type: "oddities_and_valuables", + complexity: 0, + }, + oddities_potion_brawn: { + type: "oddities_and_valuables", + complexity: 0, + }, + oddities_troll_flesh: { + type: "oddities_and_valuables", + complexity: 0, + }, + oddities_telepathic_yak: { + type: "oddities_and_valuables", + complexity: 0, + }, + spells_trinket: { + type: "spells_and_techniques", + complexity: 0, + }, + spells_trick_of_the_light: { + type: "spells_and_techniques", + complexity: 0, + }, + spells_soundshift: { + type: "spells_and_techniques", + complexity: 0, + }, + spells_lifebringer: { + type: "spells_and_techniques", + complexity: 0, + }, + spells_whisper: { + type: "spells_and_techniques", + complexity: 0, + }, + spells_bind_weapon: { + type: "spells_and_techniques", + complexity: 0, + }, + spells_unmask_the_self: { + type: "spells_and_techniques", + complexity: 0, + }, + spells_secret_door: { + type: "spells_and_techniques", + complexity: 0, + }, + spells_burn_the_past: { + type: "spells_and_techniques", + complexity: 0, + }, + spells_master_of_elements: { + type: "spells_and_techniques", + complexity: 0, + }, + spells_little_escapologist: { + type: "spells_and_techniques", + complexity: 0, + }, + spells_pierce_the_veil: { + type: "spells_and_techniques", + complexity: 0, + }, + spells_manic_hands: { + type: "spells_and_techniques", + complexity: 0, + }, + spells_shadowbind: { + type: "spells_and_techniques", + complexity: 0, + }, + spells_compel: { + type: "spells_and_techniques", + complexity: 0, + }, + spells_windstep: { + type: "spells_and_techniques", + complexity: 0, + }, + spells_blackout: { + type: "spells_and_techniques", + complexity: 0, + }, + spells_spirit_pact: { + type: "spells_and_techniques", + complexity: 0, + }, + spells_from_dust_to_dust: { + type: "spells_and_techniques", + complexity: 0, + }, + spells_true_miracle: { + type: "spells_and_techniques", + complexity: 0, + }, + techniques_only_ones_who_know: { + type: "spells_and_techniques", + complexity: 0, + }, + techniques_uncanny_alarm: { + type: "spells_and_techniques", + complexity: 0, + }, + techniques_weave_through_water: { + type: "spells_and_techniques", + complexity: 0, + }, + techniques_memory_seed: { + type: "spells_and_techniques", + complexity: 0, + }, + techniques_flowmotion: { + type: "spells_and_techniques", + complexity: 0, + }, + techniques_saving_grace: { + type: "spells_and_techniques", + complexity: 0, + }, + techniques_inspiration: { + type: "spells_and_techniques", + complexity: 0, + }, + techniques_bind_magic: { + type: "spells_and_techniques", + complexity: 0, + }, + techniques_stonewall: { + type: "spells_and_techniques", + complexity: 0, + }, + techniques_heartpiercer: { + type: "spells_and_techniques", + complexity: 0, + }, + techniques_deadly_focus: { + type: "spells_and_techniques", + complexity: 0, + }, + techniques_redo: { + type: "spells_and_techniques", + complexity: 0, + }, + techniques_turn_the_tide: { + type: "spells_and_techniques", + complexity: 0, + }, + techniques_dispel: { + type: "spells_and_techniques", + complexity: 0, + }, + techniques_interdiction: { + type: "spells_and_techniques", + complexity: 0, + }, + techniques_fluorescent_transcendence: { + type: "spells_and_techniques", + complexity: 0, + }, + techniques_netherwave: { + type: "spells_and_techniques", + complexity: 0, + }, + techniques_become_one: { + type: "spells_and_techniques", + complexity: 0, + }, + techniques_defy_the_fates: { + type: "spells_and_techniques", + complexity: 0, + }, + techniques_doompause: { + type: "spells_and_techniques", + complexity: 0, + }, +}; diff --git a/ARC/src/js/sheetworkers.js b/ARC/src/js/sheetworkers.js new file mode 100644 index 0000000000..c2afaabb87 --- /dev/null +++ b/ARC/src/js/sheetworkers.js @@ -0,0 +1,81 @@ +// thank you Scott C! +const initiateSkillRoll = async function (event) { + let skill = event.triggerName.replace(/clicked:/, ""); + + // figure out which approach to use -- so ask + let approachRoll = await startRoll(`!&template:default} {{query=${GLOBAL__APPROACH_QUERY}}}`); + // note that values for the query options above line up with their indexes in GLOBAL__APPROACHES + // also, this is an API message: it won't be visible to any user + // because it's so generic, it shouldn't trigger any API scripts + + // finish approachRoll immediately vecause we aren't going to computee + // any values from it -- it's just a dummy roll + finishRoll(approachRoll.rollId); + + // same song for difficulty + let difficultyRoll = await startRoll(`!&template:default} {{query=${GLOBAL__DIFFICULTY_QUERY}}}`); + finishRoll(difficultyRoll.rollId); + + // parse the results + let approachValue = approachRoll.results.query.result; + let approach = GLOBAL__APPROACHES[approachValue]; + + let difficultyValue = difficultyRoll.results.query.result; + let difficulty = GLOBAL__DIFFICULTIES[difficultyValue]; + + let i18nApproach = getTranslationByKey(approach); + let i18nSkill = getTranslationByKey(skill); + let i18nDifficulty = getTranslationByKey("difficulty"); + let i18nModifier = getTranslationByKey("modifier"); + let finalTemplate = [ + `&{template:skills}`, + `{{character_name=@{character_name}}}`, + `{{verb=^{tests}}}`, + `{{type=skill-test}}`, + `{{skill=${skill}}}`, + `{{roll=[[1d6]]}}`, + `{{flawless=[[1d6]]}}`, + `{{flawless=[[1d6]]}}`, + `{{TN=[[@{${skill}}[${i18nSkill}] + @{${approach}}[${i18nApproach}] +`, + `${GLOBAL__DIFFICULTY_EFFECTS[difficulty]}[${i18nModifier}]]]}}`, + `{{title=${approach}}}`, + `{{difficulty=${difficulty}}}` + ].join(""); + + // now that we have all the helprmation, make the roll + let finalRoll = await startRoll(finalTemplate); + finishRoll(finalRoll.rollId); +}; + +// Functions added for code to make sense, not needed for getting regular and repeating sections. +// converts a value to a number, it's default value, or 0. +const value = function(val, def) { + return (+val||def||0); +}; + +// ===== PARAMETERS ========== +// destinations : the name of the attribute that stores the total quantity +// can be a single attribute, or an array: ["total_cost", "total_weight"] +// If more than one, the matching fields must be in the same order. +// +// section : name of repeating fieldset, without the repeating_ +// +// fields : the name of the attribute field to be summed +// destination and fields both can be a single attribute: "weight" +// or an array of attributes: ["weight","number","equipped"] +const repeatingSum = (destinations, section, fields) => { + if (!Array.isArray(destinations)) destinations = [destinations.replace(/\s/g, "").split(",")]; + if (!Array.isArray(fields)) fields = [fields.replace(/\s/g, "").split(",")]; + getSectionIDs(`repeating_${section}`, idArray => { + const attrArray = idArray.reduce((m, id) => [...m, ...(fields.map(field => `repeating_${section}_${id}_${field}`))], []); + getAttrs([...attrArray], v => { + const getValue = (section, id, field) => v[`repeating_${section}_${id}_${field}`] === "on" ? 1 : parseFloat(v[`repeating_${section}_${id}_${field}`]) || 0; + const commonMultipliers = (fields.length <= destinations.length) ? [] : fields.splice(destinations.length, fields.length - destinations.length); + const output = {}; + destinations.forEach((destination, index) => { + output[destination] = idArray.reduce((total, id) => total + getValue(section, id, fields[index]) * commonMultipliers.reduce((subtotal, mult) => subtotal * getValue(section, id, mult), 1), 0); + }); + setAttrs(output); + }); + }); +}; diff --git a/ARC/src/package-lock.json b/ARC/src/package-lock.json new file mode 100644 index 0000000000..770a6c62ff --- /dev/null +++ b/ARC/src/package-lock.json @@ -0,0 +1,8822 @@ +{ + "name": "arc", + "version": "1.0.0", + "lockfileVersion": 2, + "requires": true, + "packages": { + "": { + "name": "arc", + "version": "1.0.0", + "funding": [ + { + "type": "patreon", + "url": "https://www.patreon.com/morgdalaine" + }, + { + "type": "ko-fi", + "url": "https://ko-fi.com/morgdalaine" + } + ], + "license": "MIT", + "devDependencies": { + "gulp": "4.0.2", + "gulp-pug": "5.0.0", + "gulp-sass": "5.0.0", + "pug": 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"which-module": "^1.0.0", + "y18n": "^3.2.1", + "yargs-parser": "^5.0.1" + } + }, + "yargs-parser": { + "version": "5.0.1", + "resolved": "https://registry.npmjs.org/yargs-parser/-/yargs-parser-5.0.1.tgz", + "integrity": "sha512-wpav5XYiddjXxirPoCTUPbqM0PXvJ9hiBMvuJgInvo4/lAOTZzUprArw17q2O1P2+GHhbBr18/iQwjL5Z9BqfA==", + "dev": true, + "requires": { + "camelcase": "^3.0.0", + "object.assign": "^4.1.0" + } + } + } +} diff --git a/ARC/src/package.json b/ARC/src/package.json new file mode 100644 index 0000000000..212f49efca --- /dev/null +++ b/ARC/src/package.json @@ -0,0 +1,37 @@ +{ + "name": "arc", + "version": "1.0.0", + "description": "Roll20 character sheet for ARC: Doom Tabletop RPG", + "main": "arc.html", + "scripts": { + "build": "gulp build", + "watch": "gulp watch" + }, + "author": "Morgdalaine", + "funding": [ + { + "type": "patreon", + "url": "https://www.patreon.com/morgdalaine" + }, + { + "type": "ko-fi", + "url": "https://ko-fi.com/morgdalaine" + } + ], + "repository": { + "type": "git", + "url": "https://github.com/morgdalaine/", + "directory": "ARC" + }, + "keywords": [ + "Roll20" + ], + "license": "MIT", + "devDependencies": { + "gulp": "4.0.2", + "gulp-pug": "5.0.0", + "gulp-sass": "5.0.0", + "pug": "3.0.2", + "sass": "1.37.0" + } +} diff --git a/ARC/src/pug/.DS_Store b/ARC/src/pug/.DS_Store new file mode 100644 index 0000000000..b2862eb70e Binary files /dev/null and b/ARC/src/pug/.DS_Store differ diff --git a/ARC/src/pug/arc.pug b/ARC/src/pug/arc.pug new file mode 100644 index 0000000000..2c49023b28 --- /dev/null +++ b/ARC/src/pug/arc.pug @@ -0,0 +1,34 @@ +include components/common/elements +include components/common/functions +include components/common/inputs +include components/common/popups +include components/approaches +include components/background +include components/bonds +include components/consequences +include components/experience +include components/header +include components/health +include components/inventory +include components/skills +include components/toolbar +include meta/data + +.arc + +hidden({ name: "version", value: "1.0" }) + +hidden({ name: "sheet_type", value: "character" }) + +hidden({ name: "setting_tooltips", value: 1 }) + +toolbar + +header + main.arc__layout + +hidden({ name: "sheet_type" }) + include layouts/character + +//- Roll Templates +include layouts/roll-template + +//- Sheet Workers +script(type="text/worker") + include ../js/globals.js + include ../js/sheetworkers.js + include ../js/eventhandlers.js diff --git a/ARC/src/pug/components/approaches.pug b/ARC/src/pug/components/approaches.pug new file mode 100644 index 0000000000..3956e411b5 --- /dev/null +++ b/ARC/src/pug/components/approaches.pug @@ -0,0 +1,18 @@ + +mixin approaches + article.approaches + each app in data.approaches + +approach(app) + +approach-popup(app) + +mixin approach(type) + +help(type) + section.approach + .approach__label + +span({ data_i18n: type }).approach__label--span + .approach__value + +number({ name: type, min: 0, max: 3 }).approach__value--input + +mixin approach-popup(type) + +popup({ name: type, title: "approach" }) + +span({ data_i18n: `${type}_description` }) diff --git a/ARC/src/pug/components/background.pug b/ARC/src/pug/components/background.pug new file mode 100644 index 0000000000..3fb0544015 --- /dev/null +++ b/ARC/src/pug/components/background.pug @@ -0,0 +1,18 @@ + +mixin background + article.background + section.background__differences + +label({ data_i18n: "makes_them_different", for: "different" }).background--label + +textarea({ name: "different", id: "different" }) + section.background__rumors + +label({ data_i18n: "three_rumors" }).background--label + fieldset.repeating_rumors + .background__rumors--wrapper + +textbox({ name: "rumor" }).background__rumors--input + section.background__lesson + +label({ data_i18n: "painful_lesson", for: "lesson" }).background--label + +textarea({ name: "lesson", id: "lesson" }) + //- section.portrait + //- +label({ data_i18n: "portrait" }).background--label + //- .portrait__image + //- +img({ name: "character_avatar" }).portrait__image--img diff --git a/ARC/src/pug/components/bonds.pug b/ARC/src/pug/components/bonds.pug new file mode 100644 index 0000000000..278014fa06 --- /dev/null +++ b/ARC/src/pug/components/bonds.pug @@ -0,0 +1,26 @@ + +mixin bonds + article.bonds + .bonds__header + +span({ data_i18n: "bonds" }).bonds__header--span + +help("bonds") + fieldset.repeating_bonds + +relationship + +popup({ name: "bonds", title: "bonds" }) + +span({ data_i18n: "bonds_description" }) + +mixin relationship + article.bond + .bond__with + +textbox({ name: "relationship", data_i18n_placeholder: "name_placeholder" }).bond__with--input + section.bond__levels + each lvl in range(3) + +bond-levels(lvl) + +mixin bond-levels(lvl) + .bond__container + .bond__major + +hidden({ name: `level_${lvl}`, value: 0 }).bond__control + +radio({ name: `level_${lvl}`, value: 0, checked: true }).bond__minor.reset + each minor in [4, 3, 2, 1] + +radio({ name: `level_${lvl}`, value: minor, title: minor }).bond__minor diff --git a/ARC/src/pug/components/common/elements.pug b/ARC/src/pug/components/common/elements.pug new file mode 100644 index 0000000000..0235759fee --- /dev/null +++ b/ARC/src/pug/components/common/elements.pug @@ -0,0 +1,92 @@ + +//- create [tag] with properties +//- [tag] is passed in the obj but removed to prevent adding it to the final html +//- [data_i18n] is shorthand for data-i18n +//- [data_i18n_title] allows for translated title on :hover +//- [name] is prepended with attr_ +//- [title] defaults to the attribute @{...} +//- [locals] adds text programmatically instead of writing it yourself +mixin tag(obj) + - const tag = obj.tag; + - obj = handleTag(obj); + #{tag}&attributes(obj)(class!=attributes.class)=locals[obj["data-i18n"]] + block + +mixin span(obj) + - obj.tag = "span"; + +tag(obj)&attributes(attributes) + block + +mixin label(obj) + - obj.tag = "label"; + +tag(obj)&attributes(attributes) + block + +mixin h1(obj) + - obj.tag = "h1"; + +tag(obj)&attributes(attributes) + block + +mixin h2(obj) + - obj.tag = "h2"; + +tag(obj)&attributes(attributes) + block + +mixin h3(obj) + - obj.tag = "h3"; + +tag(obj)&attributes(attributes) + block + +mixin h4(obj) + - obj.tag = "h4"; + +tag(obj)&attributes(attributes) + block + +mixin h5(obj) + - obj.tag = "h5"; + +tag(obj)&attributes(attributes) + block + +mixin img(obj) + - obj.tag = "img" + - obj.title = obj.src; + - obj.src = `${data.assets.folder}${data.assets[obj.src]}`; + +tag(obj)&attributes(attributes) + +mixin div(obj) + - obj.tag = "div"; + +tag(obj)&attributes(attributes) + block + +mixin section(obj) + - obj.tag = "section"; + +tag(obj)&attributes(attributes) + block + +mixin article(obj) + - obj.tag = "article"; + +tag(obj)&attributes(attributes) + block + +mixin button(obj) + if obj.type === "action" + - obj.name = `act_${obj.name}`; + else + - obj.type = "roll"; + - obj.title = obj.title || `%{${obj.name}}`; + - obj.name = `roll_${obj.name}`; + if !obj["data-i18n"] + - obj["data-i18n"] = obj.data_i18n ? obj.data_i18n : null; + - obj.data_i18n = null; + button&attributes(obj)(class!=attributes.class) + block + +mixin action(obj) + - obj.type = "action"; + +button(obj)&attributes(attributes) + block + +mixin roll(obj) + - obj.type = "roll"; + +button(obj)&attributes(attributes) + block diff --git a/ARC/src/pug/components/common/functions.pug b/ARC/src/pug/components/common/functions.pug new file mode 100644 index 0000000000..bb32ff7859 --- /dev/null +++ b/ARC/src/pug/components/common/functions.pug @@ -0,0 +1,64 @@ +- + const + range = (length) => [...Array(length).keys()].map(n => n + 1); + +//- handle input object transformation +- function handleInput(obj) { +- // only set default title for specific inputs +- if (obj.type !== "hidden" && obj.type !== "checkbox") { +- obj.title = obj.title || `@{${obj.name}}`; +- } +- // default number placeholder to 0 +- if (obj.type === "number") { +- obj.placeholder = obj.placeholder || 0; +- } +- // set data-i18n to value when unavailable +- if (obj.type === "select") { +- obj.data_i18n = obj.data_i18n || obj.value +- } +- // handle data-i18n-title and clear title +- if (obj.data_i18n_title) { +- obj["data-i18n-title"] = obj.data_i18n_title; +- obj.data_i18n_title = null; +- obj.title = null; +- } +- // handle data-i18n-placeholder +- if (obj.data_i18n_placeholder) { +- obj["data-i18n-placeholder"] = obj.data_i18n_placeholder; +- obj.data_i18n_placeholder = null; +- } +- obj.name = `attr_${obj.name}`; +- return obj; +- }; + +//- handle element object transformation +- function handleTag(obj) { +- obj.tag = null; +- // set default title for attributes +- if (obj.name) { +- obj.title = obj.title || `@{${obj.name}}`; +- obj.name = `attr_${obj.name}`; +- } +- // handle data-i18n-title and clear title +- if (obj.data_i18n_title) { +- obj["data-i18n-title"] = obj.data_i18n_title; +- obj.data_i18n_title = null; +- obj.title = null; +- } +- // handle data-i18n +- if (obj.data_i18n) { +- obj["data-i18n"] = obj.data_i18n; +- obj.data_i18n = null; +- } +- // handle data-i18n-vars +- if (obj.data_i18n_vars) { +- obj["data-i18n-vars"] = obj.data_i18n_vars; +- obj.data_i18n_vars = null; +- } +- // handle data-i18n-value +- if (obj.data_i18n_value) { +- obj["data-i18n-value"] = obj.data_i18n_value; +- obj.data_i18n_value = null; +- } +- return obj; +- } diff --git a/ARC/src/pug/components/common/inputs.pug b/ARC/src/pug/components/common/inputs.pug new file mode 100644 index 0000000000..488a44660f --- /dev/null +++ b/ARC/src/pug/components/common/inputs.pug @@ -0,0 +1,65 @@ + +//- base mixin for all inputs +//- [name] is prepended with attr_ +//- [title] defaults to the attribute @{...} +//- [id] is prepended with attr_ or left null to remove from html +//- the reference for calling it in chat and custom macros +//- (class!=attributes.class) allows you to pass classes with +input({}).class +mixin input(obj) + - obj = handleInput(obj); + input&attributes(obj)(class!=attributes.class) + +mixin checkbox(obj) + - obj.type = "checkbox"; + +input(obj)&attributes(obj)(class!=attributes.class) + +mixin radio(obj) + - obj.type = "radio"; + +input(obj)&attributes(obj)(class!=attributes.class) + +mixin textbox(obj) + - obj.type = "text"; + +input(obj)&attributes(obj)(class!=attributes.class) + +mixin number(obj) + - obj.type = "number"; + +input(obj)&attributes(obj)(class!=attributes.class) + +mixin textarea(obj) + - obj = handleInput(obj); + textarea&attributes(obj)(class!=attributes.class) + +mixin hidden(obj) + - obj.type = "hidden"; + +input(obj)&attributes(obj)(class!=attributes.class) + +mixin select(obj) + - obj = handleInput(obj); + select&attributes(obj)(class!=attributes.class) + if block + block + else + +option({ value: "empty select, pebkac", selected: true}) + +mixin option(obj) + - obj.tag = "option"; + - obj.data_i18n = obj.data_i18n || obj.value; + +tag(obj)&attributes(obj) + +mixin textarea(obj) + - obj = handleInput(obj); + textarea&attributes(obj)(class!=attributes.class spellcheck="false") + +mixin fill-in-radios(obj) + +div({ class: obj.class }).radio__ranks + +radio({ name: obj.name, value: 0, checked: true, class: obj.class }).radio__rank.reset + each x in range(obj.max) + +radio({ name: obj.name, value: x, class: obj.class }).radio__rank + +mixin alt-radios + .fill-in__container + .fill-in__major + +hidden({ name: `test`, value: 0 }).fill-in__control + +radio({ name: `test`, value: 0, checked: true }).fill-in__minor.reset + each minor in [4, 3, 2, 1] + +radio({ name: `test`, value: minor, title: minor }).fill-in__minor diff --git a/ARC/src/pug/components/common/popups.pug b/ARC/src/pug/components/common/popups.pug new file mode 100644 index 0000000000..72e4e6c271 --- /dev/null +++ b/ARC/src/pug/components/common/popups.pug @@ -0,0 +1,23 @@ + +mixin help(name) + +hidden({ name: "setting_tooltips" }).toggle-tooltip + div&attributes(attributes).help + +label({ }).help__label + - name = `show_${name}`; + +checkbox({ name }).help__label--input + +img({ src: "help" }).help__label--icon + +mixin popup(obj) + - obj.header = obj.header || obj.name; + - obj.name = `show_${obj.name}`; + +hidden({ name: obj.name, value: 0}).toggle-popup + article.popup(class!=attributes.class) + .popup__title + +span({ data_i18n: obj.title }).popup__title--span + label.popup__close + +checkbox({ name: obj.name }).popup__close--btn + +img({ src: "close" }).popup__close--symbol + .popup__header + +span({ data_i18n: obj.header }).popup__header--span + .popup__content + block diff --git a/ARC/src/pug/components/consequences.pug b/ARC/src/pug/components/consequences.pug new file mode 100644 index 0000000000..75ecca9f38 --- /dev/null +++ b/ARC/src/pug/components/consequences.pug @@ -0,0 +1,31 @@ + +mixin fallen-consequences + - + const roll__consequences = [ + `&{template:fallen}`, + `{{character_name=@{character_name}}}`, + `{{title=^{fallen_consequences}}}`, + `{{verb=^{chooses}}}`, + `{{action=^{life}}}`, + `{{type=fallen}}`, + `{{consequence=[[1d6]]}}`, + ].join(""); + + article.consequences + .consequences__header + +span({ data_i18n: "fallen_heroes" }).consequences__header--span + +help("consequences") + section.consequences__grid + +div({ data_i18n: "1d6" }).consequences__grid--header + .consequences__roll + +roll({ name: "consequence", value: roll__consequences }).consequences__roll--btn + +span({ data_i18n: "consequence" }).consequences__roll--span + each side in range(6) + - let name = `fallen_consequence_${side}`; + label.consequence__die + +checkbox({ name, value: 1, id: name }).consequence__die--input + .consequence__die--span=side + .consequence__die--square + +label({ data_i18n: name, for: name }).consequence__description + +popup({ name: "consequences", title: "life_and_death", header: "fallen_heroes" }) + +span({ data_i18n: "fallen_heroes_description" }) diff --git a/ARC/src/pug/components/experience.pug b/ARC/src/pug/components/experience.pug new file mode 100644 index 0000000000..38c7caaed5 --- /dev/null +++ b/ARC/src/pug/components/experience.pug @@ -0,0 +1,14 @@ + +mixin experience + article.experience + .experience__header + +span({ data_i18n: "xp" }).experience__header--span + +help("xp") + .experience__total + +input({ type: "number", name: "xp_max", min: 0 }).experience__total--input + +span({ data_i18n: "xp_total" }).experience__total--span + .experience__spent + +input({ type: "number", name: "xp", min: 0}).experience__spent--input + +span({ data_i18n: "xp_spent" }).experience__spent--span + +popup({ name: "xp", title: "xp", header: "experience" }) + +span({ data_i18n: "xp_description" }) diff --git a/ARC/src/pug/components/header.pug b/ARC/src/pug/components/header.pug new file mode 100644 index 0000000000..2ef6fa8c33 --- /dev/null +++ b/ARC/src/pug/components/header.pug @@ -0,0 +1,21 @@ +mixin header + header.arc__header.header + +hidden({ name: "sheet_type" }) + article.header__character.character + .header__title + +label({ for: "pc_id_character_name" }).header__title--label + +h2({ data_i18n: "character_name" }).header__title--header + +textbox({ name: "character_name", id: "pc_id_character_name" }).header__title--input + .header__pronouns + +label({ for: "pronouns" }).header__pronouns--label + +h3({ data_i18n: "pronouns" }).header__pronouns--header + +textbox({ name: "pronouns", id: "pronouns" }).header__pronouns--input + .header__player + +label({ for: "player_name" }).header__player--label + +h3({ data_i18n: "player_name" }).header__player--header + +textbox({ name: "player_name", id: "player_name" }).header__player--input + article.header__npc.npc + +textbox({ name: "character_name", id: "npc_id_character_name" }).header__npc--input + article.header__name + .header__name + +span({ name: "character_name" }).header__name--span diff --git a/ARC/src/pug/components/health.pug b/ARC/src/pug/components/health.pug new file mode 100644 index 0000000000..050570a841 --- /dev/null +++ b/ARC/src/pug/components/health.pug @@ -0,0 +1,65 @@ + +mixin health + article.healths + +health-section("blood") + +health-section("guts") + +rests + +mixin health-section(type) + section.health + .health__type + +span({ data_i18n: type }).health__type--span + +help(type) + //- .health__plus + //- span + + .health__mod + +span({ data_i18n: "mod" }).health__mod--span + +number({ name: `${type}_mod`, min: 0 }).health__mod--input + //- .health__equals + //- span="=".health__equals + .health__max + +span({ data_i18n: "max" }).health__max--span + +number({ name: `${type}_max`, min: 0 }).health__max--input + .health__current + +span({ data_i18n: "current" }).health__current--span + +number({ name: type, min: 0 }).health__current--input + + - var title = (type == "blood" ? "physical_health" : "combat_health" ) + +popup({ name: type, title }) + +span({ data_i18n: `${type}_description` }) + +mixin rests + section.rests + - + const roll__short_rest = [ + `&{template:recover}`, + `{{character_name=@{character_name}}}`, + `{{action=^{short_rest}}}`, + `{{verb=^{takes_a_rest}}}`, + `{{type=short-rest}}`, + `{{blood=[[1d6]]}}`, + `{{guts=[[1d6]]}}` + ].join(""); + - + const roll__long_rest = [ + `&{template:recover}`, + `{{character_name=@{character_name}}}`, + `{{action=^{long_rest}}}`, + `{{type=long-rest}}`, + `{{verb=^{takes_a_rest}}}`, + `{{blood=[[2d6+@{blood_mod}[BLOOD]]]}}`, + `{{guts=[[2d6+@{guts_mod}[GUTS]]]}}` + ].join(""); + + .rests__spacer + hr.rests__spacer--line + .rests__short + +roll({ name: "short_rest", value: roll__short_rest }).rests__short--button + +span({ data_i18n: "short_rest" }).rests__short--span + .rests__spacer + hr.rests__spacer--line + .rests__long + +roll({ name: "long_rest", value: roll__long_rest }).rests__long--button + +span({ data_i18n: "long_rest" }).rests__long--span + .rests__spacer + hr.rests__spacer--line diff --git a/ARC/src/pug/components/inventory.pug b/ARC/src/pug/components/inventory.pug new file mode 100644 index 0000000000..f7fe76d65b --- /dev/null +++ b/ARC/src/pug/components/inventory.pug @@ -0,0 +1,114 @@ + +mixin inventory + article.inventory + datalist(id="datalist__inventory") + each item in data.inventory.items + option(value=item, data-i18n=item) + .inventory__header + +span({ data_i18n: "inventory" }).inventory__header--span + +help("inventory") + .inventory__type + +span({ data_i18n: "item_type" }).inventory__type--span + .inventory__qty + +span({ data_i18n: "item_quantity" }).inventory__qty--span + .inventory__edit + .inventory__items + fieldset.repeating_inventory + +item + +popup({ name: "inventory", title: "inventory" }) + +span({ data_i18n: "inventory_description" }) + +mixin item + .item__wrapper + +hidden({ name: "item_expand", value: "0" }) + +hidden({ name: "type" }).item__block--toggle + section.item + - let universals = Object.assign([], data.inventory.inputs.universal); + - universals = universals.sort((x, y) => { return x.sort - y.sort }); + section.item__block.item__universal + each field in universals + +item-input(field) + .item__expand + +action({ name: "item-expand-toggle" }).item__expand--btn + +img({ src: "edit" }).item__expand--img + +img({ src: "close" }).item__close--img + +item-details + +mixin item-details + section.item--details + each itemType in data.inventory.types + - let fields = [...data.inventory.inputs[itemType]]; + - fields = fields.sort((x, y) => { return x.sort - y.sort }); + +section({ class: `item__${itemType}` }).item__block + each field in fields + +item-input(field) + +mixin item-input(obj) + - const field = Object.assign({}, obj); + - field.sort = null; + - field.id = `id_item_${field.name}`; + +div({ class: `item--${field.name}` }) + if field.type === "select" + +field-select-block(field) + else + +field-block(field) + +mixin field-block(obj) + - const data_i18n = obj.label || null; + - const data_i18n_title = obj.label_title || null; + .field + if data_i18n + +label({ data_i18n_title, for: obj.id }).field__label + +span({ data_i18n }).field__label--span + - obj.label = null; + - obj.label_title = null; + - obj.class = `field--${obj.type}`; + + if (obj.type === "radios") + +fill-in-radios(obj) + else if (obj.type === "textarea") + - obj.type = null; + +textarea(obj) + else + +input(obj) + +mixin field-select-block(obj) + - const data_i18n = obj.label || null; + .field + if data_i18n + +label({ data_i18n_title, for: obj.id }).field__label + +span({ data_i18n }).field__label--span + - const options = obj.options; + - obj.options = null; + +select(obj).field--select + each opt in options + +option(opt) + + + +//- not used +mixin inventory-totals + footer.inventory__totals + .inventory__totals--empty + .inventory__totals--empty + .inventory__totals--pool + +number({ name: "inventory_points_max", min: 0 }) + .inventory__totals--spent + +number({ name: "inventory_points", min: 0 }) + .inventory__totals--empty + .inventory__totals--pool + +span({ data_i18n: "item_pool" }) + .inventory__totals--spent + +span({ data_i18n: "item_pool" }) + +//- not used +mixin type-checkboxes + +label({ for: "supplies" }).item__is-supplies + +radio({ name: "type", value: "supplies", id: "supplies" }).item__type--radio + .item__type--square + +label({ for: "damage-defense" }).item__is-damage-defense + +radio({ name: "type", value: "damage", id: "damage-defense" }).item__type--radio + .item__type--square + +label({ for: "spell-technique" }).item__is-spell-technique + +radio({ name: "type", value: "spell", id: "spell-technique" }).item__type--radio + .item__type--square diff --git a/ARC/src/pug/components/skills.pug b/ARC/src/pug/components/skills.pug new file mode 100644 index 0000000000..990814a41b --- /dev/null +++ b/ARC/src/pug/components/skills.pug @@ -0,0 +1,38 @@ + +mixin skills + article.skills + .skills__header + +span({ data_i18n: "skills" }).skills__header--span + +help("skills") + each skills, category in data.skills + header.skill-category__header + +span({ data_i18n: category }).skill-category__header--span + //- +help(`${category}_popup`) + hr.skill-category__header--line + //- +category-popup(category) + each skill in skills + +skill(skill) + +popup({ name: "skills", title: "skill", header: "skill_info" }) + +span({ data_i18n: "skill_description" }) + + +mixin category-popup(cat) + +popup({ name: cat, title: "skill_check" }) + +span({ data_i18n: `${cat}_description` }) + +mixin skill(skill) + .skill__button + +action({ name: skill }).skill__button--btn + +span({ data_i18n: skill }).skill__button--span + +help(`${skill}`) + +skill-popup(skill) + + +fill-in-radios({ name: skill, max: 3, class: "skill" }) + //- .skill__ranks + //- +radio({ name: skill, value: 0, checked: true }).skill__rank.reset + //- each x in range(3) + //- +radio({ name: skill, value: x }).skill__rank + +mixin skill-popup(skill) + +popup({ name: skill, title: "skill_info", header: skill }) + +span({ data_i18n: `${skill}_description` }) diff --git a/ARC/src/pug/components/toolbar.pug b/ARC/src/pug/components/toolbar.pug new file mode 100644 index 0000000000..55c4242a22 --- /dev/null +++ b/ARC/src/pug/components/toolbar.pug @@ -0,0 +1,49 @@ + +mixin toolbar + nav.toolbar + .toolbar__labels + label.toolbar__glossary + +checkbox({ name: "show_glossary" }) + +img({ src: "book" }).toolbar__glossary--icon g + label.toolbar__settings + +checkbox({ name: "show_settings" }) + +img({ src: "settings" }).toolbar__settings--icon + label.toolbar__version + +span({ data_i18n: "version" }).toolbar__version--text + +span({ name: "version" }).toolbar__version--number + +glossary + +settings + +mixin glossary + +popup({ name: "glossary", title: "quick_overview", header: "_" }).glossary + article.glossary--wrapper + each content in data.glossary + details + summary.glossary__entry + hr.glossary__entry--line + +h3({ data_i18n: content }).glossary__entry--header + hr.glossary__entry--line + .glossary__definition + +span({ data_i18n: `${content}_description` }) + +mixin settings + +popup({ name: "settings", title: "settings", header: "_" }).settings + article.settings--wrapper + section.settings__mode + +h3({ data_i18n: "sheet_mode" }).settings__mode--header + +select({ name: "sheet_type" }).settings__tooltips--select + each option in data.settings.sheet_type + +option(option) + section.settings__theme + +h3({ data_i18n: "theme" }).settings__theme--header + +span({ data_i18n: "use_sync" }).settings__theme--span + section.settings__tooltips + +h3({ data_i18n: "tooltips" }).settings__tooltips--header + +select({ name: "setting_tooltips" }).settings__tooltips--select + each option in data.settings.tooltips + +option(option) + section.settings__export + +roll({ data_i18n: "export_character", name: "api_export", value: "!arc .export @{character_id}" }).settings__export--btn + +hidden({ name: "export_show", value: "0" }).settings__export--toggle + +textarea({ name: "export", rows: 6, data_i18n_placeholder: "requires_arc_api" }).settings__export--json + +span({ data_i18n: "requires_arc_api" }).settings__export--span diff --git a/ARC/src/pug/layouts/character.pug b/ARC/src/pug/layouts/character.pug new file mode 100644 index 0000000000..d10e3d072e --- /dev/null +++ b/ARC/src/pug/layouts/character.pug @@ -0,0 +1,11 @@ + +article.arc__layout--left + +health + +approaches + +skills + +inventory +aside.arc__layout--right.character + +background + +bonds + +experience + +fallen-consequences diff --git a/ARC/src/pug/layouts/roll-template.pug b/ARC/src/pug/layouts/roll-template.pug new file mode 100644 index 0000000000..7bbf165fc6 --- /dev/null +++ b/ARC/src/pug/layouts/roll-template.pug @@ -0,0 +1,97 @@ + +mixin tags(array) + each tag in array + | {{##{ tag }}} + if block + block + each tag in array.reverse() + | {{/#{ tag }}} + +mixin roll-template-sentence + .sheet-arc__sentence + +tags(["character_name"]) + .sheet-arc__sentence--name(class=`{{type}}`) {{ character_name }} + +tags(["verb"]) + .sheet-arc__sentence--verb(class=`{{type}}`) {{ verb }} + +tags(["action"]) + .sheet-arc__sentence--action(class=`{{type}}`) {{ action }} + +rolltemplate.sheet-rolltemplate-recover + .sheet-arc__container + .sheet-arc__banner(class=`{{type}}`) + .sheet-arc__content(class=`{{type}}`) + +roll-template-sentence + .sheet-arc__recover(class=`{{type}}`) + .sheet-arc__recover--arrow ▶ + .sheet-arc__recover--text + +span({ data_i18n: "recovery_{{type}}", + data_i18n_vars: "{{blood}}|{{guts}}" }) + .sheet-arc__footnote + span.sheet-arc__footnote--mark ※ + +span({ data_i18n: "update_character_sheet" }).sheet-arc__footnote--span + +rolltemplate.sheet-rolltemplate-fallen + .sheet-arc__container + .sheet-arc__banner(class=`{{type}}`) + .sheet-arc__content(class=`{{type}}`) + +roll-template-sentence + .sheet-arc__fallen(class=`{{type}}`) + .sheet-arc__fallen--roll + span {{ consequence }} + each con in range(6) + +tags([`rollTotal() consequence ${con}`]) + .sheet-arc__fallen--text + +span({ data_i18n: `fallen_consequence_${con}` }) + .sheet-arc__footnote + span.sheet-arc__footnote--mark ※ + +span({ data_i18n: "update_character_sheet" }).sheet-arc__footnote--span + +rolltemplate.sheet-rolltemplate-skills + .sheet-arc__container + .sheet-arc__banner(class=`{{type}}`) + +tags(["rollLess() roll TN"]) + span.sheet-display-control.sheet-success + +tags(["rollTotal() roll TN"]) + span.sheet-display-control.sheet-tie + +tags(["rollGreater() roll TN"]) + span.sheet-display-control.sheet-fail + + .sheet-arc__content(class=`{{type}}`) + +roll-template-sentence + .sheet-arc__approach-skill(class=`{{type}}`) + .sheet-arc__approach-skill--arrow ▶ + .sheet-arc__approach-skill--approach(class=`{{title}}`) + +div({ data_i18n: `{{skill}}` }).sheet-arc__approach-skill--text + + .sheet-arc__results + //- text for success | tie | fail + .sheet-arc__results--text + +tags(["rollLess() roll TN"]) + .sheet-arc__success + +span({ data_i18n: "roll_success" }).sheet-arc__success--span + +tags(["rollTotal() roll TN"]) + .sheet-arc__tie + +span({ data_i18n: "roll_tie" }).sheet-arc__tie--span + +tags(["rollGreater() roll TN"]) + .sheet-arc__fail + +span({ data_i18n: "roll_fail" }).sheet-arc__fail--span + + //- dice results + .sheet-arc__results--values + +div({ data_i18n: "roll" }).sheet-arc__roll--header + +div({ data_i18n: "versus" }).sheet-arc__versus--header + +div({ data_i18n: "tn" }).sheet-arc__tn--header + + each roll in range(6) + +tags([`rollTotal() roll ${roll}`]) + .sheet-arc__roll--value + img(src=`${data.assets.folder}die_${roll}.png`) + | {{roll}} + .sheet-arc__versus--value + +tags(["rollLess() roll TN"]) + span.sheet-arc__versus--symbol.sheet-success="<" + +tags(["rollTotal() roll TN"]) + span.sheet-arc__versus--symbol.sheet-tie="=" + +tags(["rollGreater() roll TN"]) + span.sheet-arc__versus--symbol.sheet-fail=">" + .sheet-arc__tn--value {{TN}} diff --git a/ARC/src/pug/meta/data.pug b/ARC/src/pug/meta/data.pug new file mode 100644 index 0000000000..9090fb811b --- /dev/null +++ b/ARC/src/pug/meta/data.pug @@ -0,0 +1,291 @@ +- + const data = { + assets: { + folder: "https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/", + add: "add.svg", + book: "book.svg", + close: "close.svg", + delete: "delete.svg", + download: "download.svg", + drag: "drag.svg", + edit: "edit.svg", + export: "export.svg", + help: "help.svg", + lock: "lock.svg", + move: "move.svg", + save: "save.svg", + settings: "settings.svg", + unlock: "unlock.svg", + bg_check_success: "bg_check_success.png", + bg_check_tie: "bg_check_tie.png", + bg_check_fail: "bg_check_fail.png", + bg_long_rest: "bg_long_rest.png", + bg_short_rest: "bg_short_rest.png", + tab_long_rest: "tab_long_rest.png", + tab_short_rest: "tab_short_rest.png", + tab_skill_check: "tab_skill_check.png", + text_careful: "text_careful.svg", + text_concerted: "text_concerted.svg", + text_creative: "text_creative.svg", + }, + settings: { + sheet_type: [ + { + value: "character", + data_i18n: "character_mode", + selected: true + }, + { + value: "npc", + data_i18n: "npc_mode" + } + ], + tooltips: [ + { + value: "1", + data_i18n: "tooltip_show", + selected: true + }, + { + value: "0", + data_i18n: "tooltip_hide" + } + ] + }, + glossary: [ + "advantage", + "attack", + "complexity", + "conflict", + "consequence", + "damage", + "difficulty_modifier", + "doom", + "doomsday_clock", + "focus", + "group_skill_check", + "initiative_category", + "learning_spells_and_techniques", + "moment", + "movement_in_conflict", + "omen", + "opportunity", + "rest", + "ritual", + "skill_check", + "spells_and_techniques", + "spells_and_techniques_in_conflict", + "stand_ground", + "threshold_number", + "turn" + ], + approaches: [ "creative", "careful", "concerted" ], + skills: { + knowledge: [ "academic", "culture", "observe", "tactics" ], + social: [ "charisma", "guile", "impose", "insight" ], + physical: [ "acrobatics", "coordination", "physique", "weaponry" ], + practical: [ "artistry", "survival", "tinker", "trade" ], + prowess: [ "arcana", "focus" ], + }, + inventory: { + types: [ "supplies_and_sundries", "oddities_and_valuables", "damage_and_defense", "spells_and_techniques" ], + inputs: { + universal: [ + { + sort: 1, + name: "name", + type: "text", + list: "datalist__inventory", + data_i18n_placeholder: "name_placeholder", + }, + { + sort: 2, + name: "type", + type: "select", + options: [ + { data_i18n: "select_placeholder", value: "none", selected: true }, + { value: "supplies_and_sundries" }, + { value: "oddities_and_valuables" }, + { value: "damage_and_defense" }, + { value: "spells_and_techniques" }, + ] + }, + { + sort: 3, + name: "quantity", + type: "number", + placeholder: "0", + min: 0, + } + ], + supplies_and_sundries: [ + { + sort: 4, + label: "description", + name: "description", + type: "text", + data_i18n_placeholder: "description_placeholder", + } + ], + oddities_and_valuables: [ + { + sort: 4, + label: "description", + name: "description", + type: "text", + data_i18n_placeholder: "description_placeholder", + } + ], + damage_and_defense: [ + { + sort: 4, + label: "boon", + name: "first_boon", + type: "textarea", + data_i18n_placeholder: "boon_placeholder", + }, + { + sort: 5, + label: "boon", + name: "second_boon", + type: "textarea", + data_i18n_placeholder: "boon_placeholder", + }, + { + sort: 6, + label: "description", + name: "description", + type: "text", + data_i18n_placeholder: "description_placeholder", + }, + ], + spells_and_techniques: [ + { + sort: 4, + label: "complexity", + name: "complexity", + type: "radios", + class: "complexity", + max: 4, + }, + { + sort: 5, + label: "base_effect", + name: "base_effect", + type: "textarea", + //- data_i18n_placeholder: "base_effect_placeholder", + }, + { + sort: 6, + label: "enhanced", + name: "enhanced", + type: "textarea", + //- data_i18n_placeholder: "enhanced_placeholder", + }, + { + sort: 7, + label: "ritual", + name: "ritual", + type: "textarea", + //- data_i18n_placeholder: "ritual_placeholder", + }, + ], + }, + items: [ + "combat_scowling_face", + "combat_pitchfork", + "combat_memories_of_hardship", + "combat_iron_briefs", + "combat_booming_voice", + "combat_well_rounded_education", + "combat_darts", + "combat_dagger", + "combat_self_esteem", + "combat_studden_leather_armor", + "combat_devastating_vocabulary", + "combat_critical_thinking", + "combat_sturdy_sword", + "combat_crossbow", + "combat_plate_armor", + "combat_love_letter", + "combat_cunning_wit", + "combat_flaming_sword", + "supplies_rations", + "supplies_artisans_tools", + "supplies_crowbar_and_lantern", + "supplies_rope_and_carpet", + "supplies_bedroll", + "supplies_backpack", + "supplies_thieves_tools", + "supplies_fine_clothes", + "supplies_traps", + "supplies_tent", + "supplies_fishing_pole", + "supplies_live_hen", + "supplies_board_games", + "supplies_alchemists_tools", + "supplies_encyclopeida", + "supplies_spyglass", + "supplies_coded_letters", + "supplies_horse", + "oddities_seashell_horn", + "oddities_dead_donkey", + "oddities_ancient_ring", + "oddities_songbird", + "oddities_human_teeth", + "oddities_hat", + "oddities_monkey_head", + "oddities_heavy_crown", + "oddities_giant_serpent_scales", + "oddities_silk_dress", + "oddities_tyrant_pants", + "oddities_shadow_mirror", + "oddities_darkvision_glasses", + "oddities_divine_blood", + "oddities_seeds", + "oddities_potion_brawn", + "oddities_troll_flesh", + "oddities_telepathic_yak", + "spells_trinket", + "spells_trick_of_the_light", + "spells_soundshift", + "spells_lifebringer", + "spells_whisper", + "spells_bind_weapon", + "spells_unmask_the_self", + "spells_secret_door", + "spells_burn_the_past", + "spells_master_of_elements", + "spells_little_escapologist", + "spells_pierce_the_veil", + "spells_manic_hands", + "spells_shadowbind", + "spells_compel", + "spells_windstep", + "spells_blackout", + "spells_spirit_pact", + "spells_from_dust_to_dust", + "spells_true_miracle", + "techniques_only_ones_who_know", + "techniques_uncanny_alarm", + "techniques_weave_through_water", + "techniques_memory_seed", + "techniques_flowmotion", + "techniques_saving_grace", + "techniques_inspiration", + "techniques_bind_magic", + "techniques_stonewall", + "techniques_heart_piercer", + "techniques_deadly_focus", + "techniques_redo", + "techniques_turn_the_tide", + "techniques_dispel", + "techniques_interdiction", + "techniques_fluorescent_transcendence", + "techniques_netherwave", + "techniques_become_one", + "techniques_defy_the_fates", + "techniques_doompause", + ] + } + } diff --git a/ARC/src/scss/arc.scss b/ARC/src/scss/arc.scss new file mode 100644 index 0000000000..cc7b4760fb --- /dev/null +++ b/ARC/src/scss/arc.scss @@ -0,0 +1,80 @@ +.arc { + @import "meta/reset"; + // @import "meta/unset"; +} + +// shared variables and mixins +@import "meta/variables"; +@import "meta/breakpoints"; +@import "components/common/mixins"; +@import "components/common/popups"; + +html { + font-size: 13px !important; +} + +.ui-dialog { + .charsheet { + padding: 0px !important; + button[type=roll] { + &::before { + font-family: unset; + content: unset; + } + } + input { + height: unset; + width: 100%; + &[type=number] { + width: 100%; + } + } + } +} + +@include repeatingSectionsButtons; + +input[name*="sheet_type"] { + &[value="character"] { + ~ .npc { + display: none; + } + } + &[value="npc"] { + ~ .character { + display: none; + } + } +} + +.arc { + position: relative; + font-family: $primary-sans-serif; + font-size: 13px; + @import "meta/buttons"; + @import "components/common/inputs"; + + @media (prefers-color-scheme: light) { + color: $primary-color-light; + background: $primary-background-light; + } + @media (prefers-color-scheme: dark) { + color: $primary-color-dark; + background: $primary-background-dark; + } + + h2 { font-size: 1.5rem; } + h3 { font-size: 1.17rem; } + h4 { font-size: 1rem; } + h5 { + font-size: 1rem; + text-transform: uppercase; + } + + // Components + @import "components/toolbar"; + @import "components/header"; +} + +@import "layouts/character"; +@import "layouts/roll-template"; diff --git a/ARC/src/scss/components/_approaches.scss b/ARC/src/scss/components/_approaches.scss new file mode 100644 index 0000000000..3c1c6fbb13 --- /dev/null +++ b/ARC/src/scss/components/_approaches.scss @@ -0,0 +1,52 @@ +.approaches { + display: flex; + flex-direction: row; + justify-content: center; + width: 100%; +} + +.approach { + display: flex; + flex-direction: row; + width: 25%; + align-items: center; + + &__label { + &--span { + font-family: $primary-serif; + white-space: nowrap; + text-transform: uppercase; + writing-mode: vertical-rl; + @include rotate(180deg); + } + } + &__value { + display: flex; + align-items: center; + justify-content: center; + border: 5px double transparent; + border-radius: 50%; + aspect-ratio: 1 / 1; + width: 100%; + + + @media (prefers-color-scheme: light) { + border-color: $primary-accent-light; + } + @media (prefers-color-scheme: dark) { + border-color: $primary-accent-dark; + } + + &--input[type="number"] { + @include square(100%); + padding: 0; + font-size: 4rem; + @media only screen and (max-width: $large) { + font-size: 3rem; + } + @media only screen and (max-width: $medium) { + font-size: 2rem; + } + } + } +} diff --git a/ARC/src/scss/components/_background.scss b/ARC/src/scss/components/_background.scss new file mode 100644 index 0000000000..289827cf95 --- /dev/null +++ b/ARC/src/scss/components/_background.scss @@ -0,0 +1,40 @@ + +.background { + display: grid; + grid-template-rows: repeat(3, auto); + row-gap: 8px; + height: fit-content; + padding: 8px; + @media (prefers-color-scheme: light) { + background: linear-gradient($tertiary-background-light 75%, transparent); + } + @media (prefers-color-scheme: dark) { + background: linear-gradient($tertiary-background-dark 75%, transparent); + } + + &--label { + font-size: 1.2rem; + font-variant-caps: small-caps; + cursor: pointer; + } + &__rumors { + &--wrapper { + margin: 8px 0; + } + } +} + +.portrait { + display: none; + justify-content: center; + align-items: center; + &__avi { + display: flex; + justify-content: center; + align-items: center; + position: relative; + &--img { + position: absolute; + } + } +} diff --git a/ARC/src/scss/components/_bonds.scss b/ARC/src/scss/components/_bonds.scss new file mode 100644 index 0000000000..e2f41a0c46 --- /dev/null +++ b/ARC/src/scss/components/_bonds.scss @@ -0,0 +1,118 @@ + +.bonds { + &__header { + @include sectionHeader; + } +} + +.bond { + display: grid; + grid-template-columns: 2fr 1fr; + gap: 1rem; + margin-bottom: 1rem; + + &__with { + grid-column: 1 / 2; + } + &__levels { + grid-column: 2 / 3; + display: grid; + grid-template-columns: repeat(3, 1fr); + column-gap: 2px; + align-content: center; + } + + &__container { + border: 2px solid transparent; + @include square(31px); + @media (prefers-color-scheme: light) { + border-color: $secondary-accent-light; + } + @media (prefers-color-scheme: dark) { + border-color: $secondary-accent-dark; + } + } + + &__major { + display: grid; + gap: 1px; + grid-template-columns: repeat(2, 1fr); + grid-template-rows: repeat(2, 1fr); + grid-template-areas: + "minor1 minor2" + "minor4 minor3"; + @include square(27px); + @media (prefers-color-scheme: light) { + background: linear-gradient($secondary-accent-light, $secondary-accent-light) center/100% 1px no-repeat, repeating-linear-gradient(to right, transparent 0 13px, $secondary-accent-light 0 14px); + } + @media (prefers-color-scheme: dark) { + background: linear-gradient($secondary-accent-dark, $secondary-accent-dark) center/100% 1px no-repeat, repeating-linear-gradient(to right,transparent 0 13px, $secondary-accent-dark 0 14px); + } + } +} + +.bond__minor { + border: 1px solid transparent; + background: transparent; + @include square(13px); + cursor: pointer; + box-sizing: border-box; + appearance: none; + -moz-appearance: none; + -webkit-appearance: none; + + &.reset { grid-area: minor1; } + + &[value="1"] { grid-area: minor1; } + &[value="2"] { grid-area: minor2; } + &[value="3"] { grid-area: minor3; } + &[value="4"] { grid-area: minor4; } + + &:checked { display: none; } +} + +.bond__control { + &:not([value="0"]) ~ .bond__minor[value="1"] { + grid-area: minor2; + } + &:is([value="2"], [value="3"], [value="4"]) ~ .bond__minor[value="2"] { + grid-area: minor3; + } + &:is([value="3"], [value="4"]) ~ .bond__minor[value="3"] { + grid-area: minor4; + } +} + +@media (prefers-color-scheme: light) { + .bond__minor.reset, + .bond__minor:not(.reset):checked ~ .bond__minor { + background: $secondary-highlight-light; + } +} + +@media (prefers-color-scheme: dark) { + .bond__minor.reset, + .bond__minor:not(.reset):checked ~ .bond__minor { + background: $secondary-highlight-dark; + } +} + +@media only screen and (max-width: $large) { + .bond { + display: flex; + flex-direction: column; + &__levels { + display: flex; + justify-content: center; + } + } + input.bond__with--input[type=text] { + padding-left: 0; + text-align: center; + font-size: 1.2rem; + } +} +// @media only screen and (max-width: $medium) { +// } +// @media only screen and (max-width: $small) { +// } diff --git a/ARC/src/scss/components/_consequences.scss b/ARC/src/scss/components/_consequences.scss new file mode 100644 index 0000000000..37425c2815 --- /dev/null +++ b/ARC/src/scss/components/_consequences.scss @@ -0,0 +1,90 @@ + +.consequences { + &__header { + @include sectionHeader; + } + &__grid { + display: grid; + grid-template-columns: auto 1fr; + gap: 0.5rem; + align-items: center; + justify-items: center; + &--header { + padding: 0 1rem; + text-align: center; + font-size: 1.17rem; + } + } + &__roll { + justify-self: start; + @include rollButton; + &--span { + text-transform: uppercase; + text-align: left; + font-size: 1.17rem; + } + } +} + +.consequence { + &__die { + display: flex; + flex-direction: column; + align-items: center; + height: 100%; + cursor: pointer; + &--span { + position: relative; + top: 4px; + font-size: 1.17rem; + font-weight: bold; + z-index: 1; + @media (prefers-color-scheme: light) { + color: $secondary-accent-light; + } + @media (prefers-color-scheme: dark) { + color: $secondary-accent-dark; + } + } + &--input { + display: none; + &:checked { + + .consequence__die--span { + @media (prefers-color-scheme: light) { + color: $secondary-color-light; + } + @media (prefers-color-scheme: dark) { + color: $secondary-color-dark; + } + } + ~ .consequence__die--square { + @media (prefers-color-scheme: light) { + background: $secondary-accent-light; + } + @media (prefers-color-scheme: dark) { + background: $secondary-accent-dark; + } + } + } + } + &--square { + position: absolute; + border: 2px solid transparent; + @include square(24px); + @media (prefers-color-scheme: light) { + border-color: $secondary-accent-light; + } + @media (prefers-color-scheme: dark) { + border-color: $secondary-accent-dark; + } + } + } + &__description { + display: flex; + align-items: start; + font-variant-caps: small-caps; + width: 100%; + min-height: 4rem; + cursor: pointer; + } +} diff --git a/ARC/src/scss/components/_experience.scss b/ARC/src/scss/components/_experience.scss new file mode 100644 index 0000000000..5a2c61fac2 --- /dev/null +++ b/ARC/src/scss/components/_experience.scss @@ -0,0 +1,43 @@ +.experience { + width: 100%; + display: grid; + grid-template-columns: auto 1fr 1fr; + gap: 0.5rem; + &__header { + grid-row: 1; + grid-column: 1 / 2; + @include sectionHeader; + } + &__total, &__spent { + display: flex; + flex-direction: column; + &--input { + border: none; + font-size: 2rem; + } + &--span { + margin-top: 4px; + text-align: center; + text-transform: uppercase; + font-size: 0.8rem; + } + } + &__total--input { + border: 5px solid transparent; + @media (prefers-color-scheme: light) { + border-color: $secondary-border-light; + } + @media (prefers-color-scheme: dark) { + border-color: $secondary-border-dark; + } + } + &__spent--input { + border: 5px double transparent; + @media (prefers-color-scheme: light) { + border-color: $primary-border-light; + } + @media (prefers-color-scheme: dark) { + border-color: $primary-border-dark; + } + } +} diff --git a/ARC/src/scss/components/_header.scss b/ARC/src/scss/components/_header.scss new file mode 100644 index 0000000000..386f2f826f --- /dev/null +++ b/ARC/src/scss/components/_header.scss @@ -0,0 +1,147 @@ + +.header { + + &__character { + display: grid; + grid-template-columns: 3fr 2fr; + grid-template-rows: auto auto; + grid-gap: 0.5rem; + } + + &__npc { + display: flex; + align-items: center; + &--input { + text-align: center; + font-size: 2rem; + font-family: $primary-serif; + padding-left: 0 !important; + } + } + + &__title { + grid-row: 1 / 3; + display: flex; + flex-wrap: wrap; + align-content: space-between; + + &--header { + font-family: $primary-serif; + text-transform: uppercase; + } + &--input[type=text] { + font-size: 2rem; + } + } + + &__pronouns, &__player { + &--input { + font-size: 1rem; + font-family: $primary-serif; + padding: 0.5rem; + } + } + + &__pronouns { + grid-row: 1; + grid-column: 2 / 3; + } + + &__player { + grid-row: 2; + grid-column: 2 / 3; + } + + &__name { + display: none; + &--span { + font-size: 2rem; + font-family: $primary-serif; + text-transform: uppercase; + } + } + + @media only screen and (max-width: $medium) { + grid-template-columns: repeat(2, 1fr); + grid-template-rows: 1fr auto auto; + &__title, &__pronouns, &__player { + &--label { + padding-bottom: 1rem; + text-align: center; + } + &--input { + text-align: center; + } + } + &__title { + grid-row: 1; + grid-column: 1 / 3; + } + &__pronouns { + grid-row: 2; + grid-column: 1 / 2; + } + &__player { + grid-row: 2; + grid-column: 2 / 3; + } + } + + @media only screen and (max-width: $small) { + &__character.character, &__npc.npc { + display: none; + } + &__name { + display: flex; + justify-content: center; + } + } +} + +@media (prefers-color-scheme: light) { + .header { + &__title { + &--input { + border-color: $primary-accent-light; + } + &--header { + color: $primary-accent-light !important; + } + } + &__pronouns, &__player { + &--input { + border-color: $primary-accent-light; + } + } + &__name { + color: $primary-accent-light !important; + } + &__npc--input { + border-color: $primary-accent-light; + } + } +} + +@media (prefers-color-scheme: dark) { + .header { + &__title { + &--input { + border-color: $primary-accent-dark; + } + &--header { + color: $primary-accent-dark !important; + } + } + &__pronouns, &__player { + &--input { + border-color: $primary-accent-dark; + } + } + &__name { + color: $primary-accent-dark !important; + } + &__npc--input { + border-color: $primary-accent-dark; + } + } +} diff --git a/ARC/src/scss/components/_health.scss b/ARC/src/scss/components/_health.scss new file mode 100644 index 0000000000..7f79ac1b72 --- /dev/null +++ b/ARC/src/scss/components/_health.scss @@ -0,0 +1,227 @@ +.healths { + display: grid; + grid-template-columns: 1fr; + justify-content: center; + @include fill-x; + row-gap: 0.5rem; +} + +.rests { + display: grid; + grid-template-columns: repeat(2, 1fr auto ) 1fr; + width: 100%; + &__spacer { + align-self: center; + &--line { + border-bottom: 2px solid transparent; + } + } + &__short, &__long { + &--span { + font-family: $primary-serif; + font-size: 1.2rem; + font-weight: bold; + text-align: center; + text-transform: uppercase; + padding: 0 1rem; + } + } + &__short { + grid-column: 2 / 3; + &--button { + border: 2px solid transparent; + } + } + &__long { + grid-column: 4 / 5; + &--button { + border: 2px solid transparent; + } + } +} + +.health { + display: flex; + flex-direction: row; + justify-content: center; + @include fill-x; + + &__type, &__mod, &__max, &__current { + display: flex; + flex-direction: column; + justify-content: center; + border: 5px double transparent; + width: 6rem; + + &--span { + padding: 0.2rem 0; + text-align: center; + text-transform: uppercase; + white-space: nowrap; + } + } + &__mod, &__max, &__current { + &--span { + font-size: 0.7rem; + } + &--input { + font-size: 1.2rem; + } + } + &__type { + flex-direction: row; + justify-content: start; + &--span { + margin-right: 0.5rem; + } + } +} + +@media only screen and (max-width: $medium) { + .healths { + justify-items: center; + } + .health { + display: grid; + grid-template-columns: repeat(3, 1fr); + width: 80%; + + &__type, &__mod, &__max, &__current { + border-width: 3px; + } + &__type { + grid-row: 1 / 2; + grid-column: 1 / 4; + justify-content: center; + width: auto; + border: none; + &--span { + font-size: 1.2rem; + text-align: left; + letter-spacing: 0.5rem; + } + } + &__mod, &__max, &__current { + grid-row: 2 / 3; + width: auto; + } + &__mod { + grid-column: 1 / 2; + } + &__max { + grid-column: 2 / 3; + } + &__current { + grid-column: 3 / 4; + } + } +} + +@media only screen and (max-width: $small) { + .rests { + grid-template-columns: auto; + row-gap: 0.5rem; + &__spacer { + display: none; + } + &__short, &__long { + &--button { + width: 100%; + } + } + &__short { + grid-column: auto; + } + &__long { + grid-column: auto; + } + } +} + +@media (prefers-color-scheme: light) { + .rests { + &__spacer { + &--line { + border-color: $primary-border-light; + } + } + &__short, &__long { + &--button:hover { + border-color: $primary-highlight-light; + background: $primary-highlight-light; + color: $primary-color-light; + } + } + &__short { + &--button { + border-color: $primary-border-light; + background: $primary-border-light; + color: $secondary-color-light; + } + } + &__long { + &--button { + border-color: $primary-border-light; + background: $primary-background-light; + color: $primary-border-light; + } + } + } + + .health { + &__type { + background: $primary-background-light; + } + &__mod, &__max { + background: $secondary-background-light; + } + &__current { + background: $primary-background-light; + border-color: $primary-border-light; + } + } +} + +@media (prefers-color-scheme: dark) { + .rests { + &__spacer { + &--line { + border-color: $primary-border-dark; + } + } + &__short, &__long { + &--button:hover { + border-color: $primary-highlight-dark; + background: $primary-highlight-dark; + color: $primary-color-dark; + } + } + &__short { + &--button { + border-color: $primary-border-dark; + background: $primary-border-dark; + color: $secondary-color-dark; + } + } + &__long { + &--button { + border-color: $primary-border-dark; + background: $primary-background-dark; + color: $primary-border-dark; + } + } + } + + .health { + &__type { + background: $primary-background-dark; + } + &__mod, &__max { + background: $secondary-background-dark; + } + &__current { + background: $primary-background-dark; + border-color: $primary-border-dark; + } + } +} diff --git a/ARC/src/scss/components/_inventory.scss b/ARC/src/scss/components/_inventory.scss new file mode 100644 index 0000000000..f11652fe8c --- /dev/null +++ b/ARC/src/scss/components/_inventory.scss @@ -0,0 +1,254 @@ + +.inventory { + display: grid; + grid-template-columns: repeat(3, 1fr); + row-gap: 8px; + width: 100%; + align-items: flex-end; + &__header { + grid-row: 1; + grid-column: 1 / 2; + white-space: nowrap; + @include sectionHeader; + } + &__type, &__short-desc, &__qty { + &--span { + font-variant-caps: small-caps; + } + } + &__type { + grid-row: 1; + grid-column: 2 / 3; + display: flex; + justify-content: center; + // &--supplies, &--defense, &--spells { + // grid-row: 1; + // @include rotate(-45deg); + // } + // &--supplies { + // grid-column: 2 / 3; + // } + // &--defense { + // grid-column: 3 / 4; + // } + // &--spells { + // grid-column: 4 / 5; + // } + } + &__qty { + grid-row: 1; + grid-column: 3 / 4; + text-align: center; + width: 100%; + margin-right: 8px; + } + &__items { + grid-row: 2; + grid-column: 1 / 6; + padding: 0 8px; + } +} + + +input[name*="item_expand"] { + &[value="0"] { + ~ .item--details { + display: none; + } + ~ .item .item__expand--img { + display: inline; + } + ~ .item .item__universal { + .item--type { + display: none; + } + } + } + &[value="on"] { + ~ .item .item__close--img { + display: inline; + } + ~ .item .item__universal { + grid-template-columns: 1fr auto; + .item--quantity { + grid-row: 2 / 3; + } + .item__expand { + grid-column: 2 / 3; + } + } + } +} + +.item { + margin: 4px 0; + &__wrapper { + margin: 4px 0; + padding: 0 4px; + border: 2px solid transparent; + @media (prefers-color-scheme: light) { + border-color: $primary-accent-light; + } + @media (prefers-color-scheme: dark) { + border-color: $primary-accent-dark; + } + } + &--details { + display: flex; + flex-direction: column; + margin: 8px 0; + } + &__block { + grid-template-columns: repeat(4, 1fr); + gap: 0.5rem; + } + &__universal { + display: grid; + grid-template-columns: 1fr repeat(2, auto); + } +} + +$itemTypes: "supplies_and_sundries", "oddities_and_valuables", "damage_and_defense", "spells_and_techniques"; +@each $name in $itemTypes { + .item__#{$name} { + display: none; + } + + .item__block--toggle { + &[value="#{$name}"] { + ~ .item--details .item__#{$name} { + display: grid; + @media only screen and (max-width: $medium) { + display: flex; + flex-direction: column; + } + } + } + } +} + +.item { + &--name, &--type, &--quantity { + .field { grid-template-rows: auto; } + } + &--name { + grid-row: 1 / 2; + grid-column: 1 / 2; + } + &--quantity { + grid-row: 1 / 2; + grid-column: 2 / 3; + .field--number { + font-size: 1.2rem; + padding: 0.2rem; + width: 3.5rem; + height: 3rem; + border: none; + border-bottom: 2px double transparent; + @media (prefers-color-scheme: light) { + border-color: $primary-border-light; + } + @media (prefers-color-scheme: dark) { + border-color: $primary-border-dark; + } + } + } + &--type { + grid-row: 2 / 3; + grid-column: 1 / 2; + } + &__expand { + grid-row: 1 / 2; + grid-column: 3 / 4; + display: flex; + align-items: center; + justify-content: center; + width: 3.5rem; + margin: 0 4px; + &--img { + display: none; + cursor: pointer; + @include square(20px); + @include imgHover; + } + } + &__close--img { + display: none; + cursor: pointer; + @include square(20px); + @include imgHover; + } + &--description { + grid-column: 1 / 5; + } + &--first_boon { + grid-row: 2; + grid-column: 1 / 3; + } + &--second_boon { + grid-row: 2; + grid-column: 3 / 5; + } + &--complexity { + grid-row: 2; + grid-column: 3 / 5; + margin: 0.5rem 0; + + .field { + display: flex; + flex-direction: row; + align-items: center; + justify-content: space-around; + } + + @include fill-in-radios; + .radio__rank { + border: 1px solid $primary-accent-light; + background: $primary-accent-light; + } + .radio__rank.reset { + background: $primary-accent-light; + } + } + &--base_effect { + grid-row: 2 / 5; + grid-column: 1 / 3; + .field--textarea { height: 100%; } + } + &--enhanced { + grid-row: 3 / 4; + grid-column: 3 / 5; + } + &--ritual { + grid-row: 4 / 5; + grid-column: 3 / 5; + } +} + +.field { + display: grid; + grid-template-rows: auto 1fr; + @include square(100%); + &__label { + &--span { + text-transform: uppercase; + font-size: 0.8rem; + } + } + &--text, &--number, &--select, &--textarea { + width: 100%; + } + &--textarea { + font-family: $primary-serif; + } +} + +@media only screen and (max-width: $small) { + .item { + &--complexity { + .field { + flex-direction: column; + } + } + } +} diff --git a/ARC/src/scss/components/_skills.scss b/ARC/src/scss/components/_skills.scss new file mode 100644 index 0000000000..5ff6dfc4cc --- /dev/null +++ b/ARC/src/scss/components/_skills.scss @@ -0,0 +1,113 @@ +.skills { + width: 100%; + display: grid; + grid-template-columns: repeat(4, auto); + align-items: center; + &__header { + grid-column: 1 / 5; + @include sectionHeader; + } + &__category { + display: grid; + } +} + +.skill-category { + &__header { + grid-column: 1 / 5; + display: grid; + grid-template-columns: auto 2rem 1fr; + margin: 1rem 0; + &--span { + grid-column: 1; + margin-right: 0.5rem; + text-transform: uppercase; + white-space: nowrap; + } + &--line { + grid-column: 3; + border-bottom: 2px solid transparent; + align-self: center; + + @media (prefers-color-scheme: light) { + border-color: $primary-border-light; + } + @media (prefers-color-scheme: dark) { + border-color: $primary-border-dark; + } + } + } +} + +.skill__button { + display: flex; + flex-direction: row; + @include rollButton; + &__ranks { + display: flex; + align-self: center; + } + &__popup { + grid-column: 3; + } +} + +.skills { + @include fill-in-radios; + + .radio__rank { + border: 1px solid transparent; + border-radius: 50%; + } + + @media (prefers-color-scheme: light) { + .radio__rank { + border-color: $primary-accent-light; + background: $primary-accent-light; + } + .radio__rank.reset { + background: $primary-accent-light; + } + } + + @media (prefers-color-scheme: dark) { + .radio__rank { + border-color: $primary-accent-dark; + background: $primary-accent-dark; + } + .radio__rank.reset { + background: $primary-accent-dark; + } + } +} + +@media only screen and (max-width: $small) { + .skills { + grid-template-columns: repeat(2, auto); + &__header { + grid-column: 1 / 3; + } + + .radio__ranks { + justify-content: flex-end; + } + .radio__rank { + @include square(1.5rem); + } + } + + .skill-category { + &__header { + grid-column: 1 / 3; + &--span { + font-size: 1.2rem; + } + } + } + + .skill__button { + &--span { + font-size: 1.5rem; + } + } +} diff --git a/ARC/src/scss/components/_toolbar.scss b/ARC/src/scss/components/_toolbar.scss new file mode 100644 index 0000000000..103b2fe054 --- /dev/null +++ b/ARC/src/scss/components/_toolbar.scss @@ -0,0 +1,202 @@ +.toolbar { + display: flex; + justify-content: flex-end; + &__labels { + display: inline-flex; + gap: 1rem; + align-items: center; + } + &__glossary, &__settings { + font-weight: normal; + padding: 0; + margin: 0; + white-space: nowrap; + cursor: pointer; + + &--icon { + @include square(24px); + opacity: 0.5; + } + } + &__glossary { + input[type=checkbox] { + display: none; + &:checked + .toolbar__glossary--icon { + opacity: 1; + } + } + &--icon { + font-family: "pictos three"; + } + } + &__settings { + input[type=checkbox] { + display: none; + &:checked + .toolbar__settings--icon { + opacity: 1; + } + } + &--icon { + font-family: pictos; + } + } + &__version { + display: inline-flex; + align-items: center; + opacity: 0.5; + white-space: nowrap; + &--text, &--number { + margin: 0 0.5rem; + font-variant: small-caps; + line-height: 2.5rem; + font-family: $primary-serif; + } + &--text::after { + content: ":"; + } + } + + .settings, .glossary { + left: auto; + right: 5rem; + } + .settings { + width: 250px !important; + &--wrapper { + padding: 0 0.5rem 0.5rem; + } + &__mode, &__theme, &__tooltips, &__export { + margin-top: 0.5rem; + &--header { + font-family: $primary-serif; + text-transform: uppercase; + } + &--span { + display: block; + margin: 1rem 0 0 0.5rem; + opacity: 0.5; + } + } + &__export { + &--span { + margin: 1rem 0 0 0.5rem; + opacity: 0.5; + } + &--btn { + font-size: 1.17rem; + font-family: $primary-serif; + font-weight: bold; + text-transform: uppercase; + } + &--json { + resize: none; + border: none; + font-size: 0.7rem; + line-height: 1rem; + margin-top: 0.5rem; + padding: 0; + white-space: normal; + font-family: $primary-monospace; + } + } + } + + .settings__export--toggle { + &[value="0"] { + ~ .settings__export--json { display: none; } + ~ .settings__export--span { display: block; } + } + &[value="on"] { + ~ .settings__export--json { display: block; } + ~ .settings__export--span { display: none; } + } + } + + .glossary { + width: 75% !important; + height: 75% !important; + &--wrapper { + margin-top: 2rem; + } + &__entry { + display: grid; + grid-template-columns: 1fr auto 1fr; + height: 2rem; + align-items: center; + cursor: pointer; + &--line { + border-bottom: 2px solid transparent; + margin: 0 1rem; + } + &--header { + font-family: $primary-serif; + text-transform: uppercase; + } + } + &__definition { + padding: 0 1.5rem; + text-align: justify; + @include firstLetter; + } + } +} + +@media (prefers-color-scheme: light) { + .toolbar { + .settings { + &__mode, &__theme, &__tooltips { + &--header { + color: $primary-accent-light; + } + } + &__export{ + &--btn { + color: $primary-accent-light; + } + &--json { + background: $tertiary-background-light; + } + } + } + .glossary { + &__entry { + &--line { + border-color: $primary-highlight-light; + } + &--header { + color: $primary-accent-light; + } + } + } + } +} + +@media (prefers-color-scheme: dark) { + .toolbar { + .settings { + &__mode, &__theme, &__tooltips { + &--header { + color: $primary-accent-dark; + } + } + &__export{ + &--btn { + color: $primary-accent-dark; + } + &--json { + background: $tertiary-background-dark; + } + } + } + .glossary { + &__entry { + &--line { + border-color: $primary-highlight-dark; + } + &--header { + color: $primary-accent-dark; + } + } + } + } +} diff --git a/ARC/src/scss/components/common/_inputs.scss b/ARC/src/scss/components/common/_inputs.scss new file mode 100644 index 0000000000..27dc9b4441 --- /dev/null +++ b/ARC/src/scss/components/common/_inputs.scss @@ -0,0 +1,45 @@ + +input, textarea, select { + box-sizing: border-box; // Opera/IE 8+ + -moz-box-sizing: border-box; // Firefox, other Gecko + -webkit-box-sizing: border-box; // Safari/Chrome, other WebKit + + font-family: $primary-sans-serif; + font-size: 1rem; + background: none; + border: none; + border-bottom: 2px solid transparent; + border-radius: 0; + text-decoration: none; + line-height: 1.5rem; + @include fill-x; + + @media (prefers-color-scheme: light) { + border-color: $primary-border-light; + } + @media (prefers-color-scheme: dark) { + border-color: $primary-border-dark; + } +} + +input[type=text] { + height:3rem; + padding: 0; + padding-left: 1rem; +} +textarea { + resize: none; + min-height: 5rem; + max-height: 15rem; + overflow-y: scroll; + padding-top: 0.5rem; + padding-left: 1rem; +} +select { + height:3rem; +} +input[type='checkbox'].hide-element, +input[type='radio'].hide-element, +.hide-element { + display: none; +} diff --git a/ARC/src/scss/components/common/_mixins.scss b/ARC/src/scss/components/common/_mixins.scss new file mode 100644 index 0000000000..47782f917b --- /dev/null +++ b/ARC/src/scss/components/common/_mixins.scss @@ -0,0 +1,204 @@ + +@mixin sectionHeader { + display: flex; + &--span { + font-size: 1.33rem; + margin-right: 0.5rem; + } +} + +@mixin fill-x { + width: -moz-available; // WebKit-based browsers will ignore this. + width: -webkit-fill-available; // Mozilla-based browsers will ignore this. + // width: stretch; +} + +@mixin fill-y { + height: -moz-available; // WebKit-based browsers will ignore this. + height: -webkit-fill-available; // Mozilla-based browsers will ignore this. + // height: fill-available; + height: 40px; +} + +@mixin rotate($deg: -90deg) { + transform: rotate($deg); + // Legacy vendor prefixes + -webkit-transform: rotate($deg); // Safari + -moz-transform: rotate($deg); // Firefox + -ms-transform: rotate($deg); // IE + -o-transform: rotate($deg); // Opera +} + +@mixin square($length: 1rem) { + width: $length; + height: $length; +} + +@mixin contentImage($img) { + background-image: url("#{$root-url}#{$img}"); + background-size: 18px; + background-repeat: no-repeat; + @include square(18px); +} + +@mixin firstLetter { + &::first-letter { + font-family: $primary-serif; + font-size: 1.5rem; + font-weight: bold; + } +} + +@mixin imgHover { + opacity: 0.5; + &:hover { + opacity: 1; + } +} + +@mixin rollButton { + &--btn { + text-align: left; + white-space: nowrap; + margin-right: 0.5rem; + border: 1px solid transparent; + padding: 4px; + &:hover { + font-weight: bold; + @media (prefers-color-scheme: light) { + background: $primary-highlight-light; + border-color: $primary-highlight-light + } + @media (prefers-color-scheme: dark) { + background: $primary-highlight-dark; + border-color: $primary-highlight-dark + } + } + } +} + +@mixin repeatingSectionsButtons { + .ui-dialog .charsheet { + .repcontainer .repitem .itemcontrol { + .repcontrol_move, .repcontrol_del { + @include contentImage("unlock.svg"); + font-size: 0; + &:hover { + background-color: transparent; + opacity: 1; + } + } + + .repcontrol_move { + @include contentImage("move.svg"); + opacity: 0.5; + } + + .repcontrol_del { + @include contentImage("delete.svg"); + opacity: 0.5; + } + } + + .repcontainer.ui-sortable.editmode[data-groupname*="repeating_"] { + ~ .repcontrol[data-groupname*="repeating_"] { + .repcontrol_edit { + font-size: 0; + opacity: 0.5; + @include contentImage("unlock.svg"); + } + } + } + + .repcontrol_add, .repcontrol_edit { + display: flex; + justify-content: center; + align-items: center; + padding: 0.25rem 1rem; + margin: 0.5rem 0.25rem; + box-shadow: none; + outline: none; + + color: $jet; + font-family: $primary-serif; + font-weight: normal; + font-size: 0px; + letter-spacing: 0.04em; + text-shadow: none; + + &::before, &::after { + visibility: visible; + font-family: $primary-serif; + text-transform: uppercase; + font-size: 14px; + line-height: 20px; + letter-spacing: 0.04em; + color: $jet; + } + + &:hover { + background-color: transparent; + opacity: 1; + } + } + + .repcontrol_add { + @include contentImage("add.svg"); + opacity: 0.5; + float: left; + } + + .repcontrol_edit { + @include contentImage("lock.svg"); + opacity: 0.5; + } + } +} + +@mixin fill-in-radios { + .radio__ranks { + display: flex; + } + .radio__rank { + order: 1; + @include square(13px); + margin: 0 0.25rem; + appearance: none; + -webkit-appearance: none; + cursor: pointer; + &:hover { + @media (prefers-color-scheme: light) { + background-color: $primary-highlight-light; + } + @media (prefers-color-scheme: dark) { + background-color: $primary-highlight-dark; + } + } + } + .radio__rank:checked { + display: none; + } + .radio__rank:checked ~ .radio__rank { + order: 3; + background-color: transparent; + &:hover { + @media (prefers-color-scheme: light) { + background-color: $primary-highlight-light; + } + @media (prefers-color-scheme: dark) { + background-color: $primary-highlight-dark; + } + } + } + .radio__rank.reset { + order: 2; + &:hover { + @media (prefers-color-scheme: light) { + background-color: $primary-highlight-light; + } + @media (prefers-color-scheme: dark) { + background-color: $primary-highlight-dark; + } + } + } +} diff --git a/ARC/src/scss/components/common/_popups.scss b/ARC/src/scss/components/common/_popups.scss new file mode 100644 index 0000000000..1e9df3f955 --- /dev/null +++ b/ARC/src/scss/components/common/_popups.scss @@ -0,0 +1,152 @@ + +.toggle-popup[value="0"] + .popup { + display: none; +} +.toggle-tooltip[value="0"] + .help { + display: none; +} + +.popup { + display: inline-flex; + flex-direction: column; + position: fixed; + top: 7rem; + left: 4rem; + border: 2px solid transparent; + padding: 0.5rem; + width: 50%; + z-index: 1000; + min-width: 255px; + box-shadow: 5px 5px 6px rgba($jet, 0.2); + + &__title { + display: flex; + justify-content: center; + margin-top: -1.5rem; + height: 2rem; + align-items: end; + text-align: center; + &--span { + padding: 0.2rem 0.5rem; + border: 2px solid transparent; + font-family: $primary-serif; + text-transform: uppercase; + } + } + &__close { + white-space: nowrap; + cursor: pointer; + height: 2rem; + position: absolute; + right: 1rem; + width: fit-content !important; + &:hover { + transition: all 1s; + @include rotate(360deg); + } + &--btn { + display: none !important; + } + &--symbol { + float: right; + @include square(18px); + @include imgHover; + } + } + &__header { + font-family: $primary-serif; + text-transform: uppercase; + padding-bottom: 8px; + @include sectionHeader; + } + &__content { + overflow-y: scroll; + @include firstLetter; + } +} + +.help { + @include square(12px); + &__label { + &--input{ + display: none !important; + } + &--icon { + @include square(12px); + cursor: help; + @include imgHover; + } + } +} + +@media (prefers-color-scheme: light) { + .popup { + border-color: $primary-highlight-light; + background: $primary-background-light !important; + color: $jet; + &__title { + &--span { + color: $primary-color-light; + background: $primary-highlight-light; + border-color: $primary-highlight-light; + } + } + &__header { + &--span { + color: $primary-accent-light; + } + } + &__close:hover { + color: $primary-accent-light; + fill: $primary-accent-light; + } + } +} + +@media (prefers-color-scheme: light) { + .popup { + border-color: $primary-highlight-light; + background: $primary-background-light !important; + color: $jet; + &__title { + &--span { + color: $primary-color-light; + background: $primary-highlight-light; + border-color: $primary-highlight-light; + } + } + &__header { + &--span { + color: $primary-accent-light; + } + } + &__close:hover { + color: $primary-accent-light; + fill: $primary-accent-light; + } + } +} + +@media (prefers-color-scheme: dark) { + .popup { + border-color: $primary-highlight-dark; + background: $primary-background-dark !important; + color: $jet; + &__title { + &--span { + color: $primary-color-dark; + background: $primary-highlight-dark; + border-color: $primary-highlight-dark; + } + } + &__header { + &--span { + color: $primary-accent-dark; + } + } + &__close:hover { + color: $primary-accent-dark; + fill: $primary-accent-dark; + } + } +} diff --git a/ARC/src/scss/layouts/_character.scss b/ARC/src/scss/layouts/_character.scss new file mode 100644 index 0000000000..f295537bb9 --- /dev/null +++ b/ARC/src/scss/layouts/_character.scss @@ -0,0 +1,24 @@ +.arc { + .arc__layout { + &--left { + display: grid; + grid-template-rows: repeat(4, auto) 1fr; + row-gap: 24px; + height: fit-content; + } + &--right { + display: grid; + grid-template-rows: repeat(4, auto); + row-gap: 24px; + height: fit-content; + } + @import "../components/health"; + @import "../components/approaches"; + @import "../components/skills"; + @import "../components/background"; + @import "../components/bonds"; + @import "../components/experience"; + @import "../components/consequences"; + @import "../components/inventory"; + } +} diff --git a/ARC/src/scss/layouts/_roll-template.scss b/ARC/src/scss/layouts/_roll-template.scss new file mode 100644 index 0000000000..f2ed09148b --- /dev/null +++ b/ARC/src/scss/layouts/_roll-template.scss @@ -0,0 +1,423 @@ + + +@mixin templateContainer { + width: 100%; + max-width: 400px; + + .sheet-arc { + &__container { + display: grid; + box-sizing: border-box; + gap: 0; + padding: 4px; + border: 1px solid transparent; + } + + &__banner { + height: 30px; + background-repeat: no-repeat; + background-size: contain; + height: 30px; + &.sheet-short-rest { + background-image: url("#{$root-url}tab_short_rest.png"); + } + &.sheet-long-rest { + background-image: url("#{$root-url}tab_long_rest.png"); + } + &.sheet-skill-test { + background-image: url("#{$root-url}tab_skill_check.png"); + } + } + + &__content { + display: grid; + grid-template-rows: auto 1fr; + row-gap: 12px; + background-repeat: no-repeat; + background-size: cover; + padding: 24px 8px 16px 8px; + min-height: 200px; + &.sheet-short-rest { + background-image: url("#{$root-url}bg_short_rest.png"); + } + &.sheet-long-rest { + background-image: url("#{$root-url}bg_long_rest.png"); + } + &.sheet-skill-test { + grid-template-rows: auto auto 1fr; + } + &.sheet-fallen { + background-image: url("#{$root-url}bg_fallen.png"); + } + } + + &__sentence { + display: flex; + flex-direction: row; + flex-wrap: wrap; + align-items: baseline; + padding: 4px; + + &--name { + font-family: $secondary-serif; + font-size: 3em; + color: $primary-accent-light; + text-align: left; + line-height: 1em; + font-weight: 900; + } + + &--verb { + font-family: $primary-sans-serif; + font-size: 1.33em; + padding: 0 0.25em; + text-align: left; + font-style: oblique; + &.sheet-short-rest { + color: $short-rest-primary-color; + } + &.sheet-long-rest { + color: $long-rest-primary-color; + } + &.sheet-skill-test { + color: $skill-test-primary-color; + } + &.sheet-fallen { + color: $fallen-primary-color; + } + } + + &--action { + font-family: $primary-sans-serif; + font-size: 2em; + font-weight: bold; + text-align: left; + font-style: oblique; + text-transform: lowercase; + &.sheet-short-rest { + color: $short-rest-primary-color; + } + &.sheet-long-rest { + color: $long-rest-primary-color; + } + &.sheet-skill-test { + color: $skill-test-primary-color; + } + &.sheet-fallen { + color: $fallen-primary-color; + } + &::after { + content: "."; + } + } + } + + &__footnote { + font-family: $secondary-serif; + text-align: end; + margin: 4px 0; + &--span { font-size: 0.8em; } + } + } +} + +%sheetResult { + flex: none; + order: 1; + flex-grow: 1; + display: flex; + flex-direction: column; + justify-content: center; + align-items: center; +} + +%inlinerollresult { + font-style: normal; + background: transparent; + border: 0px solid transparent; + box-sizing: border-box; + --box-shadow-color: transparent; + box-shadow: none; + cursor: help; +} + +%fullfail { + background: transparent; + border-color:transparent; + box-sizing: border-box; + --box-shadow-color:transparent; + border-radius: 0; +} + +%fullcrit { + background:transparent; + border-color:transparent; + box-sizing: border-box; + --box-shadow-color:transparent; + border-radius: 0; + background: none; +} + +.sheet-rolltemplate { + &-recover, + &-skills, + &-fallen { + @include templateContainer; + } +} + +.sheet-rolltemplate-recover { + .sheet-arc { + &__recover { + display: grid; + grid-template-columns: auto 1fr; + align-items: center; + column-gap: 4px; + font-family: $primary-sans-serif; + &--arrow, &--text { + line-height: 1.8em; + } + &.sheet-short-rest { + color: $primary-color-light; + .inlinerollresult { + border-color: $primary-color-light; + } + } + &.sheet-long-rest { + color: $secondary-color-light; + .inlinerollresult { + border-color: $tertiary-background-light; + } + } + .inlinerollresult { + @extend %inlinerollresult; + padding: 0 4px; + font-family: $primary-sans-serif; + font-weight: bold; + font-size: 1.33em; + border-bottom: 2px solid transparent; + } + } + } +} + +.sheet-rolltemplate-fallen { + .sheet-arc { + &__fallen { + display: grid; + grid-template-columns: auto 1fr; + align-items: flex-start; + column-gap: 4px; + font-family: $secondary-serif; + font-style: italic; + &--roll, &--text { + line-height: 1.8em; + } + &--text { + font-family: $primary-sans-serif; + } + &.sheet-fallen { + color: $secondary-color-light; + } + .inlinerollresult { + @extend %inlinerollresult; + padding: 0 4px; + font-weight: bold; + font-size: 3em; + } + } + } +} + +.sheet-rolltemplate-skills { + .sheet-display-control { + display: none; + &.sheet-success ~ .sheet-arc__content { + &.sheet-skill-test { + background-image: url("#{$root-url}bg_check_success.png"); + } + .sheet-arc__roll--value { + box-shadow: 0 0 4px 4px $skill-test-success-border; + border-color: $skill-test-success-shadow; + } + } + &.sheet-tie ~ .sheet-arc__content { + &.sheet-skill-test { + background-image: url("#{$root-url}bg_check_tie.png"); + } + .sheet-arc__roll--value { + border: 1px solid $skill-test-tie-border; + box-shadow: 0px 0px 4px 4px $skill-test-tie-shadow; + } + } + &.sheet-fail ~ .sheet-arc__content { + &.sheet-skill-test { + background-image: url("#{$root-url}bg_check_fail.png"); + } + .sheet-arc__roll--value { + border: 1px solid $skill-test-fail-border; + box-shadow: 0px 0px 4px 4px $skill-test-fail-shadow; + } + } + } + + .sheet-arc { + &__approach-skill { + display: grid; + grid-template-columns: auto 1fr; + grid-template-rows: 35px auto 1fr; + align-items: center; + column-gap: 4px; + font-family: $primary-sans-serif; + + &--arrow { + grid-row: 1 / 3; + grid-column: 1 / 2; + color: $secondary-color-light; + } + &--approach { + background-repeat: no-repeat; + background-size: contain; + height: 35px; + &.sheet-creative { + background-image: url("#{$root-url}text_creative.svg"); + } + &.sheet-careful { + background-image: url("#{$root-url}text_careful.svg"); + } + &.sheet-concerted { + background-image: url("#{$root-url}text_concerted.svg"); + } + } + &--text { + font-family: $secondary-serif; + font-size: 2em; + text-transform: uppercase; + color: $secondary-color-light; + &::before { + content: "& "; + font-family: $secondary-serif; + color: $primary-accent-light; + } + } + } + + &__results { + display: grid; + grid-template-columns: 1fr auto; + column-gap: 4px; + align-content: center; + &--text { + grid-column: 1 / 2; + display: flex; + align-items: flex-end; + justify-content: flex-start; + } + &--values { + grid-column: 2 / 3; + display: grid; + grid-template-columns: 1fr auto 1fr; + grid-template-rows: auto 1fr; + row-gap: 4px; + align-content: center; + } + } + + // sheet-arc__results--text + &__success, &__tie, &__fail { + font-size: 2em; + line-height: 1em; + font-family: $primary-sans-serif; + &--span { + white-space: nowrap; + padding-right: 8px; + } + } + &__success--span { + color: $skill-test-success-color; + } + &__tie--span { + color: $skill-test-tie-color; + } + &__fail--span { + color: $skill-test-fail-color; + } + + // sheet-arc__results--values + &__flawless, &__roll, &__versus, &__tn { + display: flex; + flex-direction: column; + &--header { + grid-row: 1 / 2; + display: flex; + justify-content: center; + font-family: $primary-sans-serif; + color: $secondary-border-light; + } + } + + &__flawless, &__roll, &__tn { + &--value { + grid-row: 2 / 3; + font-family: serif; + height: 42px; + width: 42px; + display: flex; + align-items: center; + justify-content: center; + position: relative; + .inlinerollresult { + @extend %inlinerollresult; + font-size: 36px; + line-height: 36px; + position: absolute; + bottom: 0; + } + } + } + &__roll { + &--header { + color: $secondary-color-light; + } + &--value { + color: transparent; + } + } + &__tn { + &--value { + border: 1px solid $skill-test-threshold-border; + box-shadow: 0 0 4px 4px $skill-test-threshold-shadow; + color: $skill-test-threshold-color; + background: rgba($skill-test-threshold-background, 0.7); + } + } + &__versus { + &--value { + grid-row: 2 / 3 ; + display: flex; + align-items: center; + justify-content: center; + z-index: 1; + } + &--symbol { + position: absolute; + font-family: $primary-sans-serif; + font-weight: bold; + text-align: center; + font-size: 24px; + padding: 2px; + color: $secondary-color-light; + @include square(18px); + &.sheet-success { + background: $skill-test-success-symbol; + } + &.sheet-tie { + background: $skill-test-tie-symbol; + } + &.sheet-fail { + background: $skill-test-fail-symbol; + } + } + } + } +} diff --git a/ARC/src/scss/meta/_breakpoints.scss b/ARC/src/scss/meta/_breakpoints.scss new file mode 100644 index 0000000000..37aa82d59b --- /dev/null +++ b/ARC/src/scss/meta/_breakpoints.scss @@ -0,0 +1,135 @@ + +.arc { + max-width: $xlarge; + display: grid; + grid-template-columns: 1rem 1fr 1rem; + grid-template-rows: auto auto 1fr; + row-gap: 1rem; + + .toolbar { + grid-row: 1; + grid-column: 2; + } + + &__header { + grid-row: 2; + grid-column: 2; + } + + &__layout { + grid-column: 2; + grid-row: 3; + display: grid; + grid-template-columns: 3fr 2fr; + column-gap: 1rem; + width: 100%; + justify-content: center; + + &--left { + grid-row: 1 / 2; + grid-column: 1 / 2; + + .healths { + grid-row: 1; + } + .approaches { + grid-row: 2; + } + .skills { + grid-row: 3; + } + .inventory { + grid-row: 4; + } + } + + &--right { + grid-row: 1 / 2; + grid-column: 2 / 3; + .background { + grid-row: 1; + } + .bonds { + grid-row: 2; + } + .experience { + grid-row: 3; + } + .consequences { + grid-row: 4; + } + } + } + + input[name*="sheet_type"] { + &[value="npc"] { + ~ .arc__layout { + grid-template-columns: auto; + } + ~ .arc__layout--right { + display: none; + } + } + } +} + +@media only screen and (max-width: $medium) { + .arc { + display: grid; + grid-template-columns: 1rem 1fr 1rem; + grid-template-rows: auto auto 1fr; + row-gap: 1rem; + + .toolbar { + grid-row: 1; + grid-column: 2; + } + + &__header { + grid-row: 2; + grid-column: 2; + } + + &__layout { + grid-column: 2; + grid-row: 3; + display: grid; + grid-template-columns: auto; + width: 100%; + + &--left { + grid-row: 1; + grid-column: 1; + .healths { + grid-row: 1; + } + .approaches { + grid-row: 2; + } + .skills { + grid-row: 3; + } + .inventory { + grid-row: 4; + } + } + + &--right { + grid-column: 1; + grid-row: 2; + .background { + grid-row: 1; + } + .bonds { + grid-row: 2; + } + .experience { + grid-row: 3; + } + .consequences { + grid-row: 4; + } + } + } + } +} diff --git a/ARC/src/scss/meta/_buttons.scss b/ARC/src/scss/meta/_buttons.scss new file mode 100644 index 0000000000..26e45a36ce --- /dev/null +++ b/ARC/src/scss/meta/_buttons.scss @@ -0,0 +1,17 @@ + +button[type=roll], button[type=action] { + font-size: 1rem; + outline: none; + border: none; + border-radius: 0; + margin: 0; + padding: 0; + text-shadow: none; + box-shadow: none; + background: none; + + &::before { + font-family: none; + content: none; + } +} diff --git a/ARC/src/scss/meta/_reset.scss b/ARC/src/scss/meta/_reset.scss new file mode 100644 index 0000000000..d8bda25ac4 --- /dev/null +++ b/ARC/src/scss/meta/_reset.scss @@ -0,0 +1,87 @@ +* { + box-sizing: border-box; + -moz-box-sizing: border-box; + -webkit-box-sizing: border-box; + + height: unset; + width: unset; + padding: unset; + margin: unset; + + font-family: unset; + font-size: 1rem; + font-weight: unset; + line-height: unset; + + color: unset; + border: unset; + border-radius: unset; + background: unset; + background-color: unset; +} + +h1, h2, h3, h4, h5 { + font-size: unset; + line-height: unset; + + color: unset; +} + +label, input, input[type=number], +select, textarea, button, button[type=roll] { + display: unset; + width: unset; + height: unset; + padding: unset; + margin-bottom: unset; + + font-family: unset; + font-size: unset; + font-weight: unset; + line-height: unset; + + color: unset; + border: unset; + border-radius: unset; + background: unset; + background-color: unset; + box-shadow: unset; +} + +button[type=roll] { + &::before { + display: none; + } +} + +input[disabled], select[disabled], textarea[disabled], +input[readonly], select[readonly], textarea[readonly] { + background-color: unset; + border-color: unset; +} + +fieldset { + background: transparent; +} + +span { + word-break: break-word; +} + +// Firefox +input[type=number] { + text-align: center; + width: 100%; + -moz-appearance: textfield; + + &::-webkit-outer-spin-button, + &::-webkit-inner-spin-button { + -webkit-appearance: none; + margin: 0; + } +} + +.btn:hover { + background-position: 0 0; + background-color: transparent; +} diff --git a/ARC/src/scss/meta/_variables.scss b/ARC/src/scss/meta/_variables.scss new file mode 100644 index 0000000000..7a3fea0aa3 --- /dev/null +++ b/ARC/src/scss/meta/_variables.scss @@ -0,0 +1,93 @@ + +// BREAKPOINTS +$xlarge: 960px; +$large: 720px; +$medium: 540px; +$small: 375px; + +// FONTS +@import url("https://fonts.googleapis.com/css?family=Josefin+Sans:ital,wght@0,400;0,700;1,400;1,700&display=swap"); +@import url("https://fonts.googleapis.com/css?family=Piazzolla:ital,wght@0,400;0,700;1,400;1,700&display=swap"); +@import url("https://fonts.googleapis.com/css?family=Playfair+Display:ital,wght@0,400;0,700;1,400;1,700&display=swap"); +@import url("https://fonts.googleapis.com/css?family=Fira+Code&display=swap"); + +$primary-sans-serif: "Josefin Sans", sans-serif; +$primary-serif: "Piazzolla", serif; +$secondary-serif: "Playfair Display", serif; +$primary-monospace: "Fira Code", monospace; + +// ASSETS +// Icons made by Pixel Perfect +// https://flaticon.com/authors/pixel-perfect +$root-url: "https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/ARC/assets/"; + +// COLORS +// https://coolors.co/171212-32635b-358b6d-82a677-dabb3d-efdd86-acb7b1-eaebe8-f6f7f6-fefeff +$ash: #acb7b1; +$asparagus: #82a677; +$buff: #efdd86; +$cultured: #f6f7f6; +$emerald: #358b6d; +$jet: #171212; +$lionet: #dabb3d; +$myrtle: #32635b; +$platinum: #eaebe8; +$snow: #fefeff; + +// LIGHT +$primary-color-light: $jet; // JET +$secondary-color-light: $snow; // SNOW + +$primary-accent-light: $lionet; // LIONET +$primary-highlight-light: $buff; // BUFF +$primary-border-light: $ash; // ASH +$primary-background-light: $snow; // SNOW + +$secondary-accent-light: $myrtle; // MYRTLE +$secondary-highlight-light: $emerald; // EMERALD +$secondary-border-light: $platinum; // PLATINUM +$secondary-background-light: $platinum; // PLATINUM + +$tertiary-background-light: $cultured; // CULTURED + +// DARK +$primary-color-dark: $jet; // JET +$secondary-color-dark: $snow; // SNOW + +$primary-accent-dark: $lionet; // LIONET +$primary-highlight-dark: $buff; // BUFF +$primary-border-dark: $ash; // ASH +$primary-background-dark: $snow; // SNOW + +$secondary-accent-dark: $myrtle; // MYRTLE +$secondary-highlight-dark: $emerald; // EMERALD +$secondary-border-dark: $platinum; // PLATINUM +$secondary-background-dark: $platinum; // PLATINUM + +$tertiary-background-dark: $cultured; // CULTURED + +// ROLL TEMPLATE +$fallen-primary-color: $snow; +$long-rest-primary-color: $asparagus; +$short-rest-primary-color: $myrtle; + +$skill-test-primary-color: $snow; +$skill-test-success-color: $lionet; +$skill-test-success-border: #7f690b; +$skill-test-success-shadow: #7f690b; +$skill-test-success-symbol: #7f690b; + +$skill-test-tie-color: #89a57d; +$skill-test-tie-border: #2b4434; +$skill-test-tie-shadow: #2b4434; +$skill-test-tie-symbol: #2b4434; + +$skill-test-fail-color: $ash; +$skill-test-fail-border: #3c2f27; +$skill-test-fail-shadow: #3c2f27; +$skill-test-fail-symbol: #314d3c; + +$skill-test-threshold-color: #6a878e; +$skill-test-threshold-background: #192120; +$skill-test-threshold-border: #394143; +$skill-test-threshold-shadow: #2b3639; diff --git a/ARC/translation.json b/ARC/translation.json new file mode 100644 index 0000000000..c0e19977a0 --- /dev/null +++ b/ARC/translation.json @@ -0,0 +1,357 @@ +{ + "1d6": "d6", + "2d6": "2d6", + "_": "", + "academic": "Academic", + "academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "acrobatics": "Acrobatics", + "acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "acting_beyond_attacks": "Acting beyond attacks", + "advantage": "Advantage", + "advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used.

If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.", + "approach": "Approach", + "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.

If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).", + "arcana": "Arcana", + "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "artistry": "Artistry", + "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "assistance": "Assistance", + "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.

Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.", + "attack": "Attack", + "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.

Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).", + "base_effect": "Base Effect", + "blood": "Blood", + "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.

Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "bonds": "Bonds", + "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.

Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.", + "boon": "Boon", + "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage", + "careful": "Careful", + "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "character_mode": "Character", + "character_name": "A hero rises to save the world, thus named:", + "charisma": "Charisma", + "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "chooses": "chooses", + "combat_booming_voice": "Booming voice [+1 Physical damage]", + "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]", + "combat_crossbow": "Crossbow [+2 Physical damage]", + "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]", + "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]", + "combat_darts": "8 darts [+1 Physical damage each]", + "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]", + "combat_flaming_sword": "Flaming sword [+3 physical damage]", + "combat_health": "Psychosocial Health", + "combat_iron_briefs": "Iron briefs [+1 Physical resist]", + "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]", + "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]", + "combat_pitchfork": "Pitchfork [+0 Physical damage]", + "combat_plate_armor": "Plate armor [+2 Physical resist]", + "combat_scowling_face": "A scowling face [+0 Psychosocial damage]", + "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]", + "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]", + "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]", + "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]", + "complexity": "Complexity", + "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.", + "concerted": "Concerted", + "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "conflict": "Conflict", + "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.

Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.", + "consequence": "Consequence", + "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.", + "coordination": "Coordination", + "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "creative": "Creative", + "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "culture": "Culture", + "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "current": "Current", + "damage": "Damage", + "damage_and_defense": "Damage & Defense", + "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.", + "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.

On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.", + "defending_attacking": "Defending/Attacking", + "description": "Description", + "description_placeholder": "Description...", + "difficulty": "Difficulty", + "difficulty_modifier": "Difficulty Modifier", + "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.

A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.", + "doom": "Doom", + "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.

If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.", + "doomsday_clock": "Doomsday Clock", + "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.", + "enhanced": "Enhanced Version", + "experience": "Experience", + "export_character": "Export Character", + "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.", + "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.", + "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.", + "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.", + "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.", + "fallen_consequence_6": "May now speak to the dead.", + "fallen_consequences": "Fallen Consequences", + "fallen_heroes": "Fallen Heroes", + "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.", + "focus": "Focus", + "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "glossary": "Glossary", + "group_skill_check": "Group Skill Check", + "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.", + "guile": "Guile", + "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "guts": "Guts", + "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.

Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "impose": "Impose", + "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "initiative_category": "Initiative Category", + "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.

Before each Round, players may decide beforehand what everyone's Initiative Category is.", + "insight": "Insight", + "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "inventory": "Inventory", + "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.", + "item_name": "Name", + "item_points": "Points", + "item_pool": "Pool", + "item_quantity": "Qty.", + "item_type": "Item Type", + "item_used": "Spent", + "knowledge": "Knowledge", + "knowledge_description": "Careful: assess, inquire, analyze
Concerted: recall, memorize, restore
Creative: theorize, shift, make logical connections", + "learning_spells_and_techniques": "Learning Spells & Techniques", + "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.

The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.", + "life": "Life", + "life_and_death": "Life & Death: Fallen Heroes", + "long_rest": "Long Rest", + "makes_them_different": "What makes them different?", + "max": "Max", + "mod": "Mod", + "modifier": "Modifier", + "moment": "Moment", + "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.

The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.", + "movement_in_conflict": "Movement in Conflict", + "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.", + "name_placeholder": "Name...", + "npc_mode": "NPC", + "npc_name": "Name", + "observe": "Observe", + "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "oddities_ancient_ring": "An ancient and unbreakable ring", + "oddities_and_valuables": "Oddities & Valuables", + "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.", + "oddities_darkvision_glasses": "A pair of glasses granting darkvision", + "oddities_dead_donkey": "The bottom half of a dead donkey", + "oddities_divine_blood": "A vial of a divine being’s blood", + "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent", + "oddities_hat": "A hat that somehow always keeps your head dry", + "oddities_heavy_crown": "A heavy crown with an oppressive aura", + "oddities_human_teeth": "A pouch of human teeth", + "oddities_monkey_head": "Shrunken monkey heads", + "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour", + "oddities_seashell_horn": "A seashell horn good luck charm", + "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks", + "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings", + "oddities_silk_dress": "A constantly-glowing silk dress", + "oddities_songbird": "A songbird in a cage", + "oddities_telepathic_yak": "A telepathic yak", + "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious", + "oddities_tyrant_pants": "The pants of a local tyrant", + "omen": "Omen", + "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.

Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.", + "opportunity": "Opportunity", + "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.", + "painful_lesson": "Most painful lesson", + "physical": "Physical", + "physical_description": "Careful: assess, be safe, be calm, follow guidelines
Concerted: charge, endure, overwhelm
Creative: bedazzle, innovate, exceed expectations", + "physical_health": "Physical Health", + "physique": "Physique", + "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "player_name": "Player Name", + "portrait": "Portrait", + "practical": "Practical", + "practical_description": "Careful: soothe, refine, survey
Concerted: rush, withstand, brute force
Creative: invent, adapt, experiment", + "pronouns": "Pronouns", + "prowess": "Prowess", + "prowess_description": "Careful: sense, attune, investigate
Concerted: assail, subsist, give all
Creative: explore, expand, create", + "quick_overview": "A Quick Overview of Essential Mechanics", + "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.", + "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.", + "requires_arc_api": "This feature requires the ARC API.", + "rest": "Rest", + "rest_and_recovery": "Rest and Recovery", + "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.

Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.", + "ritual": "Ritual", + "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.", + "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.", + "roll": "Roll", + "roll_fail": "It fails...", + "roll_success": "Success!", + "roll_tie": "It's a tie.", + "rolls": "rolls", + "select_placeholder": "Select...", + "settings": "Settings", + "sheet_mode": "Sheet Mode", + "short_desc": "Short Description", + "short_rest": "Short Rest", + "skill": "Skill", + "skill_check": "Skill Check", + "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.

When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.

If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.", + "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.

Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).", + "skill_info": "Skill Info", + "skills": "Skills", + "social": "Social", + "social_description": "Careful: reason, detail, guide
Concerted: intimidate, enforce, invade
Creative: charm, incite, inspire", + "spells_and_techniques": "Spells & Techniques", + "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.", + "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict", + "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.", + "spells_bind_weapon": "Bind Weapon", + "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon", + "spells_blackout": "Blackout", + "spells_blackout_base_effect": "Stop others by making them fall asleep", + "spells_burn_the_past": "Burn The Past", + "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target", + "spells_compel": "Compel", + "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need", + "spells_from_dust_to_dust": "From Dust To Dust", + "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust", + "spells_lifebringer": "Lifebringer", + "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power", + "spells_little_escapologist": "Little Escapologist", + "spells_little_escapologist_base_effect": "Disappear from sight", + "spells_manic_hands": "Manic Hands", + "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions", + "spells_master_of_elements": "Master Of Elements", + "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will", + "spells_pierce_the_veil": "Pierce The Veil", + "spells_pierce_the_veil_base_effect": "See anywhere, any time", + "spells_secret_door": "Secret Door", + "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?", + "spells_shadowbind": "Shadowbind", + "spells_shadowbind_base_effect": "Restrain a being of your choice", + "spells_soundshift": "Soundshift", + "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape", + "spells_spirit_pact": "Spirit Pact", + "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant", + "spells_trick_of_the_light": "Trick Of The Light", + "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions", + "spells_trinket": "Trinket", + "spells_trinket_base_effect": "Minor magical effects certain to delight anyone", + "spells_true_miracle": "True Miracle", + "spells_true_miracle_base_effect": "Bring your wish to reality", + "spells_unmask_the_self": "Unmask The Self", + "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see", + "spells_whisper": "Whisper", + "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song", + "spells_windstep": "Windstep", + "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will", + "stand_ground": "Stand Ground", + "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.

Characters who choose to Stand Ground begin their Turn first in the Round.", + "success_fail": "Success/Fail", + "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug", + "supplies_and_oddities": "Supplies & Oddities", + "supplies_and_sundries": "Supplies & Sundries", + "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.", + "supplies_artisans_tools": "Artisan’s tools and playing cards", + "supplies_backpack": "Large backpack and a blank book", + "supplies_bedroll": "Bedroll and local map", + "supplies_board_games": "Board games and a gallon of beer", + "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes", + "supplies_crowbar_and_lantern": "Crowbar and lantern", + "supplies_encyclopeida": "Complete encyclopedia set", + "supplies_fine_clothes": "Mirror and fine clothes", + "supplies_fishing_pole": "Fishing pole and flint & tinder", + "supplies_horse": "Horse and riding gear", + "supplies_live_hen": "Live hen and its cage", + "supplies_rations": "3 days’ rations", + "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet", + "supplies_spyglass": "Spyglass and magic reagents", + "supplies_tent": "2-person tent and a bottle of wine", + "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles", + "supplies_traps": "Traps and animal bait", + "survival": "Survival", + "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tactics": "Tactics", + "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "takes_a_rest": "takes a", + "techniques_become_one": "Become One", + "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else", + "techniques_bind_magic": "Bind Magic", + "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique", + "techniques_deadly_focus": "Deadly Focus", + "techniques_deadly_focus_base_effect": "Damage is doubled", + "techniques_defy_the_fates": "Defy The Fates", + "techniques_defy_the_fates_base_effect": "Rewind time", + "techniques_dispel": "Dispel", + "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique", + "techniques_doompause": "Doompause", + "techniques_doompause_base_effect": "Hold off the Doom", + "techniques_flowmotion": "Flowmotion", + "techniques_flowmotion_base_effect": "Move fast—very fast", + "techniques_fluorescent_transcendence": "Fluorescent Transcendence", + "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment", + "techniques_heartpiercer": "Heartpiercer", + "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist", + "techniques_inspiration": "Inspiration", + "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action", + "techniques_interdiction": "Interdiction", + "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach", + "techniques_memory_seed": "Memory Seed", + "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with", + "techniques_netherwave": "Netherwave", + "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet", + "techniques_only_ones_who_know": "Only Ones Who Know", + "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does", + "techniques_redo": "Redo", + "techniques_redo_base_effect": "Reroll the last skill check", + "techniques_saving_grace": "Saving Grace", + "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you", + "techniques_stonewall": "Stonewall", + "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally", + "techniques_turn_the_tide": "Turn The Tide", + "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take", + "techniques_uncanny_alarm": "Uncanny Alarm", + "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict", + "techniques_weave_through_water": "Weave Through Water", + "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water", + "tests": "tests", + "theme": "Theme", + "three_rumors": "Persistent rumors", + "threshold_number": "Threshold Number", + "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.

Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.", + "tinker": "Tinker", + "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tn": "TN", + "tn_difficult": "Difficult [TN +0]", + "tn_easy": "Easy [TN +1]", + "tn_impossibly_difficult": "Impossibly Difficult [TN -3]", + "tn_modifier+0": "[+0 to TN] No change ", + "tn_modifier+1": "[+1 to TN] Easy", + "tn_modifier+2": "[+2 to TN] Intensely easy", + "tn_modifier+3": "[+3 to TN] Exceptionally easy ", + "tn_modifier-1": "[-1 to TN] Very difficult", + "tn_modifier-2": "[-2 to TN] Staggeringly difficult", + "tn_modifier-3": "[-3 to TN] Extremely difficult", + "tn_no_change": "No change", + "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]", + "tn_very_difficult": "Very Difficult [TN -1]", + "tooltip_hide": "Hide", + "tooltip_show": "Show", + "tooltips": "Toggle Tooltip", + "trade": "Trade", + "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "turn": "Turn", + "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.

Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.", + "update_character_sheet": "Don't forget to update your hero's character sheet.", + "use_dark": "Dark", + "use_light": "Light", + "use_sync": "Sync with Browser", + "version": "Version", + "versus": "vs", + "weaponry": "Weaponry", + "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "xp": "XP", + "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).", + "xp_spent": "Spent", + "xp_total": "Total" +} diff --git a/ARC/translations/af.json b/ARC/translations/af.json new file mode 100644 index 0000000000..c0e19977a0 --- /dev/null +++ b/ARC/translations/af.json @@ -0,0 +1,357 @@ +{ + "1d6": "d6", + "2d6": "2d6", + "_": "", + "academic": "Academic", + "academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "acrobatics": "Acrobatics", + "acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "acting_beyond_attacks": "Acting beyond attacks", + "advantage": "Advantage", + "advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used.

If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.", + "approach": "Approach", + "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.

If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).", + "arcana": "Arcana", + "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "artistry": "Artistry", + "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "assistance": "Assistance", + "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.

Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.", + "attack": "Attack", + "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.

Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).", + "base_effect": "Base Effect", + "blood": "Blood", + "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.

Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "bonds": "Bonds", + "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.

Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.", + "boon": "Boon", + "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage", + "careful": "Careful", + "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "character_mode": "Character", + "character_name": "A hero rises to save the world, thus named:", + "charisma": "Charisma", + "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "chooses": "chooses", + "combat_booming_voice": "Booming voice [+1 Physical damage]", + "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]", + "combat_crossbow": "Crossbow [+2 Physical damage]", + "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]", + "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]", + "combat_darts": "8 darts [+1 Physical damage each]", + "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]", + "combat_flaming_sword": "Flaming sword [+3 physical damage]", + "combat_health": "Psychosocial Health", + "combat_iron_briefs": "Iron briefs [+1 Physical resist]", + "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]", + "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]", + "combat_pitchfork": "Pitchfork [+0 Physical damage]", + "combat_plate_armor": "Plate armor [+2 Physical resist]", + "combat_scowling_face": "A scowling face [+0 Psychosocial damage]", + "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]", + "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]", + "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]", + "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]", + "complexity": "Complexity", + "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.", + "concerted": "Concerted", + "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "conflict": "Conflict", + "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.

Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.", + "consequence": "Consequence", + "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.", + "coordination": "Coordination", + "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "creative": "Creative", + "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "culture": "Culture", + "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "current": "Current", + "damage": "Damage", + "damage_and_defense": "Damage & Defense", + "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.", + "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.

On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.", + "defending_attacking": "Defending/Attacking", + "description": "Description", + "description_placeholder": "Description...", + "difficulty": "Difficulty", + "difficulty_modifier": "Difficulty Modifier", + "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.

A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.", + "doom": "Doom", + "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.

If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.", + "doomsday_clock": "Doomsday Clock", + "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.", + "enhanced": "Enhanced Version", + "experience": "Experience", + "export_character": "Export Character", + "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.", + "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.", + "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.", + "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.", + "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.", + "fallen_consequence_6": "May now speak to the dead.", + "fallen_consequences": "Fallen Consequences", + "fallen_heroes": "Fallen Heroes", + "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.", + "focus": "Focus", + "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "glossary": "Glossary", + "group_skill_check": "Group Skill Check", + "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.", + "guile": "Guile", + "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "guts": "Guts", + "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.

Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "impose": "Impose", + "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "initiative_category": "Initiative Category", + "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.

Before each Round, players may decide beforehand what everyone's Initiative Category is.", + "insight": "Insight", + "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "inventory": "Inventory", + "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.", + "item_name": "Name", + "item_points": "Points", + "item_pool": "Pool", + "item_quantity": "Qty.", + "item_type": "Item Type", + "item_used": "Spent", + "knowledge": "Knowledge", + "knowledge_description": "Careful: assess, inquire, analyze
Concerted: recall, memorize, restore
Creative: theorize, shift, make logical connections", + "learning_spells_and_techniques": "Learning Spells & Techniques", + "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.

The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.", + "life": "Life", + "life_and_death": "Life & Death: Fallen Heroes", + "long_rest": "Long Rest", + "makes_them_different": "What makes them different?", + "max": "Max", + "mod": "Mod", + "modifier": "Modifier", + "moment": "Moment", + "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.

The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.", + "movement_in_conflict": "Movement in Conflict", + "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.", + "name_placeholder": "Name...", + "npc_mode": "NPC", + "npc_name": "Name", + "observe": "Observe", + "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "oddities_ancient_ring": "An ancient and unbreakable ring", + "oddities_and_valuables": "Oddities & Valuables", + "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.", + "oddities_darkvision_glasses": "A pair of glasses granting darkvision", + "oddities_dead_donkey": "The bottom half of a dead donkey", + "oddities_divine_blood": "A vial of a divine being’s blood", + "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent", + "oddities_hat": "A hat that somehow always keeps your head dry", + "oddities_heavy_crown": "A heavy crown with an oppressive aura", + "oddities_human_teeth": "A pouch of human teeth", + "oddities_monkey_head": "Shrunken monkey heads", + "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour", + "oddities_seashell_horn": "A seashell horn good luck charm", + "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks", + "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings", + "oddities_silk_dress": "A constantly-glowing silk dress", + "oddities_songbird": "A songbird in a cage", + "oddities_telepathic_yak": "A telepathic yak", + "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious", + "oddities_tyrant_pants": "The pants of a local tyrant", + "omen": "Omen", + "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.

Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.", + "opportunity": "Opportunity", + "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.", + "painful_lesson": "Most painful lesson", + "physical": "Physical", + "physical_description": "Careful: assess, be safe, be calm, follow guidelines
Concerted: charge, endure, overwhelm
Creative: bedazzle, innovate, exceed expectations", + "physical_health": "Physical Health", + "physique": "Physique", + "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "player_name": "Player Name", + "portrait": "Portrait", + "practical": "Practical", + "practical_description": "Careful: soothe, refine, survey
Concerted: rush, withstand, brute force
Creative: invent, adapt, experiment", + "pronouns": "Pronouns", + "prowess": "Prowess", + "prowess_description": "Careful: sense, attune, investigate
Concerted: assail, subsist, give all
Creative: explore, expand, create", + "quick_overview": "A Quick Overview of Essential Mechanics", + "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.", + "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.", + "requires_arc_api": "This feature requires the ARC API.", + "rest": "Rest", + "rest_and_recovery": "Rest and Recovery", + "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.

Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.", + "ritual": "Ritual", + "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.", + "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.", + "roll": "Roll", + "roll_fail": "It fails...", + "roll_success": "Success!", + "roll_tie": "It's a tie.", + "rolls": "rolls", + "select_placeholder": "Select...", + "settings": "Settings", + "sheet_mode": "Sheet Mode", + "short_desc": "Short Description", + "short_rest": "Short Rest", + "skill": "Skill", + "skill_check": "Skill Check", + "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.

When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.

If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.", + "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.

Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).", + "skill_info": "Skill Info", + "skills": "Skills", + "social": "Social", + "social_description": "Careful: reason, detail, guide
Concerted: intimidate, enforce, invade
Creative: charm, incite, inspire", + "spells_and_techniques": "Spells & Techniques", + "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.", + "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict", + "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.", + "spells_bind_weapon": "Bind Weapon", + "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon", + "spells_blackout": "Blackout", + "spells_blackout_base_effect": "Stop others by making them fall asleep", + "spells_burn_the_past": "Burn The Past", + "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target", + "spells_compel": "Compel", + "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need", + "spells_from_dust_to_dust": "From Dust To Dust", + "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust", + "spells_lifebringer": "Lifebringer", + "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power", + "spells_little_escapologist": "Little Escapologist", + "spells_little_escapologist_base_effect": "Disappear from sight", + "spells_manic_hands": "Manic Hands", + "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions", + "spells_master_of_elements": "Master Of Elements", + "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will", + "spells_pierce_the_veil": "Pierce The Veil", + "spells_pierce_the_veil_base_effect": "See anywhere, any time", + "spells_secret_door": "Secret Door", + "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?", + "spells_shadowbind": "Shadowbind", + "spells_shadowbind_base_effect": "Restrain a being of your choice", + "spells_soundshift": "Soundshift", + "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape", + "spells_spirit_pact": "Spirit Pact", + "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant", + "spells_trick_of_the_light": "Trick Of The Light", + "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions", + "spells_trinket": "Trinket", + "spells_trinket_base_effect": "Minor magical effects certain to delight anyone", + "spells_true_miracle": "True Miracle", + "spells_true_miracle_base_effect": "Bring your wish to reality", + "spells_unmask_the_self": "Unmask The Self", + "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see", + "spells_whisper": "Whisper", + "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song", + "spells_windstep": "Windstep", + "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will", + "stand_ground": "Stand Ground", + "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.

Characters who choose to Stand Ground begin their Turn first in the Round.", + "success_fail": "Success/Fail", + "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug", + "supplies_and_oddities": "Supplies & Oddities", + "supplies_and_sundries": "Supplies & Sundries", + "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.", + "supplies_artisans_tools": "Artisan’s tools and playing cards", + "supplies_backpack": "Large backpack and a blank book", + "supplies_bedroll": "Bedroll and local map", + "supplies_board_games": "Board games and a gallon of beer", + "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes", + "supplies_crowbar_and_lantern": "Crowbar and lantern", + "supplies_encyclopeida": "Complete encyclopedia set", + "supplies_fine_clothes": "Mirror and fine clothes", + "supplies_fishing_pole": "Fishing pole and flint & tinder", + "supplies_horse": "Horse and riding gear", + "supplies_live_hen": "Live hen and its cage", + "supplies_rations": "3 days’ rations", + "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet", + "supplies_spyglass": "Spyglass and magic reagents", + "supplies_tent": "2-person tent and a bottle of wine", + "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles", + "supplies_traps": "Traps and animal bait", + "survival": "Survival", + "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tactics": "Tactics", + "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "takes_a_rest": "takes a", + "techniques_become_one": "Become One", + "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else", + "techniques_bind_magic": "Bind Magic", + "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique", + "techniques_deadly_focus": "Deadly Focus", + "techniques_deadly_focus_base_effect": "Damage is doubled", + "techniques_defy_the_fates": "Defy The Fates", + "techniques_defy_the_fates_base_effect": "Rewind time", + "techniques_dispel": "Dispel", + "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique", + "techniques_doompause": "Doompause", + "techniques_doompause_base_effect": "Hold off the Doom", + "techniques_flowmotion": "Flowmotion", + "techniques_flowmotion_base_effect": "Move fast—very fast", + "techniques_fluorescent_transcendence": "Fluorescent Transcendence", + "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment", + "techniques_heartpiercer": "Heartpiercer", + "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist", + "techniques_inspiration": "Inspiration", + "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action", + "techniques_interdiction": "Interdiction", + "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach", + "techniques_memory_seed": "Memory Seed", + "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with", + "techniques_netherwave": "Netherwave", + "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet", + "techniques_only_ones_who_know": "Only Ones Who Know", + "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does", + "techniques_redo": "Redo", + "techniques_redo_base_effect": "Reroll the last skill check", + "techniques_saving_grace": "Saving Grace", + "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you", + "techniques_stonewall": "Stonewall", + "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally", + "techniques_turn_the_tide": "Turn The Tide", + "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take", + "techniques_uncanny_alarm": "Uncanny Alarm", + "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict", + "techniques_weave_through_water": "Weave Through Water", + "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water", + "tests": "tests", + "theme": "Theme", + "three_rumors": "Persistent rumors", + "threshold_number": "Threshold Number", + "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.

Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.", + "tinker": "Tinker", + "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tn": "TN", + "tn_difficult": "Difficult [TN +0]", + "tn_easy": "Easy [TN +1]", + "tn_impossibly_difficult": "Impossibly Difficult [TN -3]", + "tn_modifier+0": "[+0 to TN] No change ", + "tn_modifier+1": "[+1 to TN] Easy", + "tn_modifier+2": "[+2 to TN] Intensely easy", + "tn_modifier+3": "[+3 to TN] Exceptionally easy ", + "tn_modifier-1": "[-1 to TN] Very difficult", + "tn_modifier-2": "[-2 to TN] Staggeringly difficult", + "tn_modifier-3": "[-3 to TN] Extremely difficult", + "tn_no_change": "No change", + "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]", + "tn_very_difficult": "Very Difficult [TN -1]", + "tooltip_hide": "Hide", + "tooltip_show": "Show", + "tooltips": "Toggle Tooltip", + "trade": "Trade", + "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "turn": "Turn", + "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.

Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.", + "update_character_sheet": "Don't forget to update your hero's character sheet.", + "use_dark": "Dark", + "use_light": "Light", + "use_sync": "Sync with Browser", + "version": "Version", + "versus": "vs", + "weaponry": "Weaponry", + "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "xp": "XP", + "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).", + "xp_spent": "Spent", + "xp_total": "Total" +} diff --git a/ARC/translations/ca.json b/ARC/translations/ca.json new file mode 100644 index 0000000000..c0e19977a0 --- /dev/null +++ b/ARC/translations/ca.json @@ -0,0 +1,357 @@ +{ + "1d6": "d6", + "2d6": "2d6", + "_": "", + "academic": "Academic", + "academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "acrobatics": "Acrobatics", + "acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "acting_beyond_attacks": "Acting beyond attacks", + "advantage": "Advantage", + "advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used.

If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.", + "approach": "Approach", + "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.

If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).", + "arcana": "Arcana", + "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "artistry": "Artistry", + "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "assistance": "Assistance", + "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.

Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.", + "attack": "Attack", + "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.

Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).", + "base_effect": "Base Effect", + "blood": "Blood", + "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.

Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "bonds": "Bonds", + "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.

Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.", + "boon": "Boon", + "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage", + "careful": "Careful", + "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "character_mode": "Character", + "character_name": "A hero rises to save the world, thus named:", + "charisma": "Charisma", + "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "chooses": "chooses", + "combat_booming_voice": "Booming voice [+1 Physical damage]", + "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]", + "combat_crossbow": "Crossbow [+2 Physical damage]", + "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]", + "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]", + "combat_darts": "8 darts [+1 Physical damage each]", + "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]", + "combat_flaming_sword": "Flaming sword [+3 physical damage]", + "combat_health": "Psychosocial Health", + "combat_iron_briefs": "Iron briefs [+1 Physical resist]", + "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]", + "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]", + "combat_pitchfork": "Pitchfork [+0 Physical damage]", + "combat_plate_armor": "Plate armor [+2 Physical resist]", + "combat_scowling_face": "A scowling face [+0 Psychosocial damage]", + "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]", + "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]", + "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]", + "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]", + "complexity": "Complexity", + "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.", + "concerted": "Concerted", + "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "conflict": "Conflict", + "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.

Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.", + "consequence": "Consequence", + "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.", + "coordination": "Coordination", + "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "creative": "Creative", + "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "culture": "Culture", + "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "current": "Current", + "damage": "Damage", + "damage_and_defense": "Damage & Defense", + "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.", + "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.

On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.", + "defending_attacking": "Defending/Attacking", + "description": "Description", + "description_placeholder": "Description...", + "difficulty": "Difficulty", + "difficulty_modifier": "Difficulty Modifier", + "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.

A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.", + "doom": "Doom", + "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.

If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.", + "doomsday_clock": "Doomsday Clock", + "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.", + "enhanced": "Enhanced Version", + "experience": "Experience", + "export_character": "Export Character", + "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.", + "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.", + "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.", + "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.", + "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.", + "fallen_consequence_6": "May now speak to the dead.", + "fallen_consequences": "Fallen Consequences", + "fallen_heroes": "Fallen Heroes", + "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.", + "focus": "Focus", + "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "glossary": "Glossary", + "group_skill_check": "Group Skill Check", + "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.", + "guile": "Guile", + "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "guts": "Guts", + "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.

Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "impose": "Impose", + "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "initiative_category": "Initiative Category", + "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.

Before each Round, players may decide beforehand what everyone's Initiative Category is.", + "insight": "Insight", + "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "inventory": "Inventory", + "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.", + "item_name": "Name", + "item_points": "Points", + "item_pool": "Pool", + "item_quantity": "Qty.", + "item_type": "Item Type", + "item_used": "Spent", + "knowledge": "Knowledge", + "knowledge_description": "Careful: assess, inquire, analyze
Concerted: recall, memorize, restore
Creative: theorize, shift, make logical connections", + "learning_spells_and_techniques": "Learning Spells & Techniques", + "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.

The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.", + "life": "Life", + "life_and_death": "Life & Death: Fallen Heroes", + "long_rest": "Long Rest", + "makes_them_different": "What makes them different?", + "max": "Max", + "mod": "Mod", + "modifier": "Modifier", + "moment": "Moment", + "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.

The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.", + "movement_in_conflict": "Movement in Conflict", + "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.", + "name_placeholder": "Name...", + "npc_mode": "NPC", + "npc_name": "Name", + "observe": "Observe", + "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "oddities_ancient_ring": "An ancient and unbreakable ring", + "oddities_and_valuables": "Oddities & Valuables", + "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.", + "oddities_darkvision_glasses": "A pair of glasses granting darkvision", + "oddities_dead_donkey": "The bottom half of a dead donkey", + "oddities_divine_blood": "A vial of a divine being’s blood", + "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent", + "oddities_hat": "A hat that somehow always keeps your head dry", + "oddities_heavy_crown": "A heavy crown with an oppressive aura", + "oddities_human_teeth": "A pouch of human teeth", + "oddities_monkey_head": "Shrunken monkey heads", + "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour", + "oddities_seashell_horn": "A seashell horn good luck charm", + "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks", + "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings", + "oddities_silk_dress": "A constantly-glowing silk dress", + "oddities_songbird": "A songbird in a cage", + "oddities_telepathic_yak": "A telepathic yak", + "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious", + "oddities_tyrant_pants": "The pants of a local tyrant", + "omen": "Omen", + "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.

Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.", + "opportunity": "Opportunity", + "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.", + "painful_lesson": "Most painful lesson", + "physical": "Physical", + "physical_description": "Careful: assess, be safe, be calm, follow guidelines
Concerted: charge, endure, overwhelm
Creative: bedazzle, innovate, exceed expectations", + "physical_health": "Physical Health", + "physique": "Physique", + "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "player_name": "Player Name", + "portrait": "Portrait", + "practical": "Practical", + "practical_description": "Careful: soothe, refine, survey
Concerted: rush, withstand, brute force
Creative: invent, adapt, experiment", + "pronouns": "Pronouns", + "prowess": "Prowess", + "prowess_description": "Careful: sense, attune, investigate
Concerted: assail, subsist, give all
Creative: explore, expand, create", + "quick_overview": "A Quick Overview of Essential Mechanics", + "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.", + "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.", + "requires_arc_api": "This feature requires the ARC API.", + "rest": "Rest", + "rest_and_recovery": "Rest and Recovery", + "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.

Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.", + "ritual": "Ritual", + "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.", + "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.", + "roll": "Roll", + "roll_fail": "It fails...", + "roll_success": "Success!", + "roll_tie": "It's a tie.", + "rolls": "rolls", + "select_placeholder": "Select...", + "settings": "Settings", + "sheet_mode": "Sheet Mode", + "short_desc": "Short Description", + "short_rest": "Short Rest", + "skill": "Skill", + "skill_check": "Skill Check", + "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.

When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.

If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.", + "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.

Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).", + "skill_info": "Skill Info", + "skills": "Skills", + "social": "Social", + "social_description": "Careful: reason, detail, guide
Concerted: intimidate, enforce, invade
Creative: charm, incite, inspire", + "spells_and_techniques": "Spells & Techniques", + "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.", + "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict", + "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.", + "spells_bind_weapon": "Bind Weapon", + "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon", + "spells_blackout": "Blackout", + "spells_blackout_base_effect": "Stop others by making them fall asleep", + "spells_burn_the_past": "Burn The Past", + "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target", + "spells_compel": "Compel", + "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need", + "spells_from_dust_to_dust": "From Dust To Dust", + "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust", + "spells_lifebringer": "Lifebringer", + "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power", + "spells_little_escapologist": "Little Escapologist", + "spells_little_escapologist_base_effect": "Disappear from sight", + "spells_manic_hands": "Manic Hands", + "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions", + "spells_master_of_elements": "Master Of Elements", + "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will", + "spells_pierce_the_veil": "Pierce The Veil", + "spells_pierce_the_veil_base_effect": "See anywhere, any time", + "spells_secret_door": "Secret Door", + "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?", + "spells_shadowbind": "Shadowbind", + "spells_shadowbind_base_effect": "Restrain a being of your choice", + "spells_soundshift": "Soundshift", + "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape", + "spells_spirit_pact": "Spirit Pact", + "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant", + "spells_trick_of_the_light": "Trick Of The Light", + "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions", + "spells_trinket": "Trinket", + "spells_trinket_base_effect": "Minor magical effects certain to delight anyone", + "spells_true_miracle": "True Miracle", + "spells_true_miracle_base_effect": "Bring your wish to reality", + "spells_unmask_the_self": "Unmask The Self", + "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see", + "spells_whisper": "Whisper", + "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song", + "spells_windstep": "Windstep", + "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will", + "stand_ground": "Stand Ground", + "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.

Characters who choose to Stand Ground begin their Turn first in the Round.", + "success_fail": "Success/Fail", + "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug", + "supplies_and_oddities": "Supplies & Oddities", + "supplies_and_sundries": "Supplies & Sundries", + "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.", + "supplies_artisans_tools": "Artisan’s tools and playing cards", + "supplies_backpack": "Large backpack and a blank book", + "supplies_bedroll": "Bedroll and local map", + "supplies_board_games": "Board games and a gallon of beer", + "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes", + "supplies_crowbar_and_lantern": "Crowbar and lantern", + "supplies_encyclopeida": "Complete encyclopedia set", + "supplies_fine_clothes": "Mirror and fine clothes", + "supplies_fishing_pole": "Fishing pole and flint & tinder", + "supplies_horse": "Horse and riding gear", + "supplies_live_hen": "Live hen and its cage", + "supplies_rations": "3 days’ rations", + "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet", + "supplies_spyglass": "Spyglass and magic reagents", + "supplies_tent": "2-person tent and a bottle of wine", + "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles", + "supplies_traps": "Traps and animal bait", + "survival": "Survival", + "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tactics": "Tactics", + "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "takes_a_rest": "takes a", + "techniques_become_one": "Become One", + "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else", + "techniques_bind_magic": "Bind Magic", + "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique", + "techniques_deadly_focus": "Deadly Focus", + "techniques_deadly_focus_base_effect": "Damage is doubled", + "techniques_defy_the_fates": "Defy The Fates", + "techniques_defy_the_fates_base_effect": "Rewind time", + "techniques_dispel": "Dispel", + "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique", + "techniques_doompause": "Doompause", + "techniques_doompause_base_effect": "Hold off the Doom", + "techniques_flowmotion": "Flowmotion", + "techniques_flowmotion_base_effect": "Move fast—very fast", + "techniques_fluorescent_transcendence": "Fluorescent Transcendence", + "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment", + "techniques_heartpiercer": "Heartpiercer", + "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist", + "techniques_inspiration": "Inspiration", + "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action", + "techniques_interdiction": "Interdiction", + "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach", + "techniques_memory_seed": "Memory Seed", + "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with", + "techniques_netherwave": "Netherwave", + "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet", + "techniques_only_ones_who_know": "Only Ones Who Know", + "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does", + "techniques_redo": "Redo", + "techniques_redo_base_effect": "Reroll the last skill check", + "techniques_saving_grace": "Saving Grace", + "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you", + "techniques_stonewall": "Stonewall", + "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally", + "techniques_turn_the_tide": "Turn The Tide", + "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take", + "techniques_uncanny_alarm": "Uncanny Alarm", + "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict", + "techniques_weave_through_water": "Weave Through Water", + "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water", + "tests": "tests", + "theme": "Theme", + "three_rumors": "Persistent rumors", + "threshold_number": "Threshold Number", + "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.

Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.", + "tinker": "Tinker", + "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tn": "TN", + "tn_difficult": "Difficult [TN +0]", + "tn_easy": "Easy [TN +1]", + "tn_impossibly_difficult": "Impossibly Difficult [TN -3]", + "tn_modifier+0": "[+0 to TN] No change ", + "tn_modifier+1": "[+1 to TN] Easy", + "tn_modifier+2": "[+2 to TN] Intensely easy", + "tn_modifier+3": "[+3 to TN] Exceptionally easy ", + "tn_modifier-1": "[-1 to TN] Very difficult", + "tn_modifier-2": "[-2 to TN] Staggeringly difficult", + "tn_modifier-3": "[-3 to TN] Extremely difficult", + "tn_no_change": "No change", + "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]", + "tn_very_difficult": "Very Difficult [TN -1]", + "tooltip_hide": "Hide", + "tooltip_show": "Show", + "tooltips": "Toggle Tooltip", + "trade": "Trade", + "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "turn": "Turn", + "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.

Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.", + "update_character_sheet": "Don't forget to update your hero's character sheet.", + "use_dark": "Dark", + "use_light": "Light", + "use_sync": "Sync with Browser", + "version": "Version", + "versus": "vs", + "weaponry": "Weaponry", + "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "xp": "XP", + "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).", + "xp_spent": "Spent", + "xp_total": "Total" +} diff --git a/ARC/translations/cs.json b/ARC/translations/cs.json new file mode 100644 index 0000000000..c0e19977a0 --- /dev/null +++ b/ARC/translations/cs.json @@ -0,0 +1,357 @@ +{ + "1d6": "d6", + "2d6": "2d6", + "_": "", + "academic": "Academic", + "academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "acrobatics": "Acrobatics", + "acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "acting_beyond_attacks": "Acting beyond attacks", + "advantage": "Advantage", + "advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used.

If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.", + "approach": "Approach", + "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.

If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).", + "arcana": "Arcana", + "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "artistry": "Artistry", + "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "assistance": "Assistance", + "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.

Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.", + "attack": "Attack", + "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.

Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).", + "base_effect": "Base Effect", + "blood": "Blood", + "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.

Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "bonds": "Bonds", + "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.

Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.", + "boon": "Boon", + "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage", + "careful": "Careful", + "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "character_mode": "Character", + "character_name": "A hero rises to save the world, thus named:", + "charisma": "Charisma", + "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "chooses": "chooses", + "combat_booming_voice": "Booming voice [+1 Physical damage]", + "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]", + "combat_crossbow": "Crossbow [+2 Physical damage]", + "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]", + "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]", + "combat_darts": "8 darts [+1 Physical damage each]", + "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]", + "combat_flaming_sword": "Flaming sword [+3 physical damage]", + "combat_health": "Psychosocial Health", + "combat_iron_briefs": "Iron briefs [+1 Physical resist]", + "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]", + "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]", + "combat_pitchfork": "Pitchfork [+0 Physical damage]", + "combat_plate_armor": "Plate armor [+2 Physical resist]", + "combat_scowling_face": "A scowling face [+0 Psychosocial damage]", + "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]", + "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]", + "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]", + "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]", + "complexity": "Complexity", + "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.", + "concerted": "Concerted", + "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "conflict": "Conflict", + "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.

Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.", + "consequence": "Consequence", + "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.", + "coordination": "Coordination", + "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "creative": "Creative", + "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "culture": "Culture", + "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "current": "Current", + "damage": "Damage", + "damage_and_defense": "Damage & Defense", + "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.", + "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.

On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.", + "defending_attacking": "Defending/Attacking", + "description": "Description", + "description_placeholder": "Description...", + "difficulty": "Difficulty", + "difficulty_modifier": "Difficulty Modifier", + "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.

A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.", + "doom": "Doom", + "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.

If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.", + "doomsday_clock": "Doomsday Clock", + "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.", + "enhanced": "Enhanced Version", + "experience": "Experience", + "export_character": "Export Character", + "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.", + "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.", + "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.", + "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.", + "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.", + "fallen_consequence_6": "May now speak to the dead.", + "fallen_consequences": "Fallen Consequences", + "fallen_heroes": "Fallen Heroes", + "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.", + "focus": "Focus", + "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "glossary": "Glossary", + "group_skill_check": "Group Skill Check", + "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.", + "guile": "Guile", + "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "guts": "Guts", + "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.

Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "impose": "Impose", + "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "initiative_category": "Initiative Category", + "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.

Before each Round, players may decide beforehand what everyone's Initiative Category is.", + "insight": "Insight", + "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "inventory": "Inventory", + "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.", + "item_name": "Name", + "item_points": "Points", + "item_pool": "Pool", + "item_quantity": "Qty.", + "item_type": "Item Type", + "item_used": "Spent", + "knowledge": "Knowledge", + "knowledge_description": "Careful: assess, inquire, analyze
Concerted: recall, memorize, restore
Creative: theorize, shift, make logical connections", + "learning_spells_and_techniques": "Learning Spells & Techniques", + "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.

The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.", + "life": "Life", + "life_and_death": "Life & Death: Fallen Heroes", + "long_rest": "Long Rest", + "makes_them_different": "What makes them different?", + "max": "Max", + "mod": "Mod", + "modifier": "Modifier", + "moment": "Moment", + "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.

The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.", + "movement_in_conflict": "Movement in Conflict", + "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.", + "name_placeholder": "Name...", + "npc_mode": "NPC", + "npc_name": "Name", + "observe": "Observe", + "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "oddities_ancient_ring": "An ancient and unbreakable ring", + "oddities_and_valuables": "Oddities & Valuables", + "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.", + "oddities_darkvision_glasses": "A pair of glasses granting darkvision", + "oddities_dead_donkey": "The bottom half of a dead donkey", + "oddities_divine_blood": "A vial of a divine being’s blood", + "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent", + "oddities_hat": "A hat that somehow always keeps your head dry", + "oddities_heavy_crown": "A heavy crown with an oppressive aura", + "oddities_human_teeth": "A pouch of human teeth", + "oddities_monkey_head": "Shrunken monkey heads", + "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour", + "oddities_seashell_horn": "A seashell horn good luck charm", + "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks", + "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings", + "oddities_silk_dress": "A constantly-glowing silk dress", + "oddities_songbird": "A songbird in a cage", + "oddities_telepathic_yak": "A telepathic yak", + "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious", + "oddities_tyrant_pants": "The pants of a local tyrant", + "omen": "Omen", + "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.

Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.", + "opportunity": "Opportunity", + "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.", + "painful_lesson": "Most painful lesson", + "physical": "Physical", + "physical_description": "Careful: assess, be safe, be calm, follow guidelines
Concerted: charge, endure, overwhelm
Creative: bedazzle, innovate, exceed expectations", + "physical_health": "Physical Health", + "physique": "Physique", + "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "player_name": "Player Name", + "portrait": "Portrait", + "practical": "Practical", + "practical_description": "Careful: soothe, refine, survey
Concerted: rush, withstand, brute force
Creative: invent, adapt, experiment", + "pronouns": "Pronouns", + "prowess": "Prowess", + "prowess_description": "Careful: sense, attune, investigate
Concerted: assail, subsist, give all
Creative: explore, expand, create", + "quick_overview": "A Quick Overview of Essential Mechanics", + "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.", + "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.", + "requires_arc_api": "This feature requires the ARC API.", + "rest": "Rest", + "rest_and_recovery": "Rest and Recovery", + "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.

Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.", + "ritual": "Ritual", + "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.", + "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.", + "roll": "Roll", + "roll_fail": "It fails...", + "roll_success": "Success!", + "roll_tie": "It's a tie.", + "rolls": "rolls", + "select_placeholder": "Select...", + "settings": "Settings", + "sheet_mode": "Sheet Mode", + "short_desc": "Short Description", + "short_rest": "Short Rest", + "skill": "Skill", + "skill_check": "Skill Check", + "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.

When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.

If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.", + "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.

Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).", + "skill_info": "Skill Info", + "skills": "Skills", + "social": "Social", + "social_description": "Careful: reason, detail, guide
Concerted: intimidate, enforce, invade
Creative: charm, incite, inspire", + "spells_and_techniques": "Spells & Techniques", + "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.", + "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict", + "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.", + "spells_bind_weapon": "Bind Weapon", + "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon", + "spells_blackout": "Blackout", + "spells_blackout_base_effect": "Stop others by making them fall asleep", + "spells_burn_the_past": "Burn The Past", + "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target", + "spells_compel": "Compel", + "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need", + "spells_from_dust_to_dust": "From Dust To Dust", + "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust", + "spells_lifebringer": "Lifebringer", + "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power", + "spells_little_escapologist": "Little Escapologist", + "spells_little_escapologist_base_effect": "Disappear from sight", + "spells_manic_hands": "Manic Hands", + "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions", + "spells_master_of_elements": "Master Of Elements", + "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will", + "spells_pierce_the_veil": "Pierce The Veil", + "spells_pierce_the_veil_base_effect": "See anywhere, any time", + "spells_secret_door": "Secret Door", + "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?", + "spells_shadowbind": "Shadowbind", + "spells_shadowbind_base_effect": "Restrain a being of your choice", + "spells_soundshift": "Soundshift", + "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape", + "spells_spirit_pact": "Spirit Pact", + "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant", + "spells_trick_of_the_light": "Trick Of The Light", + "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions", + "spells_trinket": "Trinket", + "spells_trinket_base_effect": "Minor magical effects certain to delight anyone", + "spells_true_miracle": "True Miracle", + "spells_true_miracle_base_effect": "Bring your wish to reality", + "spells_unmask_the_self": "Unmask The Self", + "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see", + "spells_whisper": "Whisper", + "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song", + "spells_windstep": "Windstep", + "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will", + "stand_ground": "Stand Ground", + "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.

Characters who choose to Stand Ground begin their Turn first in the Round.", + "success_fail": "Success/Fail", + "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug", + "supplies_and_oddities": "Supplies & Oddities", + "supplies_and_sundries": "Supplies & Sundries", + "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.", + "supplies_artisans_tools": "Artisan’s tools and playing cards", + "supplies_backpack": "Large backpack and a blank book", + "supplies_bedroll": "Bedroll and local map", + "supplies_board_games": "Board games and a gallon of beer", + "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes", + "supplies_crowbar_and_lantern": "Crowbar and lantern", + "supplies_encyclopeida": "Complete encyclopedia set", + "supplies_fine_clothes": "Mirror and fine clothes", + "supplies_fishing_pole": "Fishing pole and flint & tinder", + "supplies_horse": "Horse and riding gear", + "supplies_live_hen": "Live hen and its cage", + "supplies_rations": "3 days’ rations", + "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet", + "supplies_spyglass": "Spyglass and magic reagents", + "supplies_tent": "2-person tent and a bottle of wine", + "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles", + "supplies_traps": "Traps and animal bait", + "survival": "Survival", + "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tactics": "Tactics", + "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "takes_a_rest": "takes a", + "techniques_become_one": "Become One", + "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else", + "techniques_bind_magic": "Bind Magic", + "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique", + "techniques_deadly_focus": "Deadly Focus", + "techniques_deadly_focus_base_effect": "Damage is doubled", + "techniques_defy_the_fates": "Defy The Fates", + "techniques_defy_the_fates_base_effect": "Rewind time", + "techniques_dispel": "Dispel", + "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique", + "techniques_doompause": "Doompause", + "techniques_doompause_base_effect": "Hold off the Doom", + "techniques_flowmotion": "Flowmotion", + "techniques_flowmotion_base_effect": "Move fast—very fast", + "techniques_fluorescent_transcendence": "Fluorescent Transcendence", + "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment", + "techniques_heartpiercer": "Heartpiercer", + "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist", + "techniques_inspiration": "Inspiration", + "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action", + "techniques_interdiction": "Interdiction", + "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach", + "techniques_memory_seed": "Memory Seed", + "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with", + "techniques_netherwave": "Netherwave", + "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet", + "techniques_only_ones_who_know": "Only Ones Who Know", + "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does", + "techniques_redo": "Redo", + "techniques_redo_base_effect": "Reroll the last skill check", + "techniques_saving_grace": "Saving Grace", + "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you", + "techniques_stonewall": "Stonewall", + "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally", + "techniques_turn_the_tide": "Turn The Tide", + "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take", + "techniques_uncanny_alarm": "Uncanny Alarm", + "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict", + "techniques_weave_through_water": "Weave Through Water", + "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water", + "tests": "tests", + "theme": "Theme", + "three_rumors": "Persistent rumors", + "threshold_number": "Threshold Number", + "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.

Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.", + "tinker": "Tinker", + "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tn": "TN", + "tn_difficult": "Difficult [TN +0]", + "tn_easy": "Easy [TN +1]", + "tn_impossibly_difficult": "Impossibly Difficult [TN -3]", + "tn_modifier+0": "[+0 to TN] No change ", + "tn_modifier+1": "[+1 to TN] Easy", + "tn_modifier+2": "[+2 to TN] Intensely easy", + "tn_modifier+3": "[+3 to TN] Exceptionally easy ", + "tn_modifier-1": "[-1 to TN] Very difficult", + "tn_modifier-2": "[-2 to TN] Staggeringly difficult", + "tn_modifier-3": "[-3 to TN] Extremely difficult", + "tn_no_change": "No change", + "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]", + "tn_very_difficult": "Very Difficult [TN -1]", + "tooltip_hide": "Hide", + "tooltip_show": "Show", + "tooltips": "Toggle Tooltip", + "trade": "Trade", + "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "turn": "Turn", + "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.

Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.", + "update_character_sheet": "Don't forget to update your hero's character sheet.", + "use_dark": "Dark", + "use_light": "Light", + "use_sync": "Sync with Browser", + "version": "Version", + "versus": "vs", + "weaponry": "Weaponry", + "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "xp": "XP", + "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).", + "xp_spent": "Spent", + "xp_total": "Total" +} diff --git a/ARC/translations/da.json b/ARC/translations/da.json new file mode 100644 index 0000000000..c0e19977a0 --- /dev/null +++ b/ARC/translations/da.json @@ -0,0 +1,357 @@ +{ + "1d6": "d6", + "2d6": "2d6", + "_": "", + "academic": "Academic", + "academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "acrobatics": "Acrobatics", + "acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "acting_beyond_attacks": "Acting beyond attacks", + "advantage": "Advantage", + "advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used.

If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.", + "approach": "Approach", + "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.

If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).", + "arcana": "Arcana", + "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "artistry": "Artistry", + "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "assistance": "Assistance", + "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.

Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.", + "attack": "Attack", + "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.

Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).", + "base_effect": "Base Effect", + "blood": "Blood", + "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.

Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "bonds": "Bonds", + "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.

Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.", + "boon": "Boon", + "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage", + "careful": "Careful", + "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "character_mode": "Character", + "character_name": "A hero rises to save the world, thus named:", + "charisma": "Charisma", + "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "chooses": "chooses", + "combat_booming_voice": "Booming voice [+1 Physical damage]", + "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]", + "combat_crossbow": "Crossbow [+2 Physical damage]", + "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]", + "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]", + "combat_darts": "8 darts [+1 Physical damage each]", + "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]", + "combat_flaming_sword": "Flaming sword [+3 physical damage]", + "combat_health": "Psychosocial Health", + "combat_iron_briefs": "Iron briefs [+1 Physical resist]", + "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]", + "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]", + "combat_pitchfork": "Pitchfork [+0 Physical damage]", + "combat_plate_armor": "Plate armor [+2 Physical resist]", + "combat_scowling_face": "A scowling face [+0 Psychosocial damage]", + "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]", + "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]", + "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]", + "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]", + "complexity": "Complexity", + "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.", + "concerted": "Concerted", + "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "conflict": "Conflict", + "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.

Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.", + "consequence": "Consequence", + "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.", + "coordination": "Coordination", + "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "creative": "Creative", + "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "culture": "Culture", + "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "current": "Current", + "damage": "Damage", + "damage_and_defense": "Damage & Defense", + "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.", + "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.

On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.", + "defending_attacking": "Defending/Attacking", + "description": "Description", + "description_placeholder": "Description...", + "difficulty": "Difficulty", + "difficulty_modifier": "Difficulty Modifier", + "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.

A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.", + "doom": "Doom", + "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.

If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.", + "doomsday_clock": "Doomsday Clock", + "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.", + "enhanced": "Enhanced Version", + "experience": "Experience", + "export_character": "Export Character", + "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.", + "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.", + "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.", + "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.", + "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.", + "fallen_consequence_6": "May now speak to the dead.", + "fallen_consequences": "Fallen Consequences", + "fallen_heroes": "Fallen Heroes", + "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.", + "focus": "Focus", + "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "glossary": "Glossary", + "group_skill_check": "Group Skill Check", + "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.", + "guile": "Guile", + "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "guts": "Guts", + "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.

Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "impose": "Impose", + "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "initiative_category": "Initiative Category", + "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.

Before each Round, players may decide beforehand what everyone's Initiative Category is.", + "insight": "Insight", + "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "inventory": "Inventory", + "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.", + "item_name": "Name", + "item_points": "Points", + "item_pool": "Pool", + "item_quantity": "Qty.", + "item_type": "Item Type", + "item_used": "Spent", + "knowledge": "Knowledge", + "knowledge_description": "Careful: assess, inquire, analyze
Concerted: recall, memorize, restore
Creative: theorize, shift, make logical connections", + "learning_spells_and_techniques": "Learning Spells & Techniques", + "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.

The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.", + "life": "Life", + "life_and_death": "Life & Death: Fallen Heroes", + "long_rest": "Long Rest", + "makes_them_different": "What makes them different?", + "max": "Max", + "mod": "Mod", + "modifier": "Modifier", + "moment": "Moment", + "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.

The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.", + "movement_in_conflict": "Movement in Conflict", + "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.", + "name_placeholder": "Name...", + "npc_mode": "NPC", + "npc_name": "Name", + "observe": "Observe", + "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "oddities_ancient_ring": "An ancient and unbreakable ring", + "oddities_and_valuables": "Oddities & Valuables", + "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.", + "oddities_darkvision_glasses": "A pair of glasses granting darkvision", + "oddities_dead_donkey": "The bottom half of a dead donkey", + "oddities_divine_blood": "A vial of a divine being’s blood", + "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent", + "oddities_hat": "A hat that somehow always keeps your head dry", + "oddities_heavy_crown": "A heavy crown with an oppressive aura", + "oddities_human_teeth": "A pouch of human teeth", + "oddities_monkey_head": "Shrunken monkey heads", + "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour", + "oddities_seashell_horn": "A seashell horn good luck charm", + "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks", + "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings", + "oddities_silk_dress": "A constantly-glowing silk dress", + "oddities_songbird": "A songbird in a cage", + "oddities_telepathic_yak": "A telepathic yak", + "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious", + "oddities_tyrant_pants": "The pants of a local tyrant", + "omen": "Omen", + "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.

Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.", + "opportunity": "Opportunity", + "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.", + "painful_lesson": "Most painful lesson", + "physical": "Physical", + "physical_description": "Careful: assess, be safe, be calm, follow guidelines
Concerted: charge, endure, overwhelm
Creative: bedazzle, innovate, exceed expectations", + "physical_health": "Physical Health", + "physique": "Physique", + "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "player_name": "Player Name", + "portrait": "Portrait", + "practical": "Practical", + "practical_description": "Careful: soothe, refine, survey
Concerted: rush, withstand, brute force
Creative: invent, adapt, experiment", + "pronouns": "Pronouns", + "prowess": "Prowess", + "prowess_description": "Careful: sense, attune, investigate
Concerted: assail, subsist, give all
Creative: explore, expand, create", + "quick_overview": "A Quick Overview of Essential Mechanics", + "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.", + "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.", + "requires_arc_api": "This feature requires the ARC API.", + "rest": "Rest", + "rest_and_recovery": "Rest and Recovery", + "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.

Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.", + "ritual": "Ritual", + "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.", + "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.", + "roll": "Roll", + "roll_fail": "It fails...", + "roll_success": "Success!", + "roll_tie": "It's a tie.", + "rolls": "rolls", + "select_placeholder": "Select...", + "settings": "Settings", + "sheet_mode": "Sheet Mode", + "short_desc": "Short Description", + "short_rest": "Short Rest", + "skill": "Skill", + "skill_check": "Skill Check", + "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.

When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.

If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.", + "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.

Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).", + "skill_info": "Skill Info", + "skills": "Skills", + "social": "Social", + "social_description": "Careful: reason, detail, guide
Concerted: intimidate, enforce, invade
Creative: charm, incite, inspire", + "spells_and_techniques": "Spells & Techniques", + "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.", + "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict", + "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.", + "spells_bind_weapon": "Bind Weapon", + "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon", + "spells_blackout": "Blackout", + "spells_blackout_base_effect": "Stop others by making them fall asleep", + "spells_burn_the_past": "Burn The Past", + "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target", + "spells_compel": "Compel", + "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need", + "spells_from_dust_to_dust": "From Dust To Dust", + "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust", + "spells_lifebringer": "Lifebringer", + "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power", + "spells_little_escapologist": "Little Escapologist", + "spells_little_escapologist_base_effect": "Disappear from sight", + "spells_manic_hands": "Manic Hands", + "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions", + "spells_master_of_elements": "Master Of Elements", + "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will", + "spells_pierce_the_veil": "Pierce The Veil", + "spells_pierce_the_veil_base_effect": "See anywhere, any time", + "spells_secret_door": "Secret Door", + "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?", + "spells_shadowbind": "Shadowbind", + "spells_shadowbind_base_effect": "Restrain a being of your choice", + "spells_soundshift": "Soundshift", + "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape", + "spells_spirit_pact": "Spirit Pact", + "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant", + "spells_trick_of_the_light": "Trick Of The Light", + "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions", + "spells_trinket": "Trinket", + "spells_trinket_base_effect": "Minor magical effects certain to delight anyone", + "spells_true_miracle": "True Miracle", + "spells_true_miracle_base_effect": "Bring your wish to reality", + "spells_unmask_the_self": "Unmask The Self", + "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see", + "spells_whisper": "Whisper", + "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song", + "spells_windstep": "Windstep", + "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will", + "stand_ground": "Stand Ground", + "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.

Characters who choose to Stand Ground begin their Turn first in the Round.", + "success_fail": "Success/Fail", + "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug", + "supplies_and_oddities": "Supplies & Oddities", + "supplies_and_sundries": "Supplies & Sundries", + "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.", + "supplies_artisans_tools": "Artisan’s tools and playing cards", + "supplies_backpack": "Large backpack and a blank book", + "supplies_bedroll": "Bedroll and local map", + "supplies_board_games": "Board games and a gallon of beer", + "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes", + "supplies_crowbar_and_lantern": "Crowbar and lantern", + "supplies_encyclopeida": "Complete encyclopedia set", + "supplies_fine_clothes": "Mirror and fine clothes", + "supplies_fishing_pole": "Fishing pole and flint & tinder", + "supplies_horse": "Horse and riding gear", + "supplies_live_hen": "Live hen and its cage", + "supplies_rations": "3 days’ rations", + "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet", + "supplies_spyglass": "Spyglass and magic reagents", + "supplies_tent": "2-person tent and a bottle of wine", + "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles", + "supplies_traps": "Traps and animal bait", + "survival": "Survival", + "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tactics": "Tactics", + "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "takes_a_rest": "takes a", + "techniques_become_one": "Become One", + "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else", + "techniques_bind_magic": "Bind Magic", + "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique", + "techniques_deadly_focus": "Deadly Focus", + "techniques_deadly_focus_base_effect": "Damage is doubled", + "techniques_defy_the_fates": "Defy The Fates", + "techniques_defy_the_fates_base_effect": "Rewind time", + "techniques_dispel": "Dispel", + "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique", + "techniques_doompause": "Doompause", + "techniques_doompause_base_effect": "Hold off the Doom", + "techniques_flowmotion": "Flowmotion", + "techniques_flowmotion_base_effect": "Move fast—very fast", + "techniques_fluorescent_transcendence": "Fluorescent Transcendence", + "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment", + "techniques_heartpiercer": "Heartpiercer", + "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist", + "techniques_inspiration": "Inspiration", + "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action", + "techniques_interdiction": "Interdiction", + "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach", + "techniques_memory_seed": "Memory Seed", + "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with", + "techniques_netherwave": "Netherwave", + "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet", + "techniques_only_ones_who_know": "Only Ones Who Know", + "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does", + "techniques_redo": "Redo", + "techniques_redo_base_effect": "Reroll the last skill check", + "techniques_saving_grace": "Saving Grace", + "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you", + "techniques_stonewall": "Stonewall", + "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally", + "techniques_turn_the_tide": "Turn The Tide", + "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take", + "techniques_uncanny_alarm": "Uncanny Alarm", + "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict", + "techniques_weave_through_water": "Weave Through Water", + "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water", + "tests": "tests", + "theme": "Theme", + "three_rumors": "Persistent rumors", + "threshold_number": "Threshold Number", + "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.

Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.", + "tinker": "Tinker", + "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tn": "TN", + "tn_difficult": "Difficult [TN +0]", + "tn_easy": "Easy [TN +1]", + "tn_impossibly_difficult": "Impossibly Difficult [TN -3]", + "tn_modifier+0": "[+0 to TN] No change ", + "tn_modifier+1": "[+1 to TN] Easy", + "tn_modifier+2": "[+2 to TN] Intensely easy", + "tn_modifier+3": "[+3 to TN] Exceptionally easy ", + "tn_modifier-1": "[-1 to TN] Very difficult", + "tn_modifier-2": "[-2 to TN] Staggeringly difficult", + "tn_modifier-3": "[-3 to TN] Extremely difficult", + "tn_no_change": "No change", + "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]", + "tn_very_difficult": "Very Difficult [TN -1]", + "tooltip_hide": "Hide", + "tooltip_show": "Show", + "tooltips": "Toggle Tooltip", + "trade": "Trade", + "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "turn": "Turn", + "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.

Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.", + "update_character_sheet": "Don't forget to update your hero's character sheet.", + "use_dark": "Dark", + "use_light": "Light", + "use_sync": "Sync with Browser", + "version": "Version", + "versus": "vs", + "weaponry": "Weaponry", + "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "xp": "XP", + "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).", + "xp_spent": "Spent", + "xp_total": "Total" +} diff --git a/ARC/translations/de.json b/ARC/translations/de.json new file mode 100644 index 0000000000..c0e19977a0 --- /dev/null +++ b/ARC/translations/de.json @@ -0,0 +1,357 @@ +{ + "1d6": "d6", + "2d6": "2d6", + "_": "", + "academic": "Academic", + "academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "acrobatics": "Acrobatics", + "acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "acting_beyond_attacks": "Acting beyond attacks", + "advantage": "Advantage", + "advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used.

If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.", + "approach": "Approach", + "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.

If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).", + "arcana": "Arcana", + "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "artistry": "Artistry", + "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "assistance": "Assistance", + "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.

Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.", + "attack": "Attack", + "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.

Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).", + "base_effect": "Base Effect", + "blood": "Blood", + "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.

Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "bonds": "Bonds", + "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.

Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.", + "boon": "Boon", + "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage", + "careful": "Careful", + "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "character_mode": "Character", + "character_name": "A hero rises to save the world, thus named:", + "charisma": "Charisma", + "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "chooses": "chooses", + "combat_booming_voice": "Booming voice [+1 Physical damage]", + "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]", + "combat_crossbow": "Crossbow [+2 Physical damage]", + "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]", + "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]", + "combat_darts": "8 darts [+1 Physical damage each]", + "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]", + "combat_flaming_sword": "Flaming sword [+3 physical damage]", + "combat_health": "Psychosocial Health", + "combat_iron_briefs": "Iron briefs [+1 Physical resist]", + "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]", + "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]", + "combat_pitchfork": "Pitchfork [+0 Physical damage]", + "combat_plate_armor": "Plate armor [+2 Physical resist]", + "combat_scowling_face": "A scowling face [+0 Psychosocial damage]", + "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]", + "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]", + "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]", + "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]", + "complexity": "Complexity", + "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.", + "concerted": "Concerted", + "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "conflict": "Conflict", + "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.

Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.", + "consequence": "Consequence", + "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.", + "coordination": "Coordination", + "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "creative": "Creative", + "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "culture": "Culture", + "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "current": "Current", + "damage": "Damage", + "damage_and_defense": "Damage & Defense", + "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.", + "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.

On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.", + "defending_attacking": "Defending/Attacking", + "description": "Description", + "description_placeholder": "Description...", + "difficulty": "Difficulty", + "difficulty_modifier": "Difficulty Modifier", + "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.

A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.", + "doom": "Doom", + "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.

If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.", + "doomsday_clock": "Doomsday Clock", + "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.", + "enhanced": "Enhanced Version", + "experience": "Experience", + "export_character": "Export Character", + "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.", + "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.", + "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.", + "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.", + "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.", + "fallen_consequence_6": "May now speak to the dead.", + "fallen_consequences": "Fallen Consequences", + "fallen_heroes": "Fallen Heroes", + "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.", + "focus": "Focus", + "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "glossary": "Glossary", + "group_skill_check": "Group Skill Check", + "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.", + "guile": "Guile", + "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "guts": "Guts", + "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.

Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "impose": "Impose", + "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "initiative_category": "Initiative Category", + "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.

Before each Round, players may decide beforehand what everyone's Initiative Category is.", + "insight": "Insight", + "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "inventory": "Inventory", + "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.", + "item_name": "Name", + "item_points": "Points", + "item_pool": "Pool", + "item_quantity": "Qty.", + "item_type": "Item Type", + "item_used": "Spent", + "knowledge": "Knowledge", + "knowledge_description": "Careful: assess, inquire, analyze
Concerted: recall, memorize, restore
Creative: theorize, shift, make logical connections", + "learning_spells_and_techniques": "Learning Spells & Techniques", + "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.

The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.", + "life": "Life", + "life_and_death": "Life & Death: Fallen Heroes", + "long_rest": "Long Rest", + "makes_them_different": "What makes them different?", + "max": "Max", + "mod": "Mod", + "modifier": "Modifier", + "moment": "Moment", + "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.

The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.", + "movement_in_conflict": "Movement in Conflict", + "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.", + "name_placeholder": "Name...", + "npc_mode": "NPC", + "npc_name": "Name", + "observe": "Observe", + "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "oddities_ancient_ring": "An ancient and unbreakable ring", + "oddities_and_valuables": "Oddities & Valuables", + "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.", + "oddities_darkvision_glasses": "A pair of glasses granting darkvision", + "oddities_dead_donkey": "The bottom half of a dead donkey", + "oddities_divine_blood": "A vial of a divine being’s blood", + "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent", + "oddities_hat": "A hat that somehow always keeps your head dry", + "oddities_heavy_crown": "A heavy crown with an oppressive aura", + "oddities_human_teeth": "A pouch of human teeth", + "oddities_monkey_head": "Shrunken monkey heads", + "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour", + "oddities_seashell_horn": "A seashell horn good luck charm", + "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks", + "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings", + "oddities_silk_dress": "A constantly-glowing silk dress", + "oddities_songbird": "A songbird in a cage", + "oddities_telepathic_yak": "A telepathic yak", + "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious", + "oddities_tyrant_pants": "The pants of a local tyrant", + "omen": "Omen", + "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.

Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.", + "opportunity": "Opportunity", + "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.", + "painful_lesson": "Most painful lesson", + "physical": "Physical", + "physical_description": "Careful: assess, be safe, be calm, follow guidelines
Concerted: charge, endure, overwhelm
Creative: bedazzle, innovate, exceed expectations", + "physical_health": "Physical Health", + "physique": "Physique", + "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "player_name": "Player Name", + "portrait": "Portrait", + "practical": "Practical", + "practical_description": "Careful: soothe, refine, survey
Concerted: rush, withstand, brute force
Creative: invent, adapt, experiment", + "pronouns": "Pronouns", + "prowess": "Prowess", + "prowess_description": "Careful: sense, attune, investigate
Concerted: assail, subsist, give all
Creative: explore, expand, create", + "quick_overview": "A Quick Overview of Essential Mechanics", + "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.", + "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.", + "requires_arc_api": "This feature requires the ARC API.", + "rest": "Rest", + "rest_and_recovery": "Rest and Recovery", + "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.

Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.", + "ritual": "Ritual", + "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.", + "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.", + "roll": "Roll", + "roll_fail": "It fails...", + "roll_success": "Success!", + "roll_tie": "It's a tie.", + "rolls": "rolls", + "select_placeholder": "Select...", + "settings": "Settings", + "sheet_mode": "Sheet Mode", + "short_desc": "Short Description", + "short_rest": "Short Rest", + "skill": "Skill", + "skill_check": "Skill Check", + "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.

When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.

If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.", + "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.

Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).", + "skill_info": "Skill Info", + "skills": "Skills", + "social": "Social", + "social_description": "Careful: reason, detail, guide
Concerted: intimidate, enforce, invade
Creative: charm, incite, inspire", + "spells_and_techniques": "Spells & Techniques", + "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.", + "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict", + "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.", + "spells_bind_weapon": "Bind Weapon", + "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon", + "spells_blackout": "Blackout", + "spells_blackout_base_effect": "Stop others by making them fall asleep", + "spells_burn_the_past": "Burn The Past", + "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target", + "spells_compel": "Compel", + "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need", + "spells_from_dust_to_dust": "From Dust To Dust", + "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust", + "spells_lifebringer": "Lifebringer", + "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power", + "spells_little_escapologist": "Little Escapologist", + "spells_little_escapologist_base_effect": "Disappear from sight", + "spells_manic_hands": "Manic Hands", + "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions", + "spells_master_of_elements": "Master Of Elements", + "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will", + "spells_pierce_the_veil": "Pierce The Veil", + "spells_pierce_the_veil_base_effect": "See anywhere, any time", + "spells_secret_door": "Secret Door", + "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?", + "spells_shadowbind": "Shadowbind", + "spells_shadowbind_base_effect": "Restrain a being of your choice", + "spells_soundshift": "Soundshift", + "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape", + "spells_spirit_pact": "Spirit Pact", + "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant", + "spells_trick_of_the_light": "Trick Of The Light", + "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions", + "spells_trinket": "Trinket", + "spells_trinket_base_effect": "Minor magical effects certain to delight anyone", + "spells_true_miracle": "True Miracle", + "spells_true_miracle_base_effect": "Bring your wish to reality", + "spells_unmask_the_self": "Unmask The Self", + "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see", + "spells_whisper": "Whisper", + "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song", + "spells_windstep": "Windstep", + "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will", + "stand_ground": "Stand Ground", + "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.

Characters who choose to Stand Ground begin their Turn first in the Round.", + "success_fail": "Success/Fail", + "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug", + "supplies_and_oddities": "Supplies & Oddities", + "supplies_and_sundries": "Supplies & Sundries", + "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.", + "supplies_artisans_tools": "Artisan’s tools and playing cards", + "supplies_backpack": "Large backpack and a blank book", + "supplies_bedroll": "Bedroll and local map", + "supplies_board_games": "Board games and a gallon of beer", + "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes", + "supplies_crowbar_and_lantern": "Crowbar and lantern", + "supplies_encyclopeida": "Complete encyclopedia set", + "supplies_fine_clothes": "Mirror and fine clothes", + "supplies_fishing_pole": "Fishing pole and flint & tinder", + "supplies_horse": "Horse and riding gear", + "supplies_live_hen": "Live hen and its cage", + "supplies_rations": "3 days’ rations", + "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet", + "supplies_spyglass": "Spyglass and magic reagents", + "supplies_tent": "2-person tent and a bottle of wine", + "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles", + "supplies_traps": "Traps and animal bait", + "survival": "Survival", + "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tactics": "Tactics", + "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "takes_a_rest": "takes a", + "techniques_become_one": "Become One", + "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else", + "techniques_bind_magic": "Bind Magic", + "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique", + "techniques_deadly_focus": "Deadly Focus", + "techniques_deadly_focus_base_effect": "Damage is doubled", + "techniques_defy_the_fates": "Defy The Fates", + "techniques_defy_the_fates_base_effect": "Rewind time", + "techniques_dispel": "Dispel", + "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique", + "techniques_doompause": "Doompause", + "techniques_doompause_base_effect": "Hold off the Doom", + "techniques_flowmotion": "Flowmotion", + "techniques_flowmotion_base_effect": "Move fast—very fast", + "techniques_fluorescent_transcendence": "Fluorescent Transcendence", + "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment", + "techniques_heartpiercer": "Heartpiercer", + "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist", + "techniques_inspiration": "Inspiration", + "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action", + "techniques_interdiction": "Interdiction", + "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach", + "techniques_memory_seed": "Memory Seed", + "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with", + "techniques_netherwave": "Netherwave", + "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet", + "techniques_only_ones_who_know": "Only Ones Who Know", + "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does", + "techniques_redo": "Redo", + "techniques_redo_base_effect": "Reroll the last skill check", + "techniques_saving_grace": "Saving Grace", + "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you", + "techniques_stonewall": "Stonewall", + "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally", + "techniques_turn_the_tide": "Turn The Tide", + "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take", + "techniques_uncanny_alarm": "Uncanny Alarm", + "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict", + "techniques_weave_through_water": "Weave Through Water", + "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water", + "tests": "tests", + "theme": "Theme", + "three_rumors": "Persistent rumors", + "threshold_number": "Threshold Number", + "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.

Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.", + "tinker": "Tinker", + "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tn": "TN", + "tn_difficult": "Difficult [TN +0]", + "tn_easy": "Easy [TN +1]", + "tn_impossibly_difficult": "Impossibly Difficult [TN -3]", + "tn_modifier+0": "[+0 to TN] No change ", + "tn_modifier+1": "[+1 to TN] Easy", + "tn_modifier+2": "[+2 to TN] Intensely easy", + "tn_modifier+3": "[+3 to TN] Exceptionally easy ", + "tn_modifier-1": "[-1 to TN] Very difficult", + "tn_modifier-2": "[-2 to TN] Staggeringly difficult", + "tn_modifier-3": "[-3 to TN] Extremely difficult", + "tn_no_change": "No change", + "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]", + "tn_very_difficult": "Very Difficult [TN -1]", + "tooltip_hide": "Hide", + "tooltip_show": "Show", + "tooltips": "Toggle Tooltip", + "trade": "Trade", + "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "turn": "Turn", + "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.

Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.", + "update_character_sheet": "Don't forget to update your hero's character sheet.", + "use_dark": "Dark", + "use_light": "Light", + "use_sync": "Sync with Browser", + "version": "Version", + "versus": "vs", + "weaponry": "Weaponry", + "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "xp": "XP", + "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).", + "xp_spent": "Spent", + "xp_total": "Total" +} diff --git a/ARC/translations/el.json b/ARC/translations/el.json new file mode 100644 index 0000000000..c0e19977a0 --- /dev/null +++ b/ARC/translations/el.json @@ -0,0 +1,357 @@ +{ + "1d6": "d6", + "2d6": "2d6", + "_": "", + "academic": "Academic", + "academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "acrobatics": "Acrobatics", + "acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "acting_beyond_attacks": "Acting beyond attacks", + "advantage": "Advantage", + "advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used.

If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.", + "approach": "Approach", + "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.

If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).", + "arcana": "Arcana", + "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "artistry": "Artistry", + "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "assistance": "Assistance", + "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.

Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.", + "attack": "Attack", + "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.

Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).", + "base_effect": "Base Effect", + "blood": "Blood", + "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.

Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "bonds": "Bonds", + "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.

Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.", + "boon": "Boon", + "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage", + "careful": "Careful", + "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "character_mode": "Character", + "character_name": "A hero rises to save the world, thus named:", + "charisma": "Charisma", + "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "chooses": "chooses", + "combat_booming_voice": "Booming voice [+1 Physical damage]", + "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]", + "combat_crossbow": "Crossbow [+2 Physical damage]", + "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]", + "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]", + "combat_darts": "8 darts [+1 Physical damage each]", + "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]", + "combat_flaming_sword": "Flaming sword [+3 physical damage]", + "combat_health": "Psychosocial Health", + "combat_iron_briefs": "Iron briefs [+1 Physical resist]", + "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]", + "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]", + "combat_pitchfork": "Pitchfork [+0 Physical damage]", + "combat_plate_armor": "Plate armor [+2 Physical resist]", + "combat_scowling_face": "A scowling face [+0 Psychosocial damage]", + "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]", + "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]", + "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]", + "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]", + "complexity": "Complexity", + "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.", + "concerted": "Concerted", + "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "conflict": "Conflict", + "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.

Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.", + "consequence": "Consequence", + "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.", + "coordination": "Coordination", + "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "creative": "Creative", + "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "culture": "Culture", + "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "current": "Current", + "damage": "Damage", + "damage_and_defense": "Damage & Defense", + "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.", + "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.

On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.", + "defending_attacking": "Defending/Attacking", + "description": "Description", + "description_placeholder": "Description...", + "difficulty": "Difficulty", + "difficulty_modifier": "Difficulty Modifier", + "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.

A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.", + "doom": "Doom", + "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.

If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.", + "doomsday_clock": "Doomsday Clock", + "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.", + "enhanced": "Enhanced Version", + "experience": "Experience", + "export_character": "Export Character", + "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.", + "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.", + "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.", + "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.", + "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.", + "fallen_consequence_6": "May now speak to the dead.", + "fallen_consequences": "Fallen Consequences", + "fallen_heroes": "Fallen Heroes", + "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.", + "focus": "Focus", + "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "glossary": "Glossary", + "group_skill_check": "Group Skill Check", + "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.", + "guile": "Guile", + "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "guts": "Guts", + "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.

Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "impose": "Impose", + "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "initiative_category": "Initiative Category", + "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.

Before each Round, players may decide beforehand what everyone's Initiative Category is.", + "insight": "Insight", + "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "inventory": "Inventory", + "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.", + "item_name": "Name", + "item_points": "Points", + "item_pool": "Pool", + "item_quantity": "Qty.", + "item_type": "Item Type", + "item_used": "Spent", + "knowledge": "Knowledge", + "knowledge_description": "Careful: assess, inquire, analyze
Concerted: recall, memorize, restore
Creative: theorize, shift, make logical connections", + "learning_spells_and_techniques": "Learning Spells & Techniques", + "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.

The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.", + "life": "Life", + "life_and_death": "Life & Death: Fallen Heroes", + "long_rest": "Long Rest", + "makes_them_different": "What makes them different?", + "max": "Max", + "mod": "Mod", + "modifier": "Modifier", + "moment": "Moment", + "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.

The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.", + "movement_in_conflict": "Movement in Conflict", + "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.", + "name_placeholder": "Name...", + "npc_mode": "NPC", + "npc_name": "Name", + "observe": "Observe", + "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "oddities_ancient_ring": "An ancient and unbreakable ring", + "oddities_and_valuables": "Oddities & Valuables", + "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.", + "oddities_darkvision_glasses": "A pair of glasses granting darkvision", + "oddities_dead_donkey": "The bottom half of a dead donkey", + "oddities_divine_blood": "A vial of a divine being’s blood", + "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent", + "oddities_hat": "A hat that somehow always keeps your head dry", + "oddities_heavy_crown": "A heavy crown with an oppressive aura", + "oddities_human_teeth": "A pouch of human teeth", + "oddities_monkey_head": "Shrunken monkey heads", + "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour", + "oddities_seashell_horn": "A seashell horn good luck charm", + "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks", + "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings", + "oddities_silk_dress": "A constantly-glowing silk dress", + "oddities_songbird": "A songbird in a cage", + "oddities_telepathic_yak": "A telepathic yak", + "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious", + "oddities_tyrant_pants": "The pants of a local tyrant", + "omen": "Omen", + "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.

Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.", + "opportunity": "Opportunity", + "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.", + "painful_lesson": "Most painful lesson", + "physical": "Physical", + "physical_description": "Careful: assess, be safe, be calm, follow guidelines
Concerted: charge, endure, overwhelm
Creative: bedazzle, innovate, exceed expectations", + "physical_health": "Physical Health", + "physique": "Physique", + "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "player_name": "Player Name", + "portrait": "Portrait", + "practical": "Practical", + "practical_description": "Careful: soothe, refine, survey
Concerted: rush, withstand, brute force
Creative: invent, adapt, experiment", + "pronouns": "Pronouns", + "prowess": "Prowess", + "prowess_description": "Careful: sense, attune, investigate
Concerted: assail, subsist, give all
Creative: explore, expand, create", + "quick_overview": "A Quick Overview of Essential Mechanics", + "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.", + "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.", + "requires_arc_api": "This feature requires the ARC API.", + "rest": "Rest", + "rest_and_recovery": "Rest and Recovery", + "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.

Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.", + "ritual": "Ritual", + "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.", + "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.", + "roll": "Roll", + "roll_fail": "It fails...", + "roll_success": "Success!", + "roll_tie": "It's a tie.", + "rolls": "rolls", + "select_placeholder": "Select...", + "settings": "Settings", + "sheet_mode": "Sheet Mode", + "short_desc": "Short Description", + "short_rest": "Short Rest", + "skill": "Skill", + "skill_check": "Skill Check", + "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.

When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.

If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.", + "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.

Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).", + "skill_info": "Skill Info", + "skills": "Skills", + "social": "Social", + "social_description": "Careful: reason, detail, guide
Concerted: intimidate, enforce, invade
Creative: charm, incite, inspire", + "spells_and_techniques": "Spells & Techniques", + "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.", + "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict", + "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.", + "spells_bind_weapon": "Bind Weapon", + "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon", + "spells_blackout": "Blackout", + "spells_blackout_base_effect": "Stop others by making them fall asleep", + "spells_burn_the_past": "Burn The Past", + "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target", + "spells_compel": "Compel", + "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need", + "spells_from_dust_to_dust": "From Dust To Dust", + "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust", + "spells_lifebringer": "Lifebringer", + "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power", + "spells_little_escapologist": "Little Escapologist", + "spells_little_escapologist_base_effect": "Disappear from sight", + "spells_manic_hands": "Manic Hands", + "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions", + "spells_master_of_elements": "Master Of Elements", + "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will", + "spells_pierce_the_veil": "Pierce The Veil", + "spells_pierce_the_veil_base_effect": "See anywhere, any time", + "spells_secret_door": "Secret Door", + "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?", + "spells_shadowbind": "Shadowbind", + "spells_shadowbind_base_effect": "Restrain a being of your choice", + "spells_soundshift": "Soundshift", + "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape", + "spells_spirit_pact": "Spirit Pact", + "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant", + "spells_trick_of_the_light": "Trick Of The Light", + "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions", + "spells_trinket": "Trinket", + "spells_trinket_base_effect": "Minor magical effects certain to delight anyone", + "spells_true_miracle": "True Miracle", + "spells_true_miracle_base_effect": "Bring your wish to reality", + "spells_unmask_the_self": "Unmask The Self", + "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see", + "spells_whisper": "Whisper", + "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song", + "spells_windstep": "Windstep", + "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will", + "stand_ground": "Stand Ground", + "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.

Characters who choose to Stand Ground begin their Turn first in the Round.", + "success_fail": "Success/Fail", + "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug", + "supplies_and_oddities": "Supplies & Oddities", + "supplies_and_sundries": "Supplies & Sundries", + "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.", + "supplies_artisans_tools": "Artisan’s tools and playing cards", + "supplies_backpack": "Large backpack and a blank book", + "supplies_bedroll": "Bedroll and local map", + "supplies_board_games": "Board games and a gallon of beer", + "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes", + "supplies_crowbar_and_lantern": "Crowbar and lantern", + "supplies_encyclopeida": "Complete encyclopedia set", + "supplies_fine_clothes": "Mirror and fine clothes", + "supplies_fishing_pole": "Fishing pole and flint & tinder", + "supplies_horse": "Horse and riding gear", + "supplies_live_hen": "Live hen and its cage", + "supplies_rations": "3 days’ rations", + "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet", + "supplies_spyglass": "Spyglass and magic reagents", + "supplies_tent": "2-person tent and a bottle of wine", + "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles", + "supplies_traps": "Traps and animal bait", + "survival": "Survival", + "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tactics": "Tactics", + "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "takes_a_rest": "takes a", + "techniques_become_one": "Become One", + "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else", + "techniques_bind_magic": "Bind Magic", + "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique", + "techniques_deadly_focus": "Deadly Focus", + "techniques_deadly_focus_base_effect": "Damage is doubled", + "techniques_defy_the_fates": "Defy The Fates", + "techniques_defy_the_fates_base_effect": "Rewind time", + "techniques_dispel": "Dispel", + "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique", + "techniques_doompause": "Doompause", + "techniques_doompause_base_effect": "Hold off the Doom", + "techniques_flowmotion": "Flowmotion", + "techniques_flowmotion_base_effect": "Move fast—very fast", + "techniques_fluorescent_transcendence": "Fluorescent Transcendence", + "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment", + "techniques_heartpiercer": "Heartpiercer", + "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist", + "techniques_inspiration": "Inspiration", + "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action", + "techniques_interdiction": "Interdiction", + "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach", + "techniques_memory_seed": "Memory Seed", + "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with", + "techniques_netherwave": "Netherwave", + "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet", + "techniques_only_ones_who_know": "Only Ones Who Know", + "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does", + "techniques_redo": "Redo", + "techniques_redo_base_effect": "Reroll the last skill check", + "techniques_saving_grace": "Saving Grace", + "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you", + "techniques_stonewall": "Stonewall", + "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally", + "techniques_turn_the_tide": "Turn The Tide", + "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take", + "techniques_uncanny_alarm": "Uncanny Alarm", + "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict", + "techniques_weave_through_water": "Weave Through Water", + "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water", + "tests": "tests", + "theme": "Theme", + "three_rumors": "Persistent rumors", + "threshold_number": "Threshold Number", + "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.

Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.", + "tinker": "Tinker", + "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tn": "TN", + "tn_difficult": "Difficult [TN +0]", + "tn_easy": "Easy [TN +1]", + "tn_impossibly_difficult": "Impossibly Difficult [TN -3]", + "tn_modifier+0": "[+0 to TN] No change ", + "tn_modifier+1": "[+1 to TN] Easy", + "tn_modifier+2": "[+2 to TN] Intensely easy", + "tn_modifier+3": "[+3 to TN] Exceptionally easy ", + "tn_modifier-1": "[-1 to TN] Very difficult", + "tn_modifier-2": "[-2 to TN] Staggeringly difficult", + "tn_modifier-3": "[-3 to TN] Extremely difficult", + "tn_no_change": "No change", + "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]", + "tn_very_difficult": "Very Difficult [TN -1]", + "tooltip_hide": "Hide", + "tooltip_show": "Show", + "tooltips": "Toggle Tooltip", + "trade": "Trade", + "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "turn": "Turn", + "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.

Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.", + "update_character_sheet": "Don't forget to update your hero's character sheet.", + "use_dark": "Dark", + "use_light": "Light", + "use_sync": "Sync with Browser", + "version": "Version", + "versus": "vs", + "weaponry": "Weaponry", + "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "xp": "XP", + "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).", + "xp_spent": "Spent", + "xp_total": "Total" +} diff --git a/ARC/translations/en.json b/ARC/translations/en.json new file mode 100644 index 0000000000..c0e19977a0 --- /dev/null +++ b/ARC/translations/en.json @@ -0,0 +1,357 @@ +{ + "1d6": "d6", + "2d6": "2d6", + "_": "", + "academic": "Academic", + "academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "acrobatics": "Acrobatics", + "acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "acting_beyond_attacks": "Acting beyond attacks", + "advantage": "Advantage", + "advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used.

If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.", + "approach": "Approach", + "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.

If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).", + "arcana": "Arcana", + "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "artistry": "Artistry", + "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "assistance": "Assistance", + "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.

Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.", + "attack": "Attack", + "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.

Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).", + "base_effect": "Base Effect", + "blood": "Blood", + "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.

Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "bonds": "Bonds", + "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.

Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.", + "boon": "Boon", + "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage", + "careful": "Careful", + "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "character_mode": "Character", + "character_name": "A hero rises to save the world, thus named:", + "charisma": "Charisma", + "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "chooses": "chooses", + "combat_booming_voice": "Booming voice [+1 Physical damage]", + "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]", + "combat_crossbow": "Crossbow [+2 Physical damage]", + "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]", + "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]", + "combat_darts": "8 darts [+1 Physical damage each]", + "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]", + "combat_flaming_sword": "Flaming sword [+3 physical damage]", + "combat_health": "Psychosocial Health", + "combat_iron_briefs": "Iron briefs [+1 Physical resist]", + "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]", + "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]", + "combat_pitchfork": "Pitchfork [+0 Physical damage]", + "combat_plate_armor": "Plate armor [+2 Physical resist]", + "combat_scowling_face": "A scowling face [+0 Psychosocial damage]", + "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]", + "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]", + "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]", + "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]", + "complexity": "Complexity", + "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.", + "concerted": "Concerted", + "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "conflict": "Conflict", + "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.

Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.", + "consequence": "Consequence", + "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.", + "coordination": "Coordination", + "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "creative": "Creative", + "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "culture": "Culture", + "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "current": "Current", + "damage": "Damage", + "damage_and_defense": "Damage & Defense", + "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.", + "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.

On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.", + "defending_attacking": "Defending/Attacking", + "description": "Description", + "description_placeholder": "Description...", + "difficulty": "Difficulty", + "difficulty_modifier": "Difficulty Modifier", + "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.

A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.", + "doom": "Doom", + "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.

If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.", + "doomsday_clock": "Doomsday Clock", + "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.", + "enhanced": "Enhanced Version", + "experience": "Experience", + "export_character": "Export Character", + "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.", + "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.", + "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.", + "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.", + "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.", + "fallen_consequence_6": "May now speak to the dead.", + "fallen_consequences": "Fallen Consequences", + "fallen_heroes": "Fallen Heroes", + "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.", + "focus": "Focus", + "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "glossary": "Glossary", + "group_skill_check": "Group Skill Check", + "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.", + "guile": "Guile", + "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "guts": "Guts", + "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.

Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "impose": "Impose", + "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "initiative_category": "Initiative Category", + "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.

Before each Round, players may decide beforehand what everyone's Initiative Category is.", + "insight": "Insight", + "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "inventory": "Inventory", + "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.", + "item_name": "Name", + "item_points": "Points", + "item_pool": "Pool", + "item_quantity": "Qty.", + "item_type": "Item Type", + "item_used": "Spent", + "knowledge": "Knowledge", + "knowledge_description": "Careful: assess, inquire, analyze
Concerted: recall, memorize, restore
Creative: theorize, shift, make logical connections", + "learning_spells_and_techniques": "Learning Spells & Techniques", + "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.

The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.", + "life": "Life", + "life_and_death": "Life & Death: Fallen Heroes", + "long_rest": "Long Rest", + "makes_them_different": "What makes them different?", + "max": "Max", + "mod": "Mod", + "modifier": "Modifier", + "moment": "Moment", + "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.

The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.", + "movement_in_conflict": "Movement in Conflict", + "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.", + "name_placeholder": "Name...", + "npc_mode": "NPC", + "npc_name": "Name", + "observe": "Observe", + "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "oddities_ancient_ring": "An ancient and unbreakable ring", + "oddities_and_valuables": "Oddities & Valuables", + "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.", + "oddities_darkvision_glasses": "A pair of glasses granting darkvision", + "oddities_dead_donkey": "The bottom half of a dead donkey", + "oddities_divine_blood": "A vial of a divine being’s blood", + "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent", + "oddities_hat": "A hat that somehow always keeps your head dry", + "oddities_heavy_crown": "A heavy crown with an oppressive aura", + "oddities_human_teeth": "A pouch of human teeth", + "oddities_monkey_head": "Shrunken monkey heads", + "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour", + "oddities_seashell_horn": "A seashell horn good luck charm", + "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks", + "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings", + "oddities_silk_dress": "A constantly-glowing silk dress", + "oddities_songbird": "A songbird in a cage", + "oddities_telepathic_yak": "A telepathic yak", + "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious", + "oddities_tyrant_pants": "The pants of a local tyrant", + "omen": "Omen", + "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.

Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.", + "opportunity": "Opportunity", + "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.", + "painful_lesson": "Most painful lesson", + "physical": "Physical", + "physical_description": "Careful: assess, be safe, be calm, follow guidelines
Concerted: charge, endure, overwhelm
Creative: bedazzle, innovate, exceed expectations", + "physical_health": "Physical Health", + "physique": "Physique", + "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "player_name": "Player Name", + "portrait": "Portrait", + "practical": "Practical", + "practical_description": "Careful: soothe, refine, survey
Concerted: rush, withstand, brute force
Creative: invent, adapt, experiment", + "pronouns": "Pronouns", + "prowess": "Prowess", + "prowess_description": "Careful: sense, attune, investigate
Concerted: assail, subsist, give all
Creative: explore, expand, create", + "quick_overview": "A Quick Overview of Essential Mechanics", + "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.", + "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.", + "requires_arc_api": "This feature requires the ARC API.", + "rest": "Rest", + "rest_and_recovery": "Rest and Recovery", + "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.

Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.", + "ritual": "Ritual", + "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.", + "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.", + "roll": "Roll", + "roll_fail": "It fails...", + "roll_success": "Success!", + "roll_tie": "It's a tie.", + "rolls": "rolls", + "select_placeholder": "Select...", + "settings": "Settings", + "sheet_mode": "Sheet Mode", + "short_desc": "Short Description", + "short_rest": "Short Rest", + "skill": "Skill", + "skill_check": "Skill Check", + "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.

When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.

If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.", + "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.

Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).", + "skill_info": "Skill Info", + "skills": "Skills", + "social": "Social", + "social_description": "Careful: reason, detail, guide
Concerted: intimidate, enforce, invade
Creative: charm, incite, inspire", + "spells_and_techniques": "Spells & Techniques", + "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.", + "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict", + "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.", + "spells_bind_weapon": "Bind Weapon", + "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon", + "spells_blackout": "Blackout", + "spells_blackout_base_effect": "Stop others by making them fall asleep", + "spells_burn_the_past": "Burn The Past", + "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target", + "spells_compel": "Compel", + "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need", + "spells_from_dust_to_dust": "From Dust To Dust", + "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust", + "spells_lifebringer": "Lifebringer", + "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power", + "spells_little_escapologist": "Little Escapologist", + "spells_little_escapologist_base_effect": "Disappear from sight", + "spells_manic_hands": "Manic Hands", + "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions", + "spells_master_of_elements": "Master Of Elements", + "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will", + "spells_pierce_the_veil": "Pierce The Veil", + "spells_pierce_the_veil_base_effect": "See anywhere, any time", + "spells_secret_door": "Secret Door", + "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?", + "spells_shadowbind": "Shadowbind", + "spells_shadowbind_base_effect": "Restrain a being of your choice", + "spells_soundshift": "Soundshift", + "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape", + "spells_spirit_pact": "Spirit Pact", + "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant", + "spells_trick_of_the_light": "Trick Of The Light", + "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions", + "spells_trinket": "Trinket", + "spells_trinket_base_effect": "Minor magical effects certain to delight anyone", + "spells_true_miracle": "True Miracle", + "spells_true_miracle_base_effect": "Bring your wish to reality", + "spells_unmask_the_self": "Unmask The Self", + "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see", + "spells_whisper": "Whisper", + "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song", + "spells_windstep": "Windstep", + "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will", + "stand_ground": "Stand Ground", + "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.

Characters who choose to Stand Ground begin their Turn first in the Round.", + "success_fail": "Success/Fail", + "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug", + "supplies_and_oddities": "Supplies & Oddities", + "supplies_and_sundries": "Supplies & Sundries", + "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.", + "supplies_artisans_tools": "Artisan’s tools and playing cards", + "supplies_backpack": "Large backpack and a blank book", + "supplies_bedroll": "Bedroll and local map", + "supplies_board_games": "Board games and a gallon of beer", + "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes", + "supplies_crowbar_and_lantern": "Crowbar and lantern", + "supplies_encyclopeida": "Complete encyclopedia set", + "supplies_fine_clothes": "Mirror and fine clothes", + "supplies_fishing_pole": "Fishing pole and flint & tinder", + "supplies_horse": "Horse and riding gear", + "supplies_live_hen": "Live hen and its cage", + "supplies_rations": "3 days’ rations", + "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet", + "supplies_spyglass": "Spyglass and magic reagents", + "supplies_tent": "2-person tent and a bottle of wine", + "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles", + "supplies_traps": "Traps and animal bait", + "survival": "Survival", + "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tactics": "Tactics", + "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "takes_a_rest": "takes a", + "techniques_become_one": "Become One", + "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else", + "techniques_bind_magic": "Bind Magic", + "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique", + "techniques_deadly_focus": "Deadly Focus", + "techniques_deadly_focus_base_effect": "Damage is doubled", + "techniques_defy_the_fates": "Defy The Fates", + "techniques_defy_the_fates_base_effect": "Rewind time", + "techniques_dispel": "Dispel", + "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique", + "techniques_doompause": "Doompause", + "techniques_doompause_base_effect": "Hold off the Doom", + "techniques_flowmotion": "Flowmotion", + "techniques_flowmotion_base_effect": "Move fast—very fast", + "techniques_fluorescent_transcendence": "Fluorescent Transcendence", + "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment", + "techniques_heartpiercer": "Heartpiercer", + "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist", + "techniques_inspiration": "Inspiration", + "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action", + "techniques_interdiction": "Interdiction", + "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach", + "techniques_memory_seed": "Memory Seed", + "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with", + "techniques_netherwave": "Netherwave", + "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet", + "techniques_only_ones_who_know": "Only Ones Who Know", + "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does", + "techniques_redo": "Redo", + "techniques_redo_base_effect": "Reroll the last skill check", + "techniques_saving_grace": "Saving Grace", + "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you", + "techniques_stonewall": "Stonewall", + "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally", + "techniques_turn_the_tide": "Turn The Tide", + "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take", + "techniques_uncanny_alarm": "Uncanny Alarm", + "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict", + "techniques_weave_through_water": "Weave Through Water", + "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water", + "tests": "tests", + "theme": "Theme", + "three_rumors": "Persistent rumors", + "threshold_number": "Threshold Number", + "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.

Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.", + "tinker": "Tinker", + "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tn": "TN", + "tn_difficult": "Difficult [TN +0]", + "tn_easy": "Easy [TN +1]", + "tn_impossibly_difficult": "Impossibly Difficult [TN -3]", + "tn_modifier+0": "[+0 to TN] No change ", + "tn_modifier+1": "[+1 to TN] Easy", + "tn_modifier+2": "[+2 to TN] Intensely easy", + "tn_modifier+3": "[+3 to TN] Exceptionally easy ", + "tn_modifier-1": "[-1 to TN] Very difficult", + "tn_modifier-2": "[-2 to TN] Staggeringly difficult", + "tn_modifier-3": "[-3 to TN] Extremely difficult", + "tn_no_change": "No change", + "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]", + "tn_very_difficult": "Very Difficult [TN -1]", + "tooltip_hide": "Hide", + "tooltip_show": "Show", + "tooltips": "Toggle Tooltip", + "trade": "Trade", + "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "turn": "Turn", + "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.

Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.", + "update_character_sheet": "Don't forget to update your hero's character sheet.", + "use_dark": "Dark", + "use_light": "Light", + "use_sync": "Sync with Browser", + "version": "Version", + "versus": "vs", + "weaponry": "Weaponry", + "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "xp": "XP", + "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).", + "xp_spent": "Spent", + "xp_total": "Total" +} diff --git a/ARC/translations/es.json b/ARC/translations/es.json new file mode 100644 index 0000000000..c0e19977a0 --- /dev/null +++ b/ARC/translations/es.json @@ -0,0 +1,357 @@ +{ + "1d6": "d6", + "2d6": "2d6", + "_": "", + "academic": "Academic", + "academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "acrobatics": "Acrobatics", + "acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "acting_beyond_attacks": "Acting beyond attacks", + "advantage": "Advantage", + "advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used.

If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.", + "approach": "Approach", + "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.

If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).", + "arcana": "Arcana", + "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "artistry": "Artistry", + "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "assistance": "Assistance", + "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.

Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.", + "attack": "Attack", + "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.

Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).", + "base_effect": "Base Effect", + "blood": "Blood", + "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.

Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "bonds": "Bonds", + "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.

Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.", + "boon": "Boon", + "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage", + "careful": "Careful", + "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "character_mode": "Character", + "character_name": "A hero rises to save the world, thus named:", + "charisma": "Charisma", + "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "chooses": "chooses", + "combat_booming_voice": "Booming voice [+1 Physical damage]", + "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]", + "combat_crossbow": "Crossbow [+2 Physical damage]", + "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]", + "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]", + "combat_darts": "8 darts [+1 Physical damage each]", + "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]", + "combat_flaming_sword": "Flaming sword [+3 physical damage]", + "combat_health": "Psychosocial Health", + "combat_iron_briefs": "Iron briefs [+1 Physical resist]", + "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]", + "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]", + "combat_pitchfork": "Pitchfork [+0 Physical damage]", + "combat_plate_armor": "Plate armor [+2 Physical resist]", + "combat_scowling_face": "A scowling face [+0 Psychosocial damage]", + "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]", + "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]", + "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]", + "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]", + "complexity": "Complexity", + "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.", + "concerted": "Concerted", + "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "conflict": "Conflict", + "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.

Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.", + "consequence": "Consequence", + "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.", + "coordination": "Coordination", + "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "creative": "Creative", + "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "culture": "Culture", + "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "current": "Current", + "damage": "Damage", + "damage_and_defense": "Damage & Defense", + "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.", + "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.

On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.", + "defending_attacking": "Defending/Attacking", + "description": "Description", + "description_placeholder": "Description...", + "difficulty": "Difficulty", + "difficulty_modifier": "Difficulty Modifier", + "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.

A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.", + "doom": "Doom", + "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.

If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.", + "doomsday_clock": "Doomsday Clock", + "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.", + "enhanced": "Enhanced Version", + "experience": "Experience", + "export_character": "Export Character", + "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.", + "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.", + "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.", + "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.", + "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.", + "fallen_consequence_6": "May now speak to the dead.", + "fallen_consequences": "Fallen Consequences", + "fallen_heroes": "Fallen Heroes", + "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.", + "focus": "Focus", + "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "glossary": "Glossary", + "group_skill_check": "Group Skill Check", + "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.", + "guile": "Guile", + "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "guts": "Guts", + "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.

Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "impose": "Impose", + "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "initiative_category": "Initiative Category", + "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.

Before each Round, players may decide beforehand what everyone's Initiative Category is.", + "insight": "Insight", + "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "inventory": "Inventory", + "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.", + "item_name": "Name", + "item_points": "Points", + "item_pool": "Pool", + "item_quantity": "Qty.", + "item_type": "Item Type", + "item_used": "Spent", + "knowledge": "Knowledge", + "knowledge_description": "Careful: assess, inquire, analyze
Concerted: recall, memorize, restore
Creative: theorize, shift, make logical connections", + "learning_spells_and_techniques": "Learning Spells & Techniques", + "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.

The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.", + "life": "Life", + "life_and_death": "Life & Death: Fallen Heroes", + "long_rest": "Long Rest", + "makes_them_different": "What makes them different?", + "max": "Max", + "mod": "Mod", + "modifier": "Modifier", + "moment": "Moment", + "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.

The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.", + "movement_in_conflict": "Movement in Conflict", + "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.", + "name_placeholder": "Name...", + "npc_mode": "NPC", + "npc_name": "Name", + "observe": "Observe", + "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "oddities_ancient_ring": "An ancient and unbreakable ring", + "oddities_and_valuables": "Oddities & Valuables", + "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.", + "oddities_darkvision_glasses": "A pair of glasses granting darkvision", + "oddities_dead_donkey": "The bottom half of a dead donkey", + "oddities_divine_blood": "A vial of a divine being’s blood", + "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent", + "oddities_hat": "A hat that somehow always keeps your head dry", + "oddities_heavy_crown": "A heavy crown with an oppressive aura", + "oddities_human_teeth": "A pouch of human teeth", + "oddities_monkey_head": "Shrunken monkey heads", + "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour", + "oddities_seashell_horn": "A seashell horn good luck charm", + "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks", + "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings", + "oddities_silk_dress": "A constantly-glowing silk dress", + "oddities_songbird": "A songbird in a cage", + "oddities_telepathic_yak": "A telepathic yak", + "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious", + "oddities_tyrant_pants": "The pants of a local tyrant", + "omen": "Omen", + "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.

Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.", + "opportunity": "Opportunity", + "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.", + "painful_lesson": "Most painful lesson", + "physical": "Physical", + "physical_description": "Careful: assess, be safe, be calm, follow guidelines
Concerted: charge, endure, overwhelm
Creative: bedazzle, innovate, exceed expectations", + "physical_health": "Physical Health", + "physique": "Physique", + "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "player_name": "Player Name", + "portrait": "Portrait", + "practical": "Practical", + "practical_description": "Careful: soothe, refine, survey
Concerted: rush, withstand, brute force
Creative: invent, adapt, experiment", + "pronouns": "Pronouns", + "prowess": "Prowess", + "prowess_description": "Careful: sense, attune, investigate
Concerted: assail, subsist, give all
Creative: explore, expand, create", + "quick_overview": "A Quick Overview of Essential Mechanics", + "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.", + "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.", + "requires_arc_api": "This feature requires the ARC API.", + "rest": "Rest", + "rest_and_recovery": "Rest and Recovery", + "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.

Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.", + "ritual": "Ritual", + "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.", + "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.", + "roll": "Roll", + "roll_fail": "It fails...", + "roll_success": "Success!", + "roll_tie": "It's a tie.", + "rolls": "rolls", + "select_placeholder": "Select...", + "settings": "Settings", + "sheet_mode": "Sheet Mode", + "short_desc": "Short Description", + "short_rest": "Short Rest", + "skill": "Skill", + "skill_check": "Skill Check", + "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.

When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.

If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.", + "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.

Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).", + "skill_info": "Skill Info", + "skills": "Skills", + "social": "Social", + "social_description": "Careful: reason, detail, guide
Concerted: intimidate, enforce, invade
Creative: charm, incite, inspire", + "spells_and_techniques": "Spells & Techniques", + "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.", + "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict", + "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.", + "spells_bind_weapon": "Bind Weapon", + "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon", + "spells_blackout": "Blackout", + "spells_blackout_base_effect": "Stop others by making them fall asleep", + "spells_burn_the_past": "Burn The Past", + "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target", + "spells_compel": "Compel", + "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need", + "spells_from_dust_to_dust": "From Dust To Dust", + "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust", + "spells_lifebringer": "Lifebringer", + "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power", + "spells_little_escapologist": "Little Escapologist", + "spells_little_escapologist_base_effect": "Disappear from sight", + "spells_manic_hands": "Manic Hands", + "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions", + "spells_master_of_elements": "Master Of Elements", + "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will", + "spells_pierce_the_veil": "Pierce The Veil", + "spells_pierce_the_veil_base_effect": "See anywhere, any time", + "spells_secret_door": "Secret Door", + "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?", + "spells_shadowbind": "Shadowbind", + "spells_shadowbind_base_effect": "Restrain a being of your choice", + "spells_soundshift": "Soundshift", + "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape", + "spells_spirit_pact": "Spirit Pact", + "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant", + "spells_trick_of_the_light": "Trick Of The Light", + "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions", + "spells_trinket": "Trinket", + "spells_trinket_base_effect": "Minor magical effects certain to delight anyone", + "spells_true_miracle": "True Miracle", + "spells_true_miracle_base_effect": "Bring your wish to reality", + "spells_unmask_the_self": "Unmask The Self", + "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see", + "spells_whisper": "Whisper", + "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song", + "spells_windstep": "Windstep", + "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will", + "stand_ground": "Stand Ground", + "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.

Characters who choose to Stand Ground begin their Turn first in the Round.", + "success_fail": "Success/Fail", + "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug", + "supplies_and_oddities": "Supplies & Oddities", + "supplies_and_sundries": "Supplies & Sundries", + "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.", + "supplies_artisans_tools": "Artisan’s tools and playing cards", + "supplies_backpack": "Large backpack and a blank book", + "supplies_bedroll": "Bedroll and local map", + "supplies_board_games": "Board games and a gallon of beer", + "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes", + "supplies_crowbar_and_lantern": "Crowbar and lantern", + "supplies_encyclopeida": "Complete encyclopedia set", + "supplies_fine_clothes": "Mirror and fine clothes", + "supplies_fishing_pole": "Fishing pole and flint & tinder", + "supplies_horse": "Horse and riding gear", + "supplies_live_hen": "Live hen and its cage", + "supplies_rations": "3 days’ rations", + "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet", + "supplies_spyglass": "Spyglass and magic reagents", + "supplies_tent": "2-person tent and a bottle of wine", + "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles", + "supplies_traps": "Traps and animal bait", + "survival": "Survival", + "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tactics": "Tactics", + "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "takes_a_rest": "takes a", + "techniques_become_one": "Become One", + "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else", + "techniques_bind_magic": "Bind Magic", + "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique", + "techniques_deadly_focus": "Deadly Focus", + "techniques_deadly_focus_base_effect": "Damage is doubled", + "techniques_defy_the_fates": "Defy The Fates", + "techniques_defy_the_fates_base_effect": "Rewind time", + "techniques_dispel": "Dispel", + "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique", + "techniques_doompause": "Doompause", + "techniques_doompause_base_effect": "Hold off the Doom", + "techniques_flowmotion": "Flowmotion", + "techniques_flowmotion_base_effect": "Move fast—very fast", + "techniques_fluorescent_transcendence": "Fluorescent Transcendence", + "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment", + "techniques_heartpiercer": "Heartpiercer", + "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist", + "techniques_inspiration": "Inspiration", + "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action", + "techniques_interdiction": "Interdiction", + "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach", + "techniques_memory_seed": "Memory Seed", + "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with", + "techniques_netherwave": "Netherwave", + "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet", + "techniques_only_ones_who_know": "Only Ones Who Know", + "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does", + "techniques_redo": "Redo", + "techniques_redo_base_effect": "Reroll the last skill check", + "techniques_saving_grace": "Saving Grace", + "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you", + "techniques_stonewall": "Stonewall", + "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally", + "techniques_turn_the_tide": "Turn The Tide", + "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take", + "techniques_uncanny_alarm": "Uncanny Alarm", + "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict", + "techniques_weave_through_water": "Weave Through Water", + "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water", + "tests": "tests", + "theme": "Theme", + "three_rumors": "Persistent rumors", + "threshold_number": "Threshold Number", + "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.

Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.", + "tinker": "Tinker", + "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tn": "TN", + "tn_difficult": "Difficult [TN +0]", + "tn_easy": "Easy [TN +1]", + "tn_impossibly_difficult": "Impossibly Difficult [TN -3]", + "tn_modifier+0": "[+0 to TN] No change ", + "tn_modifier+1": "[+1 to TN] Easy", + "tn_modifier+2": "[+2 to TN] Intensely easy", + "tn_modifier+3": "[+3 to TN] Exceptionally easy ", + "tn_modifier-1": "[-1 to TN] Very difficult", + "tn_modifier-2": "[-2 to TN] Staggeringly difficult", + "tn_modifier-3": "[-3 to TN] Extremely difficult", + "tn_no_change": "No change", + "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]", + "tn_very_difficult": "Very Difficult [TN -1]", + "tooltip_hide": "Hide", + "tooltip_show": "Show", + "tooltips": "Toggle Tooltip", + "trade": "Trade", + "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "turn": "Turn", + "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.

Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.", + "update_character_sheet": "Don't forget to update your hero's character sheet.", + "use_dark": "Dark", + "use_light": "Light", + "use_sync": "Sync with Browser", + "version": "Version", + "versus": "vs", + "weaponry": "Weaponry", + "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "xp": "XP", + "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).", + "xp_spent": "Spent", + "xp_total": "Total" +} diff --git a/ARC/translations/fr.json b/ARC/translations/fr.json new file mode 100644 index 0000000000..c0e19977a0 --- /dev/null +++ b/ARC/translations/fr.json @@ -0,0 +1,357 @@ +{ + "1d6": "d6", + "2d6": "2d6", + "_": "", + "academic": "Academic", + "academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "acrobatics": "Acrobatics", + "acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "acting_beyond_attacks": "Acting beyond attacks", + "advantage": "Advantage", + "advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used.

If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.", + "approach": "Approach", + "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.

If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).", + "arcana": "Arcana", + "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "artistry": "Artistry", + "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "assistance": "Assistance", + "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.

Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.", + "attack": "Attack", + "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.

Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).", + "base_effect": "Base Effect", + "blood": "Blood", + "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.

Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "bonds": "Bonds", + "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.

Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.", + "boon": "Boon", + "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage", + "careful": "Careful", + "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "character_mode": "Character", + "character_name": "A hero rises to save the world, thus named:", + "charisma": "Charisma", + "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "chooses": "chooses", + "combat_booming_voice": "Booming voice [+1 Physical damage]", + "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]", + "combat_crossbow": "Crossbow [+2 Physical damage]", + "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]", + "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]", + "combat_darts": "8 darts [+1 Physical damage each]", + "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]", + "combat_flaming_sword": "Flaming sword [+3 physical damage]", + "combat_health": "Psychosocial Health", + "combat_iron_briefs": "Iron briefs [+1 Physical resist]", + "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]", + "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]", + "combat_pitchfork": "Pitchfork [+0 Physical damage]", + "combat_plate_armor": "Plate armor [+2 Physical resist]", + "combat_scowling_face": "A scowling face [+0 Psychosocial damage]", + "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]", + "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]", + "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]", + "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]", + "complexity": "Complexity", + "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.", + "concerted": "Concerted", + "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "conflict": "Conflict", + "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.

Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.", + "consequence": "Consequence", + "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.", + "coordination": "Coordination", + "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "creative": "Creative", + "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "culture": "Culture", + "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "current": "Current", + "damage": "Damage", + "damage_and_defense": "Damage & Defense", + "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.", + "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.

On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.", + "defending_attacking": "Defending/Attacking", + "description": "Description", + "description_placeholder": "Description...", + "difficulty": "Difficulty", + "difficulty_modifier": "Difficulty Modifier", + "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.

A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.", + "doom": "Doom", + "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.

If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.", + "doomsday_clock": "Doomsday Clock", + "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.", + "enhanced": "Enhanced Version", + "experience": "Experience", + "export_character": "Export Character", + "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.", + "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.", + "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.", + "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.", + "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.", + "fallen_consequence_6": "May now speak to the dead.", + "fallen_consequences": "Fallen Consequences", + "fallen_heroes": "Fallen Heroes", + "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.", + "focus": "Focus", + "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "glossary": "Glossary", + "group_skill_check": "Group Skill Check", + "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.", + "guile": "Guile", + "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "guts": "Guts", + "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.

Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "impose": "Impose", + "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "initiative_category": "Initiative Category", + "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.

Before each Round, players may decide beforehand what everyone's Initiative Category is.", + "insight": "Insight", + "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "inventory": "Inventory", + "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.", + "item_name": "Name", + "item_points": "Points", + "item_pool": "Pool", + "item_quantity": "Qty.", + "item_type": "Item Type", + "item_used": "Spent", + "knowledge": "Knowledge", + "knowledge_description": "Careful: assess, inquire, analyze
Concerted: recall, memorize, restore
Creative: theorize, shift, make logical connections", + "learning_spells_and_techniques": "Learning Spells & Techniques", + "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.

The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.", + "life": "Life", + "life_and_death": "Life & Death: Fallen Heroes", + "long_rest": "Long Rest", + "makes_them_different": "What makes them different?", + "max": "Max", + "mod": "Mod", + "modifier": "Modifier", + "moment": "Moment", + "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.

The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.", + "movement_in_conflict": "Movement in Conflict", + "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.", + "name_placeholder": "Name...", + "npc_mode": "NPC", + "npc_name": "Name", + "observe": "Observe", + "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "oddities_ancient_ring": "An ancient and unbreakable ring", + "oddities_and_valuables": "Oddities & Valuables", + "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.", + "oddities_darkvision_glasses": "A pair of glasses granting darkvision", + "oddities_dead_donkey": "The bottom half of a dead donkey", + "oddities_divine_blood": "A vial of a divine being’s blood", + "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent", + "oddities_hat": "A hat that somehow always keeps your head dry", + "oddities_heavy_crown": "A heavy crown with an oppressive aura", + "oddities_human_teeth": "A pouch of human teeth", + "oddities_monkey_head": "Shrunken monkey heads", + "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour", + "oddities_seashell_horn": "A seashell horn good luck charm", + "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks", + "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings", + "oddities_silk_dress": "A constantly-glowing silk dress", + "oddities_songbird": "A songbird in a cage", + "oddities_telepathic_yak": "A telepathic yak", + "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious", + "oddities_tyrant_pants": "The pants of a local tyrant", + "omen": "Omen", + "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.

Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.", + "opportunity": "Opportunity", + "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.", + "painful_lesson": "Most painful lesson", + "physical": "Physical", + "physical_description": "Careful: assess, be safe, be calm, follow guidelines
Concerted: charge, endure, overwhelm
Creative: bedazzle, innovate, exceed expectations", + "physical_health": "Physical Health", + "physique": "Physique", + "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "player_name": "Player Name", + "portrait": "Portrait", + "practical": "Practical", + "practical_description": "Careful: soothe, refine, survey
Concerted: rush, withstand, brute force
Creative: invent, adapt, experiment", + "pronouns": "Pronouns", + "prowess": "Prowess", + "prowess_description": "Careful: sense, attune, investigate
Concerted: assail, subsist, give all
Creative: explore, expand, create", + "quick_overview": "A Quick Overview of Essential Mechanics", + "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.", + "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.", + "requires_arc_api": "This feature requires the ARC API.", + "rest": "Rest", + "rest_and_recovery": "Rest and Recovery", + "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.

Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.", + "ritual": "Ritual", + "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.", + "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.", + "roll": "Roll", + "roll_fail": "It fails...", + "roll_success": "Success!", + "roll_tie": "It's a tie.", + "rolls": "rolls", + "select_placeholder": "Select...", + "settings": "Settings", + "sheet_mode": "Sheet Mode", + "short_desc": "Short Description", + "short_rest": "Short Rest", + "skill": "Skill", + "skill_check": "Skill Check", + "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.

When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.

If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.", + "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.

Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).", + "skill_info": "Skill Info", + "skills": "Skills", + "social": "Social", + "social_description": "Careful: reason, detail, guide
Concerted: intimidate, enforce, invade
Creative: charm, incite, inspire", + "spells_and_techniques": "Spells & Techniques", + "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.", + "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict", + "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.", + "spells_bind_weapon": "Bind Weapon", + "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon", + "spells_blackout": "Blackout", + "spells_blackout_base_effect": "Stop others by making them fall asleep", + "spells_burn_the_past": "Burn The Past", + "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target", + "spells_compel": "Compel", + "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need", + "spells_from_dust_to_dust": "From Dust To Dust", + "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust", + "spells_lifebringer": "Lifebringer", + "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power", + "spells_little_escapologist": "Little Escapologist", + "spells_little_escapologist_base_effect": "Disappear from sight", + "spells_manic_hands": "Manic Hands", + "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions", + "spells_master_of_elements": "Master Of Elements", + "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will", + "spells_pierce_the_veil": "Pierce The Veil", + "spells_pierce_the_veil_base_effect": "See anywhere, any time", + "spells_secret_door": "Secret Door", + "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?", + "spells_shadowbind": "Shadowbind", + "spells_shadowbind_base_effect": "Restrain a being of your choice", + "spells_soundshift": "Soundshift", + "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape", + "spells_spirit_pact": "Spirit Pact", + "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant", + "spells_trick_of_the_light": "Trick Of The Light", + "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions", + "spells_trinket": "Trinket", + "spells_trinket_base_effect": "Minor magical effects certain to delight anyone", + "spells_true_miracle": "True Miracle", + "spells_true_miracle_base_effect": "Bring your wish to reality", + "spells_unmask_the_self": "Unmask The Self", + "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see", + "spells_whisper": "Whisper", + "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song", + "spells_windstep": "Windstep", + "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will", + "stand_ground": "Stand Ground", + "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.

Characters who choose to Stand Ground begin their Turn first in the Round.", + "success_fail": "Success/Fail", + "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug", + "supplies_and_oddities": "Supplies & Oddities", + "supplies_and_sundries": "Supplies & Sundries", + "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.", + "supplies_artisans_tools": "Artisan’s tools and playing cards", + "supplies_backpack": "Large backpack and a blank book", + "supplies_bedroll": "Bedroll and local map", + "supplies_board_games": "Board games and a gallon of beer", + "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes", + "supplies_crowbar_and_lantern": "Crowbar and lantern", + "supplies_encyclopeida": "Complete encyclopedia set", + "supplies_fine_clothes": "Mirror and fine clothes", + "supplies_fishing_pole": "Fishing pole and flint & tinder", + "supplies_horse": "Horse and riding gear", + "supplies_live_hen": "Live hen and its cage", + "supplies_rations": "3 days’ rations", + "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet", + "supplies_spyglass": "Spyglass and magic reagents", + "supplies_tent": "2-person tent and a bottle of wine", + "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles", + "supplies_traps": "Traps and animal bait", + "survival": "Survival", + "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tactics": "Tactics", + "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "takes_a_rest": "takes a", + "techniques_become_one": "Become One", + "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else", + "techniques_bind_magic": "Bind Magic", + "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique", + "techniques_deadly_focus": "Deadly Focus", + "techniques_deadly_focus_base_effect": "Damage is doubled", + "techniques_defy_the_fates": "Defy The Fates", + "techniques_defy_the_fates_base_effect": "Rewind time", + "techniques_dispel": "Dispel", + "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique", + "techniques_doompause": "Doompause", + "techniques_doompause_base_effect": "Hold off the Doom", + "techniques_flowmotion": "Flowmotion", + "techniques_flowmotion_base_effect": "Move fast—very fast", + "techniques_fluorescent_transcendence": "Fluorescent Transcendence", + "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment", + "techniques_heartpiercer": "Heartpiercer", + "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist", + "techniques_inspiration": "Inspiration", + "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action", + "techniques_interdiction": "Interdiction", + "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach", + "techniques_memory_seed": "Memory Seed", + "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with", + "techniques_netherwave": "Netherwave", + "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet", + "techniques_only_ones_who_know": "Only Ones Who Know", + "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does", + "techniques_redo": "Redo", + "techniques_redo_base_effect": "Reroll the last skill check", + "techniques_saving_grace": "Saving Grace", + "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you", + "techniques_stonewall": "Stonewall", + "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally", + "techniques_turn_the_tide": "Turn The Tide", + "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take", + "techniques_uncanny_alarm": "Uncanny Alarm", + "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict", + "techniques_weave_through_water": "Weave Through Water", + "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water", + "tests": "tests", + "theme": "Theme", + "three_rumors": "Persistent rumors", + "threshold_number": "Threshold Number", + "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.

Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.", + "tinker": "Tinker", + "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tn": "TN", + "tn_difficult": "Difficult [TN +0]", + "tn_easy": "Easy [TN +1]", + "tn_impossibly_difficult": "Impossibly Difficult [TN -3]", + "tn_modifier+0": "[+0 to TN] No change ", + "tn_modifier+1": "[+1 to TN] Easy", + "tn_modifier+2": "[+2 to TN] Intensely easy", + "tn_modifier+3": "[+3 to TN] Exceptionally easy ", + "tn_modifier-1": "[-1 to TN] Very difficult", + "tn_modifier-2": "[-2 to TN] Staggeringly difficult", + "tn_modifier-3": "[-3 to TN] Extremely difficult", + "tn_no_change": "No change", + "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]", + "tn_very_difficult": "Very Difficult [TN -1]", + "tooltip_hide": "Hide", + "tooltip_show": "Show", + "tooltips": "Toggle Tooltip", + "trade": "Trade", + "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "turn": "Turn", + "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.

Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.", + "update_character_sheet": "Don't forget to update your hero's character sheet.", + "use_dark": "Dark", + "use_light": "Light", + "use_sync": "Sync with Browser", + "version": "Version", + "versus": "vs", + "weaponry": "Weaponry", + "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "xp": "XP", + "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).", + "xp_spent": "Spent", + "xp_total": "Total" +} diff --git a/ARC/translations/he.json b/ARC/translations/he.json new file mode 100644 index 0000000000..c0e19977a0 --- /dev/null +++ b/ARC/translations/he.json @@ -0,0 +1,357 @@ +{ + "1d6": "d6", + "2d6": "2d6", + "_": "", + "academic": "Academic", + "academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "acrobatics": "Acrobatics", + "acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "acting_beyond_attacks": "Acting beyond attacks", + "advantage": "Advantage", + "advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used.

If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.", + "approach": "Approach", + "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.

If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).", + "arcana": "Arcana", + "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "artistry": "Artistry", + "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "assistance": "Assistance", + "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.

Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.", + "attack": "Attack", + "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.

Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).", + "base_effect": "Base Effect", + "blood": "Blood", + "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.

Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "bonds": "Bonds", + "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.

Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.", + "boon": "Boon", + "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage", + "careful": "Careful", + "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "character_mode": "Character", + "character_name": "A hero rises to save the world, thus named:", + "charisma": "Charisma", + "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "chooses": "chooses", + "combat_booming_voice": "Booming voice [+1 Physical damage]", + "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]", + "combat_crossbow": "Crossbow [+2 Physical damage]", + "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]", + "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]", + "combat_darts": "8 darts [+1 Physical damage each]", + "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]", + "combat_flaming_sword": "Flaming sword [+3 physical damage]", + "combat_health": "Psychosocial Health", + "combat_iron_briefs": "Iron briefs [+1 Physical resist]", + "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]", + "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]", + "combat_pitchfork": "Pitchfork [+0 Physical damage]", + "combat_plate_armor": "Plate armor [+2 Physical resist]", + "combat_scowling_face": "A scowling face [+0 Psychosocial damage]", + "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]", + "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]", + "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]", + "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]", + "complexity": "Complexity", + "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.", + "concerted": "Concerted", + "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "conflict": "Conflict", + "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.

Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.", + "consequence": "Consequence", + "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.", + "coordination": "Coordination", + "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "creative": "Creative", + "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "culture": "Culture", + "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "current": "Current", + "damage": "Damage", + "damage_and_defense": "Damage & Defense", + "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.", + "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.

On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.", + "defending_attacking": "Defending/Attacking", + "description": "Description", + "description_placeholder": "Description...", + "difficulty": "Difficulty", + "difficulty_modifier": "Difficulty Modifier", + "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.

A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.", + "doom": "Doom", + "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.

If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.", + "doomsday_clock": "Doomsday Clock", + "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.", + "enhanced": "Enhanced Version", + "experience": "Experience", + "export_character": "Export Character", + "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.", + "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.", + "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.", + "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.", + "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.", + "fallen_consequence_6": "May now speak to the dead.", + "fallen_consequences": "Fallen Consequences", + "fallen_heroes": "Fallen Heroes", + "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.", + "focus": "Focus", + "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "glossary": "Glossary", + "group_skill_check": "Group Skill Check", + "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.", + "guile": "Guile", + "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "guts": "Guts", + "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.

Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "impose": "Impose", + "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "initiative_category": "Initiative Category", + "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.

Before each Round, players may decide beforehand what everyone's Initiative Category is.", + "insight": "Insight", + "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "inventory": "Inventory", + "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.", + "item_name": "Name", + "item_points": "Points", + "item_pool": "Pool", + "item_quantity": "Qty.", + "item_type": "Item Type", + "item_used": "Spent", + "knowledge": "Knowledge", + "knowledge_description": "Careful: assess, inquire, analyze
Concerted: recall, memorize, restore
Creative: theorize, shift, make logical connections", + "learning_spells_and_techniques": "Learning Spells & Techniques", + "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.

The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.", + "life": "Life", + "life_and_death": "Life & Death: Fallen Heroes", + "long_rest": "Long Rest", + "makes_them_different": "What makes them different?", + "max": "Max", + "mod": "Mod", + "modifier": "Modifier", + "moment": "Moment", + "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.

The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.", + "movement_in_conflict": "Movement in Conflict", + "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.", + "name_placeholder": "Name...", + "npc_mode": "NPC", + "npc_name": "Name", + "observe": "Observe", + "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "oddities_ancient_ring": "An ancient and unbreakable ring", + "oddities_and_valuables": "Oddities & Valuables", + "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.", + "oddities_darkvision_glasses": "A pair of glasses granting darkvision", + "oddities_dead_donkey": "The bottom half of a dead donkey", + "oddities_divine_blood": "A vial of a divine being’s blood", + "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent", + "oddities_hat": "A hat that somehow always keeps your head dry", + "oddities_heavy_crown": "A heavy crown with an oppressive aura", + "oddities_human_teeth": "A pouch of human teeth", + "oddities_monkey_head": "Shrunken monkey heads", + "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour", + "oddities_seashell_horn": "A seashell horn good luck charm", + "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks", + "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings", + "oddities_silk_dress": "A constantly-glowing silk dress", + "oddities_songbird": "A songbird in a cage", + "oddities_telepathic_yak": "A telepathic yak", + "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious", + "oddities_tyrant_pants": "The pants of a local tyrant", + "omen": "Omen", + "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.

Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.", + "opportunity": "Opportunity", + "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.", + "painful_lesson": "Most painful lesson", + "physical": "Physical", + "physical_description": "Careful: assess, be safe, be calm, follow guidelines
Concerted: charge, endure, overwhelm
Creative: bedazzle, innovate, exceed expectations", + "physical_health": "Physical Health", + "physique": "Physique", + "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "player_name": "Player Name", + "portrait": "Portrait", + "practical": "Practical", + "practical_description": "Careful: soothe, refine, survey
Concerted: rush, withstand, brute force
Creative: invent, adapt, experiment", + "pronouns": "Pronouns", + "prowess": "Prowess", + "prowess_description": "Careful: sense, attune, investigate
Concerted: assail, subsist, give all
Creative: explore, expand, create", + "quick_overview": "A Quick Overview of Essential Mechanics", + "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.", + "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.", + "requires_arc_api": "This feature requires the ARC API.", + "rest": "Rest", + "rest_and_recovery": "Rest and Recovery", + "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.

Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.", + "ritual": "Ritual", + "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.", + "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.", + "roll": "Roll", + "roll_fail": "It fails...", + "roll_success": "Success!", + "roll_tie": "It's a tie.", + "rolls": "rolls", + "select_placeholder": "Select...", + "settings": "Settings", + "sheet_mode": "Sheet Mode", + "short_desc": "Short Description", + "short_rest": "Short Rest", + "skill": "Skill", + "skill_check": "Skill Check", + "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.

When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.

If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.", + "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.

Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).", + "skill_info": "Skill Info", + "skills": "Skills", + "social": "Social", + "social_description": "Careful: reason, detail, guide
Concerted: intimidate, enforce, invade
Creative: charm, incite, inspire", + "spells_and_techniques": "Spells & Techniques", + "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.", + "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict", + "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.", + "spells_bind_weapon": "Bind Weapon", + "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon", + "spells_blackout": "Blackout", + "spells_blackout_base_effect": "Stop others by making them fall asleep", + "spells_burn_the_past": "Burn The Past", + "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target", + "spells_compel": "Compel", + "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need", + "spells_from_dust_to_dust": "From Dust To Dust", + "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust", + "spells_lifebringer": "Lifebringer", + "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power", + "spells_little_escapologist": "Little Escapologist", + "spells_little_escapologist_base_effect": "Disappear from sight", + "spells_manic_hands": "Manic Hands", + "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions", + "spells_master_of_elements": "Master Of Elements", + "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will", + "spells_pierce_the_veil": "Pierce The Veil", + "spells_pierce_the_veil_base_effect": "See anywhere, any time", + "spells_secret_door": "Secret Door", + "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?", + "spells_shadowbind": "Shadowbind", + "spells_shadowbind_base_effect": "Restrain a being of your choice", + "spells_soundshift": "Soundshift", + "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape", + "spells_spirit_pact": "Spirit Pact", + "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant", + "spells_trick_of_the_light": "Trick Of The Light", + "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions", + "spells_trinket": "Trinket", + "spells_trinket_base_effect": "Minor magical effects certain to delight anyone", + "spells_true_miracle": "True Miracle", + "spells_true_miracle_base_effect": "Bring your wish to reality", + "spells_unmask_the_self": "Unmask The Self", + "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see", + "spells_whisper": "Whisper", + "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song", + "spells_windstep": "Windstep", + "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will", + "stand_ground": "Stand Ground", + "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.

Characters who choose to Stand Ground begin their Turn first in the Round.", + "success_fail": "Success/Fail", + "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug", + "supplies_and_oddities": "Supplies & Oddities", + "supplies_and_sundries": "Supplies & Sundries", + "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.", + "supplies_artisans_tools": "Artisan’s tools and playing cards", + "supplies_backpack": "Large backpack and a blank book", + "supplies_bedroll": "Bedroll and local map", + "supplies_board_games": "Board games and a gallon of beer", + "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes", + "supplies_crowbar_and_lantern": "Crowbar and lantern", + "supplies_encyclopeida": "Complete encyclopedia set", + "supplies_fine_clothes": "Mirror and fine clothes", + "supplies_fishing_pole": "Fishing pole and flint & tinder", + "supplies_horse": "Horse and riding gear", + "supplies_live_hen": "Live hen and its cage", + "supplies_rations": "3 days’ rations", + "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet", + "supplies_spyglass": "Spyglass and magic reagents", + "supplies_tent": "2-person tent and a bottle of wine", + "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles", + "supplies_traps": "Traps and animal bait", + "survival": "Survival", + "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tactics": "Tactics", + "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "takes_a_rest": "takes a", + "techniques_become_one": "Become One", + "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else", + "techniques_bind_magic": "Bind Magic", + "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique", + "techniques_deadly_focus": "Deadly Focus", + "techniques_deadly_focus_base_effect": "Damage is doubled", + "techniques_defy_the_fates": "Defy The Fates", + "techniques_defy_the_fates_base_effect": "Rewind time", + "techniques_dispel": "Dispel", + "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique", + "techniques_doompause": "Doompause", + "techniques_doompause_base_effect": "Hold off the Doom", + "techniques_flowmotion": "Flowmotion", + "techniques_flowmotion_base_effect": "Move fast—very fast", + "techniques_fluorescent_transcendence": "Fluorescent Transcendence", + "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment", + "techniques_heartpiercer": "Heartpiercer", + "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist", + "techniques_inspiration": "Inspiration", + "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action", + "techniques_interdiction": "Interdiction", + "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach", + "techniques_memory_seed": "Memory Seed", + "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with", + "techniques_netherwave": "Netherwave", + "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet", + "techniques_only_ones_who_know": "Only Ones Who Know", + "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does", + "techniques_redo": "Redo", + "techniques_redo_base_effect": "Reroll the last skill check", + "techniques_saving_grace": "Saving Grace", + "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you", + "techniques_stonewall": "Stonewall", + "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally", + "techniques_turn_the_tide": "Turn The Tide", + "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take", + "techniques_uncanny_alarm": "Uncanny Alarm", + "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict", + "techniques_weave_through_water": "Weave Through Water", + "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water", + "tests": "tests", + "theme": "Theme", + "three_rumors": "Persistent rumors", + "threshold_number": "Threshold Number", + "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.

Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.", + "tinker": "Tinker", + "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tn": "TN", + "tn_difficult": "Difficult [TN +0]", + "tn_easy": "Easy [TN +1]", + "tn_impossibly_difficult": "Impossibly Difficult [TN -3]", + "tn_modifier+0": "[+0 to TN] No change ", + "tn_modifier+1": "[+1 to TN] Easy", + "tn_modifier+2": "[+2 to TN] Intensely easy", + "tn_modifier+3": "[+3 to TN] Exceptionally easy ", + "tn_modifier-1": "[-1 to TN] Very difficult", + "tn_modifier-2": "[-2 to TN] Staggeringly difficult", + "tn_modifier-3": "[-3 to TN] Extremely difficult", + "tn_no_change": "No change", + "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]", + "tn_very_difficult": "Very Difficult [TN -1]", + "tooltip_hide": "Hide", + "tooltip_show": "Show", + "tooltips": "Toggle Tooltip", + "trade": "Trade", + "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "turn": "Turn", + "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.

Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.", + "update_character_sheet": "Don't forget to update your hero's character sheet.", + "use_dark": "Dark", + "use_light": "Light", + "use_sync": "Sync with Browser", + "version": "Version", + "versus": "vs", + "weaponry": "Weaponry", + "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "xp": "XP", + "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).", + "xp_spent": "Spent", + "xp_total": "Total" +} diff --git a/ARC/translations/hu.json b/ARC/translations/hu.json new file mode 100644 index 0000000000..c0e19977a0 --- /dev/null +++ b/ARC/translations/hu.json @@ -0,0 +1,357 @@ +{ + "1d6": "d6", + "2d6": "2d6", + "_": "", + "academic": "Academic", + "academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "acrobatics": "Acrobatics", + "acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "acting_beyond_attacks": "Acting beyond attacks", + "advantage": "Advantage", + "advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used.

If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.", + "approach": "Approach", + "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.

If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).", + "arcana": "Arcana", + "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "artistry": "Artistry", + "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "assistance": "Assistance", + "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.

Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.", + "attack": "Attack", + "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.

Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).", + "base_effect": "Base Effect", + "blood": "Blood", + "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.

Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "bonds": "Bonds", + "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.

Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.", + "boon": "Boon", + "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage", + "careful": "Careful", + "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "character_mode": "Character", + "character_name": "A hero rises to save the world, thus named:", + "charisma": "Charisma", + "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "chooses": "chooses", + "combat_booming_voice": "Booming voice [+1 Physical damage]", + "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]", + "combat_crossbow": "Crossbow [+2 Physical damage]", + "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]", + "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]", + "combat_darts": "8 darts [+1 Physical damage each]", + "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]", + "combat_flaming_sword": "Flaming sword [+3 physical damage]", + "combat_health": "Psychosocial Health", + "combat_iron_briefs": "Iron briefs [+1 Physical resist]", + "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]", + "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]", + "combat_pitchfork": "Pitchfork [+0 Physical damage]", + "combat_plate_armor": "Plate armor [+2 Physical resist]", + "combat_scowling_face": "A scowling face [+0 Psychosocial damage]", + "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]", + "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]", + "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]", + "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]", + "complexity": "Complexity", + "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.", + "concerted": "Concerted", + "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "conflict": "Conflict", + "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.

Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.", + "consequence": "Consequence", + "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.", + "coordination": "Coordination", + "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "creative": "Creative", + "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "culture": "Culture", + "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "current": "Current", + "damage": "Damage", + "damage_and_defense": "Damage & Defense", + "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.", + "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.

On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.", + "defending_attacking": "Defending/Attacking", + "description": "Description", + "description_placeholder": "Description...", + "difficulty": "Difficulty", + "difficulty_modifier": "Difficulty Modifier", + "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.

A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.", + "doom": "Doom", + "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.

If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.", + "doomsday_clock": "Doomsday Clock", + "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.", + "enhanced": "Enhanced Version", + "experience": "Experience", + "export_character": "Export Character", + "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.", + "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.", + "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.", + "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.", + "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.", + "fallen_consequence_6": "May now speak to the dead.", + "fallen_consequences": "Fallen Consequences", + "fallen_heroes": "Fallen Heroes", + "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.", + "focus": "Focus", + "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "glossary": "Glossary", + "group_skill_check": "Group Skill Check", + "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.", + "guile": "Guile", + "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "guts": "Guts", + "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.

Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "impose": "Impose", + "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "initiative_category": "Initiative Category", + "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.

Before each Round, players may decide beforehand what everyone's Initiative Category is.", + "insight": "Insight", + "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "inventory": "Inventory", + "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.", + "item_name": "Name", + "item_points": "Points", + "item_pool": "Pool", + "item_quantity": "Qty.", + "item_type": "Item Type", + "item_used": "Spent", + "knowledge": "Knowledge", + "knowledge_description": "Careful: assess, inquire, analyze
Concerted: recall, memorize, restore
Creative: theorize, shift, make logical connections", + "learning_spells_and_techniques": "Learning Spells & Techniques", + "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.

The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.", + "life": "Life", + "life_and_death": "Life & Death: Fallen Heroes", + "long_rest": "Long Rest", + "makes_them_different": "What makes them different?", + "max": "Max", + "mod": "Mod", + "modifier": "Modifier", + "moment": "Moment", + "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.

The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.", + "movement_in_conflict": "Movement in Conflict", + "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.", + "name_placeholder": "Name...", + "npc_mode": "NPC", + "npc_name": "Name", + "observe": "Observe", + "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "oddities_ancient_ring": "An ancient and unbreakable ring", + "oddities_and_valuables": "Oddities & Valuables", + "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.", + "oddities_darkvision_glasses": "A pair of glasses granting darkvision", + "oddities_dead_donkey": "The bottom half of a dead donkey", + "oddities_divine_blood": "A vial of a divine being’s blood", + "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent", + "oddities_hat": "A hat that somehow always keeps your head dry", + "oddities_heavy_crown": "A heavy crown with an oppressive aura", + "oddities_human_teeth": "A pouch of human teeth", + "oddities_monkey_head": "Shrunken monkey heads", + "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour", + "oddities_seashell_horn": "A seashell horn good luck charm", + "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks", + "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings", + "oddities_silk_dress": "A constantly-glowing silk dress", + "oddities_songbird": "A songbird in a cage", + "oddities_telepathic_yak": "A telepathic yak", + "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious", + "oddities_tyrant_pants": "The pants of a local tyrant", + "omen": "Omen", + "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.

Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.", + "opportunity": "Opportunity", + "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.", + "painful_lesson": "Most painful lesson", + "physical": "Physical", + "physical_description": "Careful: assess, be safe, be calm, follow guidelines
Concerted: charge, endure, overwhelm
Creative: bedazzle, innovate, exceed expectations", + "physical_health": "Physical Health", + "physique": "Physique", + "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "player_name": "Player Name", + "portrait": "Portrait", + "practical": "Practical", + "practical_description": "Careful: soothe, refine, survey
Concerted: rush, withstand, brute force
Creative: invent, adapt, experiment", + "pronouns": "Pronouns", + "prowess": "Prowess", + "prowess_description": "Careful: sense, attune, investigate
Concerted: assail, subsist, give all
Creative: explore, expand, create", + "quick_overview": "A Quick Overview of Essential Mechanics", + "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.", + "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.", + "requires_arc_api": "This feature requires the ARC API.", + "rest": "Rest", + "rest_and_recovery": "Rest and Recovery", + "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.

Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.", + "ritual": "Ritual", + "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.", + "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.", + "roll": "Roll", + "roll_fail": "It fails...", + "roll_success": "Success!", + "roll_tie": "It's a tie.", + "rolls": "rolls", + "select_placeholder": "Select...", + "settings": "Settings", + "sheet_mode": "Sheet Mode", + "short_desc": "Short Description", + "short_rest": "Short Rest", + "skill": "Skill", + "skill_check": "Skill Check", + "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.

When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.

If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.", + "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.

Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).", + "skill_info": "Skill Info", + "skills": "Skills", + "social": "Social", + "social_description": "Careful: reason, detail, guide
Concerted: intimidate, enforce, invade
Creative: charm, incite, inspire", + "spells_and_techniques": "Spells & Techniques", + "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.", + "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict", + "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.", + "spells_bind_weapon": "Bind Weapon", + "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon", + "spells_blackout": "Blackout", + "spells_blackout_base_effect": "Stop others by making them fall asleep", + "spells_burn_the_past": "Burn The Past", + "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target", + "spells_compel": "Compel", + "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need", + "spells_from_dust_to_dust": "From Dust To Dust", + "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust", + "spells_lifebringer": "Lifebringer", + "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power", + "spells_little_escapologist": "Little Escapologist", + "spells_little_escapologist_base_effect": "Disappear from sight", + "spells_manic_hands": "Manic Hands", + "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions", + "spells_master_of_elements": "Master Of Elements", + "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will", + "spells_pierce_the_veil": "Pierce The Veil", + "spells_pierce_the_veil_base_effect": "See anywhere, any time", + "spells_secret_door": "Secret Door", + "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?", + "spells_shadowbind": "Shadowbind", + "spells_shadowbind_base_effect": "Restrain a being of your choice", + "spells_soundshift": "Soundshift", + "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape", + "spells_spirit_pact": "Spirit Pact", + "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant", + "spells_trick_of_the_light": "Trick Of The Light", + "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions", + "spells_trinket": "Trinket", + "spells_trinket_base_effect": "Minor magical effects certain to delight anyone", + "spells_true_miracle": "True Miracle", + "spells_true_miracle_base_effect": "Bring your wish to reality", + "spells_unmask_the_self": "Unmask The Self", + "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see", + "spells_whisper": "Whisper", + "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song", + "spells_windstep": "Windstep", + "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will", + "stand_ground": "Stand Ground", + "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.

Characters who choose to Stand Ground begin their Turn first in the Round.", + "success_fail": "Success/Fail", + "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug", + "supplies_and_oddities": "Supplies & Oddities", + "supplies_and_sundries": "Supplies & Sundries", + "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.", + "supplies_artisans_tools": "Artisan’s tools and playing cards", + "supplies_backpack": "Large backpack and a blank book", + "supplies_bedroll": "Bedroll and local map", + "supplies_board_games": "Board games and a gallon of beer", + "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes", + "supplies_crowbar_and_lantern": "Crowbar and lantern", + "supplies_encyclopeida": "Complete encyclopedia set", + "supplies_fine_clothes": "Mirror and fine clothes", + "supplies_fishing_pole": "Fishing pole and flint & tinder", + "supplies_horse": "Horse and riding gear", + "supplies_live_hen": "Live hen and its cage", + "supplies_rations": "3 days’ rations", + "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet", + "supplies_spyglass": "Spyglass and magic reagents", + "supplies_tent": "2-person tent and a bottle of wine", + "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles", + "supplies_traps": "Traps and animal bait", + "survival": "Survival", + "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tactics": "Tactics", + "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "takes_a_rest": "takes a", + "techniques_become_one": "Become One", + "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else", + "techniques_bind_magic": "Bind Magic", + "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique", + "techniques_deadly_focus": "Deadly Focus", + "techniques_deadly_focus_base_effect": "Damage is doubled", + "techniques_defy_the_fates": "Defy The Fates", + "techniques_defy_the_fates_base_effect": "Rewind time", + "techniques_dispel": "Dispel", + "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique", + "techniques_doompause": "Doompause", + "techniques_doompause_base_effect": "Hold off the Doom", + "techniques_flowmotion": "Flowmotion", + "techniques_flowmotion_base_effect": "Move fast—very fast", + "techniques_fluorescent_transcendence": "Fluorescent Transcendence", + "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment", + "techniques_heartpiercer": "Heartpiercer", + "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist", + "techniques_inspiration": "Inspiration", + "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action", + "techniques_interdiction": "Interdiction", + "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach", + "techniques_memory_seed": "Memory Seed", + "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with", + "techniques_netherwave": "Netherwave", + "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet", + "techniques_only_ones_who_know": "Only Ones Who Know", + "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does", + "techniques_redo": "Redo", + "techniques_redo_base_effect": "Reroll the last skill check", + "techniques_saving_grace": "Saving Grace", + "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you", + "techniques_stonewall": "Stonewall", + "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally", + "techniques_turn_the_tide": "Turn The Tide", + "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take", + "techniques_uncanny_alarm": "Uncanny Alarm", + "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict", + "techniques_weave_through_water": "Weave Through Water", + "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water", + "tests": "tests", + "theme": "Theme", + "three_rumors": "Persistent rumors", + "threshold_number": "Threshold Number", + "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.

Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.", + "tinker": "Tinker", + "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tn": "TN", + "tn_difficult": "Difficult [TN +0]", + "tn_easy": "Easy [TN +1]", + "tn_impossibly_difficult": "Impossibly Difficult [TN -3]", + "tn_modifier+0": "[+0 to TN] No change ", + "tn_modifier+1": "[+1 to TN] Easy", + "tn_modifier+2": "[+2 to TN] Intensely easy", + "tn_modifier+3": "[+3 to TN] Exceptionally easy ", + "tn_modifier-1": "[-1 to TN] Very difficult", + "tn_modifier-2": "[-2 to TN] Staggeringly difficult", + "tn_modifier-3": "[-3 to TN] Extremely difficult", + "tn_no_change": "No change", + "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]", + "tn_very_difficult": "Very Difficult [TN -1]", + "tooltip_hide": "Hide", + "tooltip_show": "Show", + "tooltips": "Toggle Tooltip", + "trade": "Trade", + "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "turn": "Turn", + "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.

Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.", + "update_character_sheet": "Don't forget to update your hero's character sheet.", + "use_dark": "Dark", + "use_light": "Light", + "use_sync": "Sync with Browser", + "version": "Version", + "versus": "vs", + "weaponry": "Weaponry", + "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "xp": "XP", + "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).", + "xp_spent": "Spent", + "xp_total": "Total" +} diff --git a/ARC/translations/it.json b/ARC/translations/it.json new file mode 100644 index 0000000000..299c0f634d --- /dev/null +++ b/ARC/translations/it.json @@ -0,0 +1,357 @@ +{ + "1d6": "d6", + "2d6": "2d6", + "_": "", + "academic": "Sapienza", + "academic_description": "La ricerca di conoscenze formali, spesso di natura storica o scientifica. Per esempio: ricordare un dettaglio della storia precoloniale degli orchi, formulare una teoria scientifica, comprendere un principio di chimica.

Come per la altre Abilità Intellettuali, usare l'Approccio Creativo significa teorizzare, dedurre, rielaborare; quello Cauto valutare, indagare, analizzare; quello Concitato ricordare, risolvere, memorizzare.", + "acrobatics": "Acrobazia", + "acrobatics_description": "Equilibrismo, contorsioni e altre incredibili dimostrazioni d'agilità. Per esempio: esibirsi in un salto carpiato, saltare da un albero all'altro, correre a perdifiato su una passerella sospesa senza precipitare.

Come per le altre Abilità Fisiche, usare l'Approccio Creativo significa impressionare, innovare, meravigliare; quello Cauto mantenere la calma, eseguire, proteggersi; quello Concitato caricare, resistere, sopraffare.", + "acting_beyond_attacks": "Altre azioni", + "advantage": "Vantaggio", + "advantage_description": "I Vantaggi offrono un bonus alla SD delle Prove di Abilità degli alleati. Creare un Vantaggio consuma un'azione durante il Conflitto e di solito richiede di superare una Prova di Abilità (per esempio, distraendo un nemico con Inganno). Se la Prova di Abilità è un successo, la SD di qualsiasi Prova che sfrutta il Vantaggio ottiene un bonus pari ai Gradi di Abilità impiegati.

Se l'azione è molto semplice o\nnon rischia di fallire (per esempio, tirare una leva in un'altra stanza), l'Eroe crea un Vantaggio senza affrontare Prove di Abilità. La SD aumenta di +1 se il Vantaggio ostacola Abilità e difese avversarie , +2 se le previene o annulla.", + "approach": "Approccio", + "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.

If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).", + "arcana": "Arcana", + "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "artistry": "Artistry", + "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "assistance": "Assistance", + "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.

Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.", + "attack": "Attack", + "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.

Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).", + "base_effect": "Base Effect", + "blood": "Blood", + "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.

Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "bonds": "Bonds", + "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.

Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.", + "boon": "Boon", + "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage", + "careful": "Careful", + "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "character_mode": "Character", + "character_name": "A hero rises to save the world, thus named:", + "charisma": "Charisma", + "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "chooses": "chooses", + "combat_booming_voice": "Booming voice [+1 Physical damage]", + "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]", + "combat_crossbow": "Crossbow [+2 Physical damage]", + "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]", + "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]", + "combat_darts": "8 darts [+1 Physical damage each]", + "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]", + "combat_flaming_sword": "Flaming sword [+3 physical damage]", + "combat_health": "Psychosocial Health", + "combat_iron_briefs": "Iron briefs [+1 Physical resist]", + "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]", + "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]", + "combat_pitchfork": "Pitchfork [+0 Physical damage]", + "combat_plate_armor": "Plate armor [+2 Physical resist]", + "combat_scowling_face": "A scowling face [+0 Psychosocial damage]", + "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]", + "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]", + "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]", + "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]", + "complexity": "Complexity", + "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.", + "concerted": "Concerted", + "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "conflict": "Conflict", + "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.

Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.", + "consequence": "Consequence", + "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.", + "coordination": "Coordination", + "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "creative": "Creative", + "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "culture": "Culture", + "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "current": "Current", + "damage": "Damage", + "damage_and_defense": "Damage & Defense", + "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.", + "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.

On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.", + "defending_attacking": "Defending/Attacking", + "description": "Description", + "description_placeholder": "Description...", + "difficulty": "Difficulty", + "difficulty_modifier": "Difficulty Modifier", + "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.

A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.", + "doom": "Doom", + "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.

If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.", + "doomsday_clock": "Doomsday Clock", + "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.", + "enhanced": "Enhanced Version", + "experience": "Experience", + "export_character": "Export Character", + "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.", + "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.", + "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.", + "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.", + "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.", + "fallen_consequence_6": "May now speak to the dead.", + "fallen_consequences": "Fallen Consequences", + "fallen_heroes": "Fallen Heroes", + "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.", + "focus": "Focus", + "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "glossary": "Glossary", + "group_skill_check": "Group Skill Check", + "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.", + "guile": "Guile", + "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "guts": "Guts", + "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.

Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "impose": "Impose", + "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "initiative_category": "Initiative Category", + "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.

Before each Round, players may decide beforehand what everyone's Initiative Category is.", + "insight": "Insight", + "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "inventory": "Inventory", + "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.", + "item_name": "Name", + "item_points": "Points", + "item_pool": "Pool", + "item_quantity": "Qty.", + "item_type": "Item Type", + "item_used": "Spent", + "knowledge": "Knowledge", + "knowledge_description": "Careful: assess, inquire, analyze
Concerted: recall, memorize, restore
Creative: theorize, shift, make logical connections", + "learning_spells_and_techniques": "Learning Spells & Techniques", + "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.

The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.", + "life": "Life", + "life_and_death": "Life & Death: Fallen Heroes", + "long_rest": "Long Rest", + "makes_them_different": "What makes them different?", + "max": "Max", + "mod": "Mod", + "modifier": "Modifier", + "moment": "Moment", + "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.

The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.", + "movement_in_conflict": "Movement in Conflict", + "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.", + "name_placeholder": "Name...", + "npc_mode": "NPC", + "npc_name": "Name", + "observe": "Observe", + "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "oddities_ancient_ring": "An ancient and unbreakable ring", + "oddities_and_valuables": "Oddities & Valuables", + "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.", + "oddities_darkvision_glasses": "A pair of glasses granting darkvision", + "oddities_dead_donkey": "The bottom half of a dead donkey", + "oddities_divine_blood": "A vial of a divine being’s blood", + "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent", + "oddities_hat": "A hat that somehow always keeps your head dry", + "oddities_heavy_crown": "A heavy crown with an oppressive aura", + "oddities_human_teeth": "A pouch of human teeth", + "oddities_monkey_head": "Shrunken monkey heads", + "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour", + "oddities_seashell_horn": "A seashell horn good luck charm", + "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks", + "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings", + "oddities_silk_dress": "A constantly-glowing silk dress", + "oddities_songbird": "A songbird in a cage", + "oddities_telepathic_yak": "A telepathic yak", + "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious", + "oddities_tyrant_pants": "The pants of a local tyrant", + "omen": "Omen", + "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.

Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.", + "opportunity": "Opportunity", + "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.", + "painful_lesson": "Most painful lesson", + "physical": "Physical", + "physical_description": "Careful: assess, be safe, be calm, follow guidelines
Concerted: charge, endure, overwhelm
Creative: bedazzle, innovate, exceed expectations", + "physical_health": "Physical Health", + "physique": "Physique", + "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "player_name": "Player Name", + "portrait": "Portrait", + "practical": "Practical", + "practical_description": "Careful: soothe, refine, survey
Concerted: rush, withstand, brute force
Creative: invent, adapt, experiment", + "pronouns": "Pronouns", + "prowess": "Prowess", + "prowess_description": "Careful: sense, attune, investigate
Concerted: assail, subsist, give all
Creative: explore, expand, create", + "quick_overview": "A Quick Overview of Essential Mechanics", + "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.", + "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.", + "requires_arc_api": "This feature requires the ARC API.", + "rest": "Rest", + "rest_and_recovery": "Rest and Recovery", + "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.

Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.", + "ritual": "Ritual", + "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.", + "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.", + "roll": "Roll", + "roll_fail": "It fails...", + "roll_success": "Success!", + "roll_tie": "It's a tie.", + "rolls": "rolls", + "select_placeholder": "Select...", + "settings": "Settings", + "sheet_mode": "Sheet Mode", + "short_desc": "Short Description", + "short_rest": "Short Rest", + "skill": "Skill", + "skill_check": "Skill Check", + "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.

When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.

If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.", + "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.

Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).", + "skill_info": "Skill Info", + "skills": "Skills", + "social": "Social", + "social_description": "Careful: reason, detail, guide
Concerted: intimidate, enforce, invade
Creative: charm, incite, inspire", + "spells_and_techniques": "Spells & Techniques", + "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.", + "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict", + "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.", + "spells_bind_weapon": "Bind Weapon", + "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon", + "spells_blackout": "Blackout", + "spells_blackout_base_effect": "Stop others by making them fall asleep", + "spells_burn_the_past": "Burn The Past", + "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target", + "spells_compel": "Compel", + "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need", + "spells_from_dust_to_dust": "From Dust To Dust", + "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust", + "spells_lifebringer": "Lifebringer", + "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power", + "spells_little_escapologist": "Little Escapologist", + "spells_little_escapologist_base_effect": "Disappear from sight", + "spells_manic_hands": "Manic Hands", + "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions", + "spells_master_of_elements": "Master Of Elements", + "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will", + "spells_pierce_the_veil": "Pierce The Veil", + "spells_pierce_the_veil_base_effect": "See anywhere, any time", + "spells_secret_door": "Secret Door", + "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?", + "spells_shadowbind": "Shadowbind", + "spells_shadowbind_base_effect": "Restrain a being of your choice", + "spells_soundshift": "Soundshift", + "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape", + "spells_spirit_pact": "Spirit Pact", + "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant", + "spells_trick_of_the_light": "Trick Of The Light", + "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions", + "spells_trinket": "Trinket", + "spells_trinket_base_effect": "Minor magical effects certain to delight anyone", + "spells_true_miracle": "True Miracle", + "spells_true_miracle_base_effect": "Bring your wish to reality", + "spells_unmask_the_self": "Unmask The Self", + "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see", + "spells_whisper": "Whisper", + "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song", + "spells_windstep": "Windstep", + "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will", + "stand_ground": "Stand Ground", + "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.

Characters who choose to Stand Ground begin their Turn first in the Round.", + "success_fail": "Success/Fail", + "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug", + "supplies_and_oddities": "Supplies & Oddities", + "supplies_and_sundries": "Supplies & Sundries", + "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.", + "supplies_artisans_tools": "Artisan’s tools and playing cards", + "supplies_backpack": "Large backpack and a blank book", + "supplies_bedroll": "Bedroll and local map", + "supplies_board_games": "Board games and a gallon of beer", + "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes", + "supplies_crowbar_and_lantern": "Crowbar and lantern", + "supplies_encyclopeida": "Complete encyclopedia set", + "supplies_fine_clothes": "Mirror and fine clothes", + "supplies_fishing_pole": "Fishing pole and flint & tinder", + "supplies_horse": "Horse and riding gear", + "supplies_live_hen": "Live hen and its cage", + "supplies_rations": "3 days’ rations", + "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet", + "supplies_spyglass": "Spyglass and magic reagents", + "supplies_tent": "2-person tent and a bottle of wine", + "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles", + "supplies_traps": "Traps and animal bait", + "survival": "Survival", + "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tactics": "Tactics", + "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "takes_a_rest": "takes a", + "techniques_become_one": "Become One", + "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else", + "techniques_bind_magic": "Bind Magic", + "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique", + "techniques_deadly_focus": "Deadly Focus", + "techniques_deadly_focus_base_effect": "Damage is doubled", + "techniques_defy_the_fates": "Defy The Fates", + "techniques_defy_the_fates_base_effect": "Rewind time", + "techniques_dispel": "Dispel", + "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique", + "techniques_doompause": "Doompause", + "techniques_doompause_base_effect": "Hold off the Doom", + "techniques_flowmotion": "Flowmotion", + "techniques_flowmotion_base_effect": "Move fast—very fast", + "techniques_fluorescent_transcendence": "Fluorescent Transcendence", + "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment", + "techniques_heartpiercer": "Heartpiercer", + "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist", + "techniques_inspiration": "Inspiration", + "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action", + "techniques_interdiction": "Interdiction", + "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach", + "techniques_memory_seed": "Memory Seed", + "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with", + "techniques_netherwave": "Netherwave", + "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet", + "techniques_only_ones_who_know": "Only Ones Who Know", + "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does", + "techniques_redo": "Redo", + "techniques_redo_base_effect": "Reroll the last skill check", + "techniques_saving_grace": "Saving Grace", + "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you", + "techniques_stonewall": "Stonewall", + "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally", + "techniques_turn_the_tide": "Turn The Tide", + "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take", + "techniques_uncanny_alarm": "Uncanny Alarm", + "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict", + "techniques_weave_through_water": "Weave Through Water", + "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water", + "tests": "tests", + "theme": "Theme", + "three_rumors": "Persistent rumors", + "threshold_number": "Threshold Number", + "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.

Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.", + "tinker": "Tinker", + "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tn": "TN", + "tn_difficult": "Difficult [TN +0]", + "tn_easy": "Easy [TN +1]", + "tn_impossibly_difficult": "Impossibly Difficult [TN -3]", + "tn_modifier+0": "[+0 to TN] No change ", + "tn_modifier+1": "[+1 to TN] Easy", + "tn_modifier+2": "[+2 to TN] Intensely easy", + "tn_modifier+3": "[+3 to TN] Exceptionally easy ", + "tn_modifier-1": "[-1 to TN] Very difficult", + "tn_modifier-2": "[-2 to TN] Staggeringly difficult", + "tn_modifier-3": "[-3 to TN] Extremely difficult", + "tn_no_change": "No change", + "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]", + "tn_very_difficult": "Very Difficult [TN -1]", + "tooltip_hide": "Hide", + "tooltip_show": "Show", + "tooltips": "Toggle Tooltip", + "trade": "Trade", + "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "turn": "Turn", + "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.

Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.", + "update_character_sheet": "Don't forget to update your hero's character sheet.", + "use_dark": "Dark", + "use_light": "Light", + "use_sync": "Sync with Browser", + "version": "Version", + "versus": "vs", + "weaponry": "Weaponry", + "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "xp": "XP", + "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).", + "xp_spent": "Spent", + "xp_total": "Total" +} diff --git a/ARC/translations/ja.json b/ARC/translations/ja.json new file mode 100644 index 0000000000..c0e19977a0 --- /dev/null +++ b/ARC/translations/ja.json @@ -0,0 +1,357 @@ +{ + "1d6": "d6", + "2d6": "2d6", + "_": "", + "academic": "Academic", + "academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "acrobatics": "Acrobatics", + "acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "acting_beyond_attacks": "Acting beyond attacks", + "advantage": "Advantage", + "advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used.

If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.", + "approach": "Approach", + "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.

If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).", + "arcana": "Arcana", + "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "artistry": "Artistry", + "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "assistance": "Assistance", + "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.

Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.", + "attack": "Attack", + "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.

Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).", + "base_effect": "Base Effect", + "blood": "Blood", + "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.

Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "bonds": "Bonds", + "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.

Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.", + "boon": "Boon", + "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage", + "careful": "Careful", + "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "character_mode": "Character", + "character_name": "A hero rises to save the world, thus named:", + "charisma": "Charisma", + "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "chooses": "chooses", + "combat_booming_voice": "Booming voice [+1 Physical damage]", + "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]", + "combat_crossbow": "Crossbow [+2 Physical damage]", + "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]", + "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]", + "combat_darts": "8 darts [+1 Physical damage each]", + "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]", + "combat_flaming_sword": "Flaming sword [+3 physical damage]", + "combat_health": "Psychosocial Health", + "combat_iron_briefs": "Iron briefs [+1 Physical resist]", + "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]", + "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]", + "combat_pitchfork": "Pitchfork [+0 Physical damage]", + "combat_plate_armor": "Plate armor [+2 Physical resist]", + "combat_scowling_face": "A scowling face [+0 Psychosocial damage]", + "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]", + "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]", + "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]", + "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]", + "complexity": "Complexity", + "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.", + "concerted": "Concerted", + "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "conflict": "Conflict", + "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.

Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.", + "consequence": "Consequence", + "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.", + "coordination": "Coordination", + "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "creative": "Creative", + "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "culture": "Culture", + "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "current": "Current", + "damage": "Damage", + "damage_and_defense": "Damage & Defense", + "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.", + "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.

On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.", + "defending_attacking": "Defending/Attacking", + "description": "Description", + "description_placeholder": "Description...", + "difficulty": "Difficulty", + "difficulty_modifier": "Difficulty Modifier", + "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.

A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.", + "doom": "Doom", + "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.

If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.", + "doomsday_clock": "Doomsday Clock", + "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.", + "enhanced": "Enhanced Version", + "experience": "Experience", + "export_character": "Export Character", + "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.", + "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.", + "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.", + "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.", + "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.", + "fallen_consequence_6": "May now speak to the dead.", + "fallen_consequences": "Fallen Consequences", + "fallen_heroes": "Fallen Heroes", + "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.", + "focus": "Focus", + "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "glossary": "Glossary", + "group_skill_check": "Group Skill Check", + "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.", + "guile": "Guile", + "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "guts": "Guts", + "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.

Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "impose": "Impose", + "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "initiative_category": "Initiative Category", + "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.

Before each Round, players may decide beforehand what everyone's Initiative Category is.", + "insight": "Insight", + "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "inventory": "Inventory", + "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.", + "item_name": "Name", + "item_points": "Points", + "item_pool": "Pool", + "item_quantity": "Qty.", + "item_type": "Item Type", + "item_used": "Spent", + "knowledge": "Knowledge", + "knowledge_description": "Careful: assess, inquire, analyze
Concerted: recall, memorize, restore
Creative: theorize, shift, make logical connections", + "learning_spells_and_techniques": "Learning Spells & Techniques", + "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.

The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.", + "life": "Life", + "life_and_death": "Life & Death: Fallen Heroes", + "long_rest": "Long Rest", + "makes_them_different": "What makes them different?", + "max": "Max", + "mod": "Mod", + "modifier": "Modifier", + "moment": "Moment", + "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.

The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.", + "movement_in_conflict": "Movement in Conflict", + "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.", + "name_placeholder": "Name...", + "npc_mode": "NPC", + "npc_name": "Name", + "observe": "Observe", + "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "oddities_ancient_ring": "An ancient and unbreakable ring", + "oddities_and_valuables": "Oddities & Valuables", + "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.", + "oddities_darkvision_glasses": "A pair of glasses granting darkvision", + "oddities_dead_donkey": "The bottom half of a dead donkey", + "oddities_divine_blood": "A vial of a divine being’s blood", + "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent", + "oddities_hat": "A hat that somehow always keeps your head dry", + "oddities_heavy_crown": "A heavy crown with an oppressive aura", + "oddities_human_teeth": "A pouch of human teeth", + "oddities_monkey_head": "Shrunken monkey heads", + "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour", + "oddities_seashell_horn": "A seashell horn good luck charm", + "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks", + "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings", + "oddities_silk_dress": "A constantly-glowing silk dress", + "oddities_songbird": "A songbird in a cage", + "oddities_telepathic_yak": "A telepathic yak", + "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious", + "oddities_tyrant_pants": "The pants of a local tyrant", + "omen": "Omen", + "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.

Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.", + "opportunity": "Opportunity", + "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.", + "painful_lesson": "Most painful lesson", + "physical": "Physical", + "physical_description": "Careful: assess, be safe, be calm, follow guidelines
Concerted: charge, endure, overwhelm
Creative: bedazzle, innovate, exceed expectations", + "physical_health": "Physical Health", + "physique": "Physique", + "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "player_name": "Player Name", + "portrait": "Portrait", + "practical": "Practical", + "practical_description": "Careful: soothe, refine, survey
Concerted: rush, withstand, brute force
Creative: invent, adapt, experiment", + "pronouns": "Pronouns", + "prowess": "Prowess", + "prowess_description": "Careful: sense, attune, investigate
Concerted: assail, subsist, give all
Creative: explore, expand, create", + "quick_overview": "A Quick Overview of Essential Mechanics", + "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.", + "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.", + "requires_arc_api": "This feature requires the ARC API.", + "rest": "Rest", + "rest_and_recovery": "Rest and Recovery", + "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.

Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.", + "ritual": "Ritual", + "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.", + "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.", + "roll": "Roll", + "roll_fail": "It fails...", + "roll_success": "Success!", + "roll_tie": "It's a tie.", + "rolls": "rolls", + "select_placeholder": "Select...", + "settings": "Settings", + "sheet_mode": "Sheet Mode", + "short_desc": "Short Description", + "short_rest": "Short Rest", + "skill": "Skill", + "skill_check": "Skill Check", + "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.

When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.

If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.", + "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.

Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).", + "skill_info": "Skill Info", + "skills": "Skills", + "social": "Social", + "social_description": "Careful: reason, detail, guide
Concerted: intimidate, enforce, invade
Creative: charm, incite, inspire", + "spells_and_techniques": "Spells & Techniques", + "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.", + "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict", + "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.", + "spells_bind_weapon": "Bind Weapon", + "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon", + "spells_blackout": "Blackout", + "spells_blackout_base_effect": "Stop others by making them fall asleep", + "spells_burn_the_past": "Burn The Past", + "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target", + "spells_compel": "Compel", + "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need", + "spells_from_dust_to_dust": "From Dust To Dust", + "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust", + "spells_lifebringer": "Lifebringer", + "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power", + "spells_little_escapologist": "Little Escapologist", + "spells_little_escapologist_base_effect": "Disappear from sight", + "spells_manic_hands": "Manic Hands", + "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions", + "spells_master_of_elements": "Master Of Elements", + "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will", + "spells_pierce_the_veil": "Pierce The Veil", + "spells_pierce_the_veil_base_effect": "See anywhere, any time", + "spells_secret_door": "Secret Door", + "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?", + "spells_shadowbind": "Shadowbind", + "spells_shadowbind_base_effect": "Restrain a being of your choice", + "spells_soundshift": "Soundshift", + "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape", + "spells_spirit_pact": "Spirit Pact", + "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant", + "spells_trick_of_the_light": "Trick Of The Light", + "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions", + "spells_trinket": "Trinket", + "spells_trinket_base_effect": "Minor magical effects certain to delight anyone", + "spells_true_miracle": "True Miracle", + "spells_true_miracle_base_effect": "Bring your wish to reality", + "spells_unmask_the_self": "Unmask The Self", + "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see", + "spells_whisper": "Whisper", + "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song", + "spells_windstep": "Windstep", + "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will", + "stand_ground": "Stand Ground", + "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.

Characters who choose to Stand Ground begin their Turn first in the Round.", + "success_fail": "Success/Fail", + "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug", + "supplies_and_oddities": "Supplies & Oddities", + "supplies_and_sundries": "Supplies & Sundries", + "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.", + "supplies_artisans_tools": "Artisan’s tools and playing cards", + "supplies_backpack": "Large backpack and a blank book", + "supplies_bedroll": "Bedroll and local map", + "supplies_board_games": "Board games and a gallon of beer", + "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes", + "supplies_crowbar_and_lantern": "Crowbar and lantern", + "supplies_encyclopeida": "Complete encyclopedia set", + "supplies_fine_clothes": "Mirror and fine clothes", + "supplies_fishing_pole": "Fishing pole and flint & tinder", + "supplies_horse": "Horse and riding gear", + "supplies_live_hen": "Live hen and its cage", + "supplies_rations": "3 days’ rations", + "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet", + "supplies_spyglass": "Spyglass and magic reagents", + "supplies_tent": "2-person tent and a bottle of wine", + "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles", + "supplies_traps": "Traps and animal bait", + "survival": "Survival", + "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tactics": "Tactics", + "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "takes_a_rest": "takes a", + "techniques_become_one": "Become One", + "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else", + "techniques_bind_magic": "Bind Magic", + "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique", + "techniques_deadly_focus": "Deadly Focus", + "techniques_deadly_focus_base_effect": "Damage is doubled", + "techniques_defy_the_fates": "Defy The Fates", + "techniques_defy_the_fates_base_effect": "Rewind time", + "techniques_dispel": "Dispel", + "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique", + "techniques_doompause": "Doompause", + "techniques_doompause_base_effect": "Hold off the Doom", + "techniques_flowmotion": "Flowmotion", + "techniques_flowmotion_base_effect": "Move fast—very fast", + "techniques_fluorescent_transcendence": "Fluorescent Transcendence", + "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment", + "techniques_heartpiercer": "Heartpiercer", + "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist", + "techniques_inspiration": "Inspiration", + "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action", + "techniques_interdiction": "Interdiction", + "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach", + "techniques_memory_seed": "Memory Seed", + "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with", + "techniques_netherwave": "Netherwave", + "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet", + "techniques_only_ones_who_know": "Only Ones Who Know", + "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does", + "techniques_redo": "Redo", + "techniques_redo_base_effect": "Reroll the last skill check", + "techniques_saving_grace": "Saving Grace", + "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you", + "techniques_stonewall": "Stonewall", + "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally", + "techniques_turn_the_tide": "Turn The Tide", + "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take", + "techniques_uncanny_alarm": "Uncanny Alarm", + "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict", + "techniques_weave_through_water": "Weave Through Water", + "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water", + "tests": "tests", + "theme": "Theme", + "three_rumors": "Persistent rumors", + "threshold_number": "Threshold Number", + "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.

Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.", + "tinker": "Tinker", + "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tn": "TN", + "tn_difficult": "Difficult [TN +0]", + "tn_easy": "Easy [TN +1]", + "tn_impossibly_difficult": "Impossibly Difficult [TN -3]", + "tn_modifier+0": "[+0 to TN] No change ", + "tn_modifier+1": "[+1 to TN] Easy", + "tn_modifier+2": "[+2 to TN] Intensely easy", + "tn_modifier+3": "[+3 to TN] Exceptionally easy ", + "tn_modifier-1": "[-1 to TN] Very difficult", + "tn_modifier-2": "[-2 to TN] Staggeringly difficult", + "tn_modifier-3": "[-3 to TN] Extremely difficult", + "tn_no_change": "No change", + "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]", + "tn_very_difficult": "Very Difficult [TN -1]", + "tooltip_hide": "Hide", + "tooltip_show": "Show", + "tooltips": "Toggle Tooltip", + "trade": "Trade", + "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "turn": "Turn", + "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.

Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.", + "update_character_sheet": "Don't forget to update your hero's character sheet.", + "use_dark": "Dark", + "use_light": "Light", + "use_sync": "Sync with Browser", + "version": "Version", + "versus": "vs", + "weaponry": "Weaponry", + "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "xp": "XP", + "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).", + "xp_spent": "Spent", + "xp_total": "Total" +} diff --git a/ARC/translations/ko.json b/ARC/translations/ko.json new file mode 100644 index 0000000000..c0e19977a0 --- /dev/null +++ b/ARC/translations/ko.json @@ -0,0 +1,357 @@ +{ + "1d6": "d6", + "2d6": "2d6", + "_": "", + "academic": "Academic", + "academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "acrobatics": "Acrobatics", + "acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "acting_beyond_attacks": "Acting beyond attacks", + "advantage": "Advantage", + "advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used.

If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.", + "approach": "Approach", + "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.

If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).", + "arcana": "Arcana", + "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "artistry": "Artistry", + "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "assistance": "Assistance", + "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.

Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.", + "attack": "Attack", + "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.

Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).", + "base_effect": "Base Effect", + "blood": "Blood", + "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.

Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "bonds": "Bonds", + "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.

Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.", + "boon": "Boon", + "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage", + "careful": "Careful", + "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "character_mode": "Character", + "character_name": "A hero rises to save the world, thus named:", + "charisma": "Charisma", + "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "chooses": "chooses", + "combat_booming_voice": "Booming voice [+1 Physical damage]", + "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]", + "combat_crossbow": "Crossbow [+2 Physical damage]", + "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]", + "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]", + "combat_darts": "8 darts [+1 Physical damage each]", + "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]", + "combat_flaming_sword": "Flaming sword [+3 physical damage]", + "combat_health": "Psychosocial Health", + "combat_iron_briefs": "Iron briefs [+1 Physical resist]", + "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]", + "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]", + "combat_pitchfork": "Pitchfork [+0 Physical damage]", + "combat_plate_armor": "Plate armor [+2 Physical resist]", + "combat_scowling_face": "A scowling face [+0 Psychosocial damage]", + "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]", + "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]", + "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]", + "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]", + "complexity": "Complexity", + "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.", + "concerted": "Concerted", + "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "conflict": "Conflict", + "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.

Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.", + "consequence": "Consequence", + "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.", + "coordination": "Coordination", + "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "creative": "Creative", + "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "culture": "Culture", + "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "current": "Current", + "damage": "Damage", + "damage_and_defense": "Damage & Defense", + "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.", + "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.

On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.", + "defending_attacking": "Defending/Attacking", + "description": "Description", + "description_placeholder": "Description...", + "difficulty": "Difficulty", + "difficulty_modifier": "Difficulty Modifier", + "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.

A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.", + "doom": "Doom", + "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.

If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.", + "doomsday_clock": "Doomsday Clock", + "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.", + "enhanced": "Enhanced Version", + "experience": "Experience", + "export_character": "Export Character", + "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.", + "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.", + "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.", + "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.", + "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.", + "fallen_consequence_6": "May now speak to the dead.", + "fallen_consequences": "Fallen Consequences", + "fallen_heroes": "Fallen Heroes", + "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.", + "focus": "Focus", + "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "glossary": "Glossary", + "group_skill_check": "Group Skill Check", + "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.", + "guile": "Guile", + "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "guts": "Guts", + "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.

Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "impose": "Impose", + "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "initiative_category": "Initiative Category", + "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.

Before each Round, players may decide beforehand what everyone's Initiative Category is.", + "insight": "Insight", + "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "inventory": "Inventory", + "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.", + "item_name": "Name", + "item_points": "Points", + "item_pool": "Pool", + "item_quantity": "Qty.", + "item_type": "Item Type", + "item_used": "Spent", + "knowledge": "Knowledge", + "knowledge_description": "Careful: assess, inquire, analyze
Concerted: recall, memorize, restore
Creative: theorize, shift, make logical connections", + "learning_spells_and_techniques": "Learning Spells & Techniques", + "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.

The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.", + "life": "Life", + "life_and_death": "Life & Death: Fallen Heroes", + "long_rest": "Long Rest", + "makes_them_different": "What makes them different?", + "max": "Max", + "mod": "Mod", + "modifier": "Modifier", + "moment": "Moment", + "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.

The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.", + "movement_in_conflict": "Movement in Conflict", + "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.", + "name_placeholder": "Name...", + "npc_mode": "NPC", + "npc_name": "Name", + "observe": "Observe", + "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "oddities_ancient_ring": "An ancient and unbreakable ring", + "oddities_and_valuables": "Oddities & Valuables", + "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.", + "oddities_darkvision_glasses": "A pair of glasses granting darkvision", + "oddities_dead_donkey": "The bottom half of a dead donkey", + "oddities_divine_blood": "A vial of a divine being’s blood", + "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent", + "oddities_hat": "A hat that somehow always keeps your head dry", + "oddities_heavy_crown": "A heavy crown with an oppressive aura", + "oddities_human_teeth": "A pouch of human teeth", + "oddities_monkey_head": "Shrunken monkey heads", + "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour", + "oddities_seashell_horn": "A seashell horn good luck charm", + "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks", + "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings", + "oddities_silk_dress": "A constantly-glowing silk dress", + "oddities_songbird": "A songbird in a cage", + "oddities_telepathic_yak": "A telepathic yak", + "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious", + "oddities_tyrant_pants": "The pants of a local tyrant", + "omen": "Omen", + "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.

Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.", + "opportunity": "Opportunity", + "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.", + "painful_lesson": "Most painful lesson", + "physical": "Physical", + "physical_description": "Careful: assess, be safe, be calm, follow guidelines
Concerted: charge, endure, overwhelm
Creative: bedazzle, innovate, exceed expectations", + "physical_health": "Physical Health", + "physique": "Physique", + "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "player_name": "Player Name", + "portrait": "Portrait", + "practical": "Practical", + "practical_description": "Careful: soothe, refine, survey
Concerted: rush, withstand, brute force
Creative: invent, adapt, experiment", + "pronouns": "Pronouns", + "prowess": "Prowess", + "prowess_description": "Careful: sense, attune, investigate
Concerted: assail, subsist, give all
Creative: explore, expand, create", + "quick_overview": "A Quick Overview of Essential Mechanics", + "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.", + "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.", + "requires_arc_api": "This feature requires the ARC API.", + "rest": "Rest", + "rest_and_recovery": "Rest and Recovery", + "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.

Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.", + "ritual": "Ritual", + "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.", + "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.", + "roll": "Roll", + "roll_fail": "It fails...", + "roll_success": "Success!", + "roll_tie": "It's a tie.", + "rolls": "rolls", + "select_placeholder": "Select...", + "settings": "Settings", + "sheet_mode": "Sheet Mode", + "short_desc": "Short Description", + "short_rest": "Short Rest", + "skill": "Skill", + "skill_check": "Skill Check", + "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.

When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.

If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.", + "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.

Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).", + "skill_info": "Skill Info", + "skills": "Skills", + "social": "Social", + "social_description": "Careful: reason, detail, guide
Concerted: intimidate, enforce, invade
Creative: charm, incite, inspire", + "spells_and_techniques": "Spells & Techniques", + "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.", + "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict", + "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.", + "spells_bind_weapon": "Bind Weapon", + "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon", + "spells_blackout": "Blackout", + "spells_blackout_base_effect": "Stop others by making them fall asleep", + "spells_burn_the_past": "Burn The Past", + "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target", + "spells_compel": "Compel", + "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need", + "spells_from_dust_to_dust": "From Dust To Dust", + "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust", + "spells_lifebringer": "Lifebringer", + "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power", + "spells_little_escapologist": "Little Escapologist", + "spells_little_escapologist_base_effect": "Disappear from sight", + "spells_manic_hands": "Manic Hands", + "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions", + "spells_master_of_elements": "Master Of Elements", + "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will", + "spells_pierce_the_veil": "Pierce The Veil", + "spells_pierce_the_veil_base_effect": "See anywhere, any time", + "spells_secret_door": "Secret Door", + "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?", + "spells_shadowbind": "Shadowbind", + "spells_shadowbind_base_effect": "Restrain a being of your choice", + "spells_soundshift": "Soundshift", + "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape", + "spells_spirit_pact": "Spirit Pact", + "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant", + "spells_trick_of_the_light": "Trick Of The Light", + "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions", + "spells_trinket": "Trinket", + "spells_trinket_base_effect": "Minor magical effects certain to delight anyone", + "spells_true_miracle": "True Miracle", + "spells_true_miracle_base_effect": "Bring your wish to reality", + "spells_unmask_the_self": "Unmask The Self", + "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see", + "spells_whisper": "Whisper", + "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song", + "spells_windstep": "Windstep", + "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will", + "stand_ground": "Stand Ground", + "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.

Characters who choose to Stand Ground begin their Turn first in the Round.", + "success_fail": "Success/Fail", + "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug", + "supplies_and_oddities": "Supplies & Oddities", + "supplies_and_sundries": "Supplies & Sundries", + "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.", + "supplies_artisans_tools": "Artisan’s tools and playing cards", + "supplies_backpack": "Large backpack and a blank book", + "supplies_bedroll": "Bedroll and local map", + "supplies_board_games": "Board games and a gallon of beer", + "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes", + "supplies_crowbar_and_lantern": "Crowbar and lantern", + "supplies_encyclopeida": "Complete encyclopedia set", + "supplies_fine_clothes": "Mirror and fine clothes", + "supplies_fishing_pole": "Fishing pole and flint & tinder", + "supplies_horse": "Horse and riding gear", + "supplies_live_hen": "Live hen and its cage", + "supplies_rations": "3 days’ rations", + "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet", + "supplies_spyglass": "Spyglass and magic reagents", + "supplies_tent": "2-person tent and a bottle of wine", + "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles", + "supplies_traps": "Traps and animal bait", + "survival": "Survival", + "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tactics": "Tactics", + "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "takes_a_rest": "takes a", + "techniques_become_one": "Become One", + "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else", + "techniques_bind_magic": "Bind Magic", + "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique", + "techniques_deadly_focus": "Deadly Focus", + "techniques_deadly_focus_base_effect": "Damage is doubled", + "techniques_defy_the_fates": "Defy The Fates", + "techniques_defy_the_fates_base_effect": "Rewind time", + "techniques_dispel": "Dispel", + "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique", + "techniques_doompause": "Doompause", + "techniques_doompause_base_effect": "Hold off the Doom", + "techniques_flowmotion": "Flowmotion", + "techniques_flowmotion_base_effect": "Move fast—very fast", + "techniques_fluorescent_transcendence": "Fluorescent Transcendence", + "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment", + "techniques_heartpiercer": "Heartpiercer", + "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist", + "techniques_inspiration": "Inspiration", + "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action", + "techniques_interdiction": "Interdiction", + "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach", + "techniques_memory_seed": "Memory Seed", + "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with", + "techniques_netherwave": "Netherwave", + "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet", + "techniques_only_ones_who_know": "Only Ones Who Know", + "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does", + "techniques_redo": "Redo", + "techniques_redo_base_effect": "Reroll the last skill check", + "techniques_saving_grace": "Saving Grace", + "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you", + "techniques_stonewall": "Stonewall", + "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally", + "techniques_turn_the_tide": "Turn The Tide", + "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take", + "techniques_uncanny_alarm": "Uncanny Alarm", + "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict", + "techniques_weave_through_water": "Weave Through Water", + "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water", + "tests": "tests", + "theme": "Theme", + "three_rumors": "Persistent rumors", + "threshold_number": "Threshold Number", + "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.

Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.", + "tinker": "Tinker", + "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tn": "TN", + "tn_difficult": "Difficult [TN +0]", + "tn_easy": "Easy [TN +1]", + "tn_impossibly_difficult": "Impossibly Difficult [TN -3]", + "tn_modifier+0": "[+0 to TN] No change ", + "tn_modifier+1": "[+1 to TN] Easy", + "tn_modifier+2": "[+2 to TN] Intensely easy", + "tn_modifier+3": "[+3 to TN] Exceptionally easy ", + "tn_modifier-1": "[-1 to TN] Very difficult", + "tn_modifier-2": "[-2 to TN] Staggeringly difficult", + "tn_modifier-3": "[-3 to TN] Extremely difficult", + "tn_no_change": "No change", + "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]", + "tn_very_difficult": "Very Difficult [TN -1]", + "tooltip_hide": "Hide", + "tooltip_show": "Show", + "tooltips": "Toggle Tooltip", + "trade": "Trade", + "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "turn": "Turn", + "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.

Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.", + "update_character_sheet": "Don't forget to update your hero's character sheet.", + "use_dark": "Dark", + "use_light": "Light", + "use_sync": "Sync with Browser", + "version": "Version", + "versus": "vs", + "weaponry": "Weaponry", + "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "xp": "XP", + "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).", + "xp_spent": "Spent", + "xp_total": "Total" +} diff --git a/ARC/translations/nl.json b/ARC/translations/nl.json new file mode 100644 index 0000000000..c0e19977a0 --- /dev/null +++ b/ARC/translations/nl.json @@ -0,0 +1,357 @@ +{ + "1d6": "d6", + "2d6": "2d6", + "_": "", + "academic": "Academic", + "academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "acrobatics": "Acrobatics", + "acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "acting_beyond_attacks": "Acting beyond attacks", + "advantage": "Advantage", + "advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used.

If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.", + "approach": "Approach", + "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.

If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).", + "arcana": "Arcana", + "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "artistry": "Artistry", + "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "assistance": "Assistance", + "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.

Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.", + "attack": "Attack", + "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.

Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).", + "base_effect": "Base Effect", + "blood": "Blood", + "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.

Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "bonds": "Bonds", + "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.

Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.", + "boon": "Boon", + "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage", + "careful": "Careful", + "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "character_mode": "Character", + "character_name": "A hero rises to save the world, thus named:", + "charisma": "Charisma", + "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "chooses": "chooses", + "combat_booming_voice": "Booming voice [+1 Physical damage]", + "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]", + "combat_crossbow": "Crossbow [+2 Physical damage]", + "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]", + "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]", + "combat_darts": "8 darts [+1 Physical damage each]", + "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]", + "combat_flaming_sword": "Flaming sword [+3 physical damage]", + "combat_health": "Psychosocial Health", + "combat_iron_briefs": "Iron briefs [+1 Physical resist]", + "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]", + "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]", + "combat_pitchfork": "Pitchfork [+0 Physical damage]", + "combat_plate_armor": "Plate armor [+2 Physical resist]", + "combat_scowling_face": "A scowling face [+0 Psychosocial damage]", + "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]", + "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]", + "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]", + "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]", + "complexity": "Complexity", + "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.", + "concerted": "Concerted", + "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "conflict": "Conflict", + "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.

Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.", + "consequence": "Consequence", + "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.", + "coordination": "Coordination", + "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "creative": "Creative", + "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "culture": "Culture", + "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "current": "Current", + "damage": "Damage", + "damage_and_defense": "Damage & Defense", + "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.", + "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.

On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.", + "defending_attacking": "Defending/Attacking", + "description": "Description", + "description_placeholder": "Description...", + "difficulty": "Difficulty", + "difficulty_modifier": "Difficulty Modifier", + "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.

A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.", + "doom": "Doom", + "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.

If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.", + "doomsday_clock": "Doomsday Clock", + "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.", + "enhanced": "Enhanced Version", + "experience": "Experience", + "export_character": "Export Character", + "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.", + "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.", + "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.", + "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.", + "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.", + "fallen_consequence_6": "May now speak to the dead.", + "fallen_consequences": "Fallen Consequences", + "fallen_heroes": "Fallen Heroes", + "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.", + "focus": "Focus", + "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "glossary": "Glossary", + "group_skill_check": "Group Skill Check", + "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.", + "guile": "Guile", + "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "guts": "Guts", + "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.

Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "impose": "Impose", + "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "initiative_category": "Initiative Category", + "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.

Before each Round, players may decide beforehand what everyone's Initiative Category is.", + "insight": "Insight", + "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "inventory": "Inventory", + "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.", + "item_name": "Name", + "item_points": "Points", + "item_pool": "Pool", + "item_quantity": "Qty.", + "item_type": "Item Type", + "item_used": "Spent", + "knowledge": "Knowledge", + "knowledge_description": "Careful: assess, inquire, analyze
Concerted: recall, memorize, restore
Creative: theorize, shift, make logical connections", + "learning_spells_and_techniques": "Learning Spells & Techniques", + "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.

The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.", + "life": "Life", + "life_and_death": "Life & Death: Fallen Heroes", + "long_rest": "Long Rest", + "makes_them_different": "What makes them different?", + "max": "Max", + "mod": "Mod", + "modifier": "Modifier", + "moment": "Moment", + "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.

The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.", + "movement_in_conflict": "Movement in Conflict", + "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.", + "name_placeholder": "Name...", + "npc_mode": "NPC", + "npc_name": "Name", + "observe": "Observe", + "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "oddities_ancient_ring": "An ancient and unbreakable ring", + "oddities_and_valuables": "Oddities & Valuables", + "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.", + "oddities_darkvision_glasses": "A pair of glasses granting darkvision", + "oddities_dead_donkey": "The bottom half of a dead donkey", + "oddities_divine_blood": "A vial of a divine being’s blood", + "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent", + "oddities_hat": "A hat that somehow always keeps your head dry", + "oddities_heavy_crown": "A heavy crown with an oppressive aura", + "oddities_human_teeth": "A pouch of human teeth", + "oddities_monkey_head": "Shrunken monkey heads", + "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour", + "oddities_seashell_horn": "A seashell horn good luck charm", + "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks", + "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings", + "oddities_silk_dress": "A constantly-glowing silk dress", + "oddities_songbird": "A songbird in a cage", + "oddities_telepathic_yak": "A telepathic yak", + "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious", + "oddities_tyrant_pants": "The pants of a local tyrant", + "omen": "Omen", + "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.

Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.", + "opportunity": "Opportunity", + "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.", + "painful_lesson": "Most painful lesson", + "physical": "Physical", + "physical_description": "Careful: assess, be safe, be calm, follow guidelines
Concerted: charge, endure, overwhelm
Creative: bedazzle, innovate, exceed expectations", + "physical_health": "Physical Health", + "physique": "Physique", + "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "player_name": "Player Name", + "portrait": "Portrait", + "practical": "Practical", + "practical_description": "Careful: soothe, refine, survey
Concerted: rush, withstand, brute force
Creative: invent, adapt, experiment", + "pronouns": "Pronouns", + "prowess": "Prowess", + "prowess_description": "Careful: sense, attune, investigate
Concerted: assail, subsist, give all
Creative: explore, expand, create", + "quick_overview": "A Quick Overview of Essential Mechanics", + "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.", + "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.", + "requires_arc_api": "This feature requires the ARC API.", + "rest": "Rest", + "rest_and_recovery": "Rest and Recovery", + "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.

Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.", + "ritual": "Ritual", + "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.", + "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.", + "roll": "Roll", + "roll_fail": "It fails...", + "roll_success": "Success!", + "roll_tie": "It's a tie.", + "rolls": "rolls", + "select_placeholder": "Select...", + "settings": "Settings", + "sheet_mode": "Sheet Mode", + "short_desc": "Short Description", + "short_rest": "Short Rest", + "skill": "Skill", + "skill_check": "Skill Check", + "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.

When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.

If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.", + "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.

Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).", + "skill_info": "Skill Info", + "skills": "Skills", + "social": "Social", + "social_description": "Careful: reason, detail, guide
Concerted: intimidate, enforce, invade
Creative: charm, incite, inspire", + "spells_and_techniques": "Spells & Techniques", + "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.", + "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict", + "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.", + "spells_bind_weapon": "Bind Weapon", + "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon", + "spells_blackout": "Blackout", + "spells_blackout_base_effect": "Stop others by making them fall asleep", + "spells_burn_the_past": "Burn The Past", + "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target", + "spells_compel": "Compel", + "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need", + "spells_from_dust_to_dust": "From Dust To Dust", + "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust", + "spells_lifebringer": "Lifebringer", + "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power", + "spells_little_escapologist": "Little Escapologist", + "spells_little_escapologist_base_effect": "Disappear from sight", + "spells_manic_hands": "Manic Hands", + "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions", + "spells_master_of_elements": "Master Of Elements", + "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will", + "spells_pierce_the_veil": "Pierce The Veil", + "spells_pierce_the_veil_base_effect": "See anywhere, any time", + "spells_secret_door": "Secret Door", + "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?", + "spells_shadowbind": "Shadowbind", + "spells_shadowbind_base_effect": "Restrain a being of your choice", + "spells_soundshift": "Soundshift", + "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape", + "spells_spirit_pact": "Spirit Pact", + "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant", + "spells_trick_of_the_light": "Trick Of The Light", + "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions", + "spells_trinket": "Trinket", + "spells_trinket_base_effect": "Minor magical effects certain to delight anyone", + "spells_true_miracle": "True Miracle", + "spells_true_miracle_base_effect": "Bring your wish to reality", + "spells_unmask_the_self": "Unmask The Self", + "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see", + "spells_whisper": "Whisper", + "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song", + "spells_windstep": "Windstep", + "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will", + "stand_ground": "Stand Ground", + "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.

Characters who choose to Stand Ground begin their Turn first in the Round.", + "success_fail": "Success/Fail", + "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug", + "supplies_and_oddities": "Supplies & Oddities", + "supplies_and_sundries": "Supplies & Sundries", + "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.", + "supplies_artisans_tools": "Artisan’s tools and playing cards", + "supplies_backpack": "Large backpack and a blank book", + "supplies_bedroll": "Bedroll and local map", + "supplies_board_games": "Board games and a gallon of beer", + "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes", + "supplies_crowbar_and_lantern": "Crowbar and lantern", + "supplies_encyclopeida": "Complete encyclopedia set", + "supplies_fine_clothes": "Mirror and fine clothes", + "supplies_fishing_pole": "Fishing pole and flint & tinder", + "supplies_horse": "Horse and riding gear", + "supplies_live_hen": "Live hen and its cage", + "supplies_rations": "3 days’ rations", + "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet", + "supplies_spyglass": "Spyglass and magic reagents", + "supplies_tent": "2-person tent and a bottle of wine", + "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles", + "supplies_traps": "Traps and animal bait", + "survival": "Survival", + "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tactics": "Tactics", + "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "takes_a_rest": "takes a", + "techniques_become_one": "Become One", + "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else", + "techniques_bind_magic": "Bind Magic", + "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique", + "techniques_deadly_focus": "Deadly Focus", + "techniques_deadly_focus_base_effect": "Damage is doubled", + "techniques_defy_the_fates": "Defy The Fates", + "techniques_defy_the_fates_base_effect": "Rewind time", + "techniques_dispel": "Dispel", + "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique", + "techniques_doompause": "Doompause", + "techniques_doompause_base_effect": "Hold off the Doom", + "techniques_flowmotion": "Flowmotion", + "techniques_flowmotion_base_effect": "Move fast—very fast", + "techniques_fluorescent_transcendence": "Fluorescent Transcendence", + "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment", + "techniques_heartpiercer": "Heartpiercer", + "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist", + "techniques_inspiration": "Inspiration", + "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action", + "techniques_interdiction": "Interdiction", + "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach", + "techniques_memory_seed": "Memory Seed", + "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with", + "techniques_netherwave": "Netherwave", + "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet", + "techniques_only_ones_who_know": "Only Ones Who Know", + "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does", + "techniques_redo": "Redo", + "techniques_redo_base_effect": "Reroll the last skill check", + "techniques_saving_grace": "Saving Grace", + "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you", + "techniques_stonewall": "Stonewall", + "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally", + "techniques_turn_the_tide": "Turn The Tide", + "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take", + "techniques_uncanny_alarm": "Uncanny Alarm", + "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict", + "techniques_weave_through_water": "Weave Through Water", + "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water", + "tests": "tests", + "theme": "Theme", + "three_rumors": "Persistent rumors", + "threshold_number": "Threshold Number", + "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.

Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.", + "tinker": "Tinker", + "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tn": "TN", + "tn_difficult": "Difficult [TN +0]", + "tn_easy": "Easy [TN +1]", + "tn_impossibly_difficult": "Impossibly Difficult [TN -3]", + "tn_modifier+0": "[+0 to TN] No change ", + "tn_modifier+1": "[+1 to TN] Easy", + "tn_modifier+2": "[+2 to TN] Intensely easy", + "tn_modifier+3": "[+3 to TN] Exceptionally easy ", + "tn_modifier-1": "[-1 to TN] Very difficult", + "tn_modifier-2": "[-2 to TN] Staggeringly difficult", + "tn_modifier-3": "[-3 to TN] Extremely difficult", + "tn_no_change": "No change", + "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]", + "tn_very_difficult": "Very Difficult [TN -1]", + "tooltip_hide": "Hide", + "tooltip_show": "Show", + "tooltips": "Toggle Tooltip", + "trade": "Trade", + "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "turn": "Turn", + "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.

Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.", + "update_character_sheet": "Don't forget to update your hero's character sheet.", + "use_dark": "Dark", + "use_light": "Light", + "use_sync": "Sync with Browser", + "version": "Version", + "versus": "vs", + "weaponry": "Weaponry", + "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "xp": "XP", + "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).", + "xp_spent": "Spent", + "xp_total": "Total" +} diff --git a/ARC/translations/pl.json b/ARC/translations/pl.json new file mode 100644 index 0000000000..c0e19977a0 --- /dev/null +++ b/ARC/translations/pl.json @@ -0,0 +1,357 @@ +{ + "1d6": "d6", + "2d6": "2d6", + "_": "", + "academic": "Academic", + "academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "acrobatics": "Acrobatics", + "acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "acting_beyond_attacks": "Acting beyond attacks", + "advantage": "Advantage", + "advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used.

If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.", + "approach": "Approach", + "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.

If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).", + "arcana": "Arcana", + "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "artistry": "Artistry", + "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "assistance": "Assistance", + "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.

Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.", + "attack": "Attack", + "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.

Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).", + "base_effect": "Base Effect", + "blood": "Blood", + "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.

Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "bonds": "Bonds", + "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.

Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.", + "boon": "Boon", + "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage", + "careful": "Careful", + "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "character_mode": "Character", + "character_name": "A hero rises to save the world, thus named:", + "charisma": "Charisma", + "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "chooses": "chooses", + "combat_booming_voice": "Booming voice [+1 Physical damage]", + "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]", + "combat_crossbow": "Crossbow [+2 Physical damage]", + "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]", + "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]", + "combat_darts": "8 darts [+1 Physical damage each]", + "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]", + "combat_flaming_sword": "Flaming sword [+3 physical damage]", + "combat_health": "Psychosocial Health", + "combat_iron_briefs": "Iron briefs [+1 Physical resist]", + "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]", + "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]", + "combat_pitchfork": "Pitchfork [+0 Physical damage]", + "combat_plate_armor": "Plate armor [+2 Physical resist]", + "combat_scowling_face": "A scowling face [+0 Psychosocial damage]", + "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]", + "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]", + "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]", + "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]", + "complexity": "Complexity", + "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.", + "concerted": "Concerted", + "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "conflict": "Conflict", + "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.

Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.", + "consequence": "Consequence", + "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.", + "coordination": "Coordination", + "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "creative": "Creative", + "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "culture": "Culture", + "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "current": "Current", + "damage": "Damage", + "damage_and_defense": "Damage & Defense", + "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.", + "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.

On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.", + "defending_attacking": "Defending/Attacking", + "description": "Description", + "description_placeholder": "Description...", + "difficulty": "Difficulty", + "difficulty_modifier": "Difficulty Modifier", + "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.

A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.", + "doom": "Doom", + "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.

If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.", + "doomsday_clock": "Doomsday Clock", + "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.", + "enhanced": "Enhanced Version", + "experience": "Experience", + "export_character": "Export Character", + "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.", + "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.", + "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.", + "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.", + "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.", + "fallen_consequence_6": "May now speak to the dead.", + "fallen_consequences": "Fallen Consequences", + "fallen_heroes": "Fallen Heroes", + "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.", + "focus": "Focus", + "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "glossary": "Glossary", + "group_skill_check": "Group Skill Check", + "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.", + "guile": "Guile", + "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "guts": "Guts", + "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.

Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "impose": "Impose", + "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "initiative_category": "Initiative Category", + "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.

Before each Round, players may decide beforehand what everyone's Initiative Category is.", + "insight": "Insight", + "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "inventory": "Inventory", + "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.", + "item_name": "Name", + "item_points": "Points", + "item_pool": "Pool", + "item_quantity": "Qty.", + "item_type": "Item Type", + "item_used": "Spent", + "knowledge": "Knowledge", + "knowledge_description": "Careful: assess, inquire, analyze
Concerted: recall, memorize, restore
Creative: theorize, shift, make logical connections", + "learning_spells_and_techniques": "Learning Spells & Techniques", + "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.

The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.", + "life": "Life", + "life_and_death": "Life & Death: Fallen Heroes", + "long_rest": "Long Rest", + "makes_them_different": "What makes them different?", + "max": "Max", + "mod": "Mod", + "modifier": "Modifier", + "moment": "Moment", + "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.

The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.", + "movement_in_conflict": "Movement in Conflict", + "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.", + "name_placeholder": "Name...", + "npc_mode": "NPC", + "npc_name": "Name", + "observe": "Observe", + "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "oddities_ancient_ring": "An ancient and unbreakable ring", + "oddities_and_valuables": "Oddities & Valuables", + "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.", + "oddities_darkvision_glasses": "A pair of glasses granting darkvision", + "oddities_dead_donkey": "The bottom half of a dead donkey", + "oddities_divine_blood": "A vial of a divine being’s blood", + "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent", + "oddities_hat": "A hat that somehow always keeps your head dry", + "oddities_heavy_crown": "A heavy crown with an oppressive aura", + "oddities_human_teeth": "A pouch of human teeth", + "oddities_monkey_head": "Shrunken monkey heads", + "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour", + "oddities_seashell_horn": "A seashell horn good luck charm", + "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks", + "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings", + "oddities_silk_dress": "A constantly-glowing silk dress", + "oddities_songbird": "A songbird in a cage", + "oddities_telepathic_yak": "A telepathic yak", + "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious", + "oddities_tyrant_pants": "The pants of a local tyrant", + "omen": "Omen", + "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.

Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.", + "opportunity": "Opportunity", + "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.", + "painful_lesson": "Most painful lesson", + "physical": "Physical", + "physical_description": "Careful: assess, be safe, be calm, follow guidelines
Concerted: charge, endure, overwhelm
Creative: bedazzle, innovate, exceed expectations", + "physical_health": "Physical Health", + "physique": "Physique", + "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "player_name": "Player Name", + "portrait": "Portrait", + "practical": "Practical", + "practical_description": "Careful: soothe, refine, survey
Concerted: rush, withstand, brute force
Creative: invent, adapt, experiment", + "pronouns": "Pronouns", + "prowess": "Prowess", + "prowess_description": "Careful: sense, attune, investigate
Concerted: assail, subsist, give all
Creative: explore, expand, create", + "quick_overview": "A Quick Overview of Essential Mechanics", + "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.", + "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.", + "requires_arc_api": "This feature requires the ARC API.", + "rest": "Rest", + "rest_and_recovery": "Rest and Recovery", + "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.

Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.", + "ritual": "Ritual", + "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.", + "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.", + "roll": "Roll", + "roll_fail": "It fails...", + "roll_success": "Success!", + "roll_tie": "It's a tie.", + "rolls": "rolls", + "select_placeholder": "Select...", + "settings": "Settings", + "sheet_mode": "Sheet Mode", + "short_desc": "Short Description", + "short_rest": "Short Rest", + "skill": "Skill", + "skill_check": "Skill Check", + "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.

When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.

If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.", + "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.

Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).", + "skill_info": "Skill Info", + "skills": "Skills", + "social": "Social", + "social_description": "Careful: reason, detail, guide
Concerted: intimidate, enforce, invade
Creative: charm, incite, inspire", + "spells_and_techniques": "Spells & Techniques", + "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.", + "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict", + "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.", + "spells_bind_weapon": "Bind Weapon", + "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon", + "spells_blackout": "Blackout", + "spells_blackout_base_effect": "Stop others by making them fall asleep", + "spells_burn_the_past": "Burn The Past", + "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target", + "spells_compel": "Compel", + "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need", + "spells_from_dust_to_dust": "From Dust To Dust", + "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust", + "spells_lifebringer": "Lifebringer", + "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power", + "spells_little_escapologist": "Little Escapologist", + "spells_little_escapologist_base_effect": "Disappear from sight", + "spells_manic_hands": "Manic Hands", + "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions", + "spells_master_of_elements": "Master Of Elements", + "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will", + "spells_pierce_the_veil": "Pierce The Veil", + "spells_pierce_the_veil_base_effect": "See anywhere, any time", + "spells_secret_door": "Secret Door", + "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?", + "spells_shadowbind": "Shadowbind", + "spells_shadowbind_base_effect": "Restrain a being of your choice", + "spells_soundshift": "Soundshift", + "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape", + "spells_spirit_pact": "Spirit Pact", + "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant", + "spells_trick_of_the_light": "Trick Of The Light", + "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions", + "spells_trinket": "Trinket", + "spells_trinket_base_effect": "Minor magical effects certain to delight anyone", + "spells_true_miracle": "True Miracle", + "spells_true_miracle_base_effect": "Bring your wish to reality", + "spells_unmask_the_self": "Unmask The Self", + "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see", + "spells_whisper": "Whisper", + "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song", + "spells_windstep": "Windstep", + "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will", + "stand_ground": "Stand Ground", + "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.

Characters who choose to Stand Ground begin their Turn first in the Round.", + "success_fail": "Success/Fail", + "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug", + "supplies_and_oddities": "Supplies & Oddities", + "supplies_and_sundries": "Supplies & Sundries", + "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.", + "supplies_artisans_tools": "Artisan’s tools and playing cards", + "supplies_backpack": "Large backpack and a blank book", + "supplies_bedroll": "Bedroll and local map", + "supplies_board_games": "Board games and a gallon of beer", + "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes", + "supplies_crowbar_and_lantern": "Crowbar and lantern", + "supplies_encyclopeida": "Complete encyclopedia set", + "supplies_fine_clothes": "Mirror and fine clothes", + "supplies_fishing_pole": "Fishing pole and flint & tinder", + "supplies_horse": "Horse and riding gear", + "supplies_live_hen": "Live hen and its cage", + "supplies_rations": "3 days’ rations", + "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet", + "supplies_spyglass": "Spyglass and magic reagents", + "supplies_tent": "2-person tent and a bottle of wine", + "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles", + "supplies_traps": "Traps and animal bait", + "survival": "Survival", + "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tactics": "Tactics", + "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "takes_a_rest": "takes a", + "techniques_become_one": "Become One", + "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else", + "techniques_bind_magic": "Bind Magic", + "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique", + "techniques_deadly_focus": "Deadly Focus", + "techniques_deadly_focus_base_effect": "Damage is doubled", + "techniques_defy_the_fates": "Defy The Fates", + "techniques_defy_the_fates_base_effect": "Rewind time", + "techniques_dispel": "Dispel", + "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique", + "techniques_doompause": "Doompause", + "techniques_doompause_base_effect": "Hold off the Doom", + "techniques_flowmotion": "Flowmotion", + "techniques_flowmotion_base_effect": "Move fast—very fast", + "techniques_fluorescent_transcendence": "Fluorescent Transcendence", + "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment", + "techniques_heartpiercer": "Heartpiercer", + "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist", + "techniques_inspiration": "Inspiration", + "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action", + "techniques_interdiction": "Interdiction", + "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach", + "techniques_memory_seed": "Memory Seed", + "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with", + "techniques_netherwave": "Netherwave", + "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet", + "techniques_only_ones_who_know": "Only Ones Who Know", + "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does", + "techniques_redo": "Redo", + "techniques_redo_base_effect": "Reroll the last skill check", + "techniques_saving_grace": "Saving Grace", + "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you", + "techniques_stonewall": "Stonewall", + "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally", + "techniques_turn_the_tide": "Turn The Tide", + "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take", + "techniques_uncanny_alarm": "Uncanny Alarm", + "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict", + "techniques_weave_through_water": "Weave Through Water", + "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water", + "tests": "tests", + "theme": "Theme", + "three_rumors": "Persistent rumors", + "threshold_number": "Threshold Number", + "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.

Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.", + "tinker": "Tinker", + "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tn": "TN", + "tn_difficult": "Difficult [TN +0]", + "tn_easy": "Easy [TN +1]", + "tn_impossibly_difficult": "Impossibly Difficult [TN -3]", + "tn_modifier+0": "[+0 to TN] No change ", + "tn_modifier+1": "[+1 to TN] Easy", + "tn_modifier+2": "[+2 to TN] Intensely easy", + "tn_modifier+3": "[+3 to TN] Exceptionally easy ", + "tn_modifier-1": "[-1 to TN] Very difficult", + "tn_modifier-2": "[-2 to TN] Staggeringly difficult", + "tn_modifier-3": "[-3 to TN] Extremely difficult", + "tn_no_change": "No change", + "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]", + "tn_very_difficult": "Very Difficult [TN -1]", + "tooltip_hide": "Hide", + "tooltip_show": "Show", + "tooltips": "Toggle Tooltip", + "trade": "Trade", + "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "turn": "Turn", + "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.

Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.", + "update_character_sheet": "Don't forget to update your hero's character sheet.", + "use_dark": "Dark", + "use_light": "Light", + "use_sync": "Sync with Browser", + "version": "Version", + "versus": "vs", + "weaponry": "Weaponry", + "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "xp": "XP", + "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).", + "xp_spent": "Spent", + "xp_total": "Total" +} diff --git a/ARC/translations/pt.json b/ARC/translations/pt.json new file mode 100644 index 0000000000..c0e19977a0 --- /dev/null +++ b/ARC/translations/pt.json @@ -0,0 +1,357 @@ +{ + "1d6": "d6", + "2d6": "2d6", + "_": "", + "academic": "Academic", + "academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "acrobatics": "Acrobatics", + "acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "acting_beyond_attacks": "Acting beyond attacks", + "advantage": "Advantage", + "advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used.

If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.", + "approach": "Approach", + "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.

If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).", + "arcana": "Arcana", + "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "artistry": "Artistry", + "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "assistance": "Assistance", + "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.

Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.", + "attack": "Attack", + "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.

Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).", + "base_effect": "Base Effect", + "blood": "Blood", + "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.

Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "bonds": "Bonds", + "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.

Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.", + "boon": "Boon", + "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage", + "careful": "Careful", + "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "character_mode": "Character", + "character_name": "A hero rises to save the world, thus named:", + "charisma": "Charisma", + "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "chooses": "chooses", + "combat_booming_voice": "Booming voice [+1 Physical damage]", + "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]", + "combat_crossbow": "Crossbow [+2 Physical damage]", + "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]", + "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]", + "combat_darts": "8 darts [+1 Physical damage each]", + "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]", + "combat_flaming_sword": "Flaming sword [+3 physical damage]", + "combat_health": "Psychosocial Health", + "combat_iron_briefs": "Iron briefs [+1 Physical resist]", + "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]", + "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]", + "combat_pitchfork": "Pitchfork [+0 Physical damage]", + "combat_plate_armor": "Plate armor [+2 Physical resist]", + "combat_scowling_face": "A scowling face [+0 Psychosocial damage]", + "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]", + "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]", + "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]", + "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]", + "complexity": "Complexity", + "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.", + "concerted": "Concerted", + "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "conflict": "Conflict", + "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.

Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.", + "consequence": "Consequence", + "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.", + "coordination": "Coordination", + "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "creative": "Creative", + "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "culture": "Culture", + "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "current": "Current", + "damage": "Damage", + "damage_and_defense": "Damage & Defense", + "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.", + "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.

On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.", + "defending_attacking": "Defending/Attacking", + "description": "Description", + "description_placeholder": "Description...", + "difficulty": "Difficulty", + "difficulty_modifier": "Difficulty Modifier", + "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.

A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.", + "doom": "Doom", + "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.

If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.", + "doomsday_clock": "Doomsday Clock", + "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.", + "enhanced": "Enhanced Version", + "experience": "Experience", + "export_character": "Export Character", + "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.", + "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.", + "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.", + "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.", + "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.", + "fallen_consequence_6": "May now speak to the dead.", + "fallen_consequences": "Fallen Consequences", + "fallen_heroes": "Fallen Heroes", + "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.", + "focus": "Focus", + "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "glossary": "Glossary", + "group_skill_check": "Group Skill Check", + "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.", + "guile": "Guile", + "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "guts": "Guts", + "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.

Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "impose": "Impose", + "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "initiative_category": "Initiative Category", + "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.

Before each Round, players may decide beforehand what everyone's Initiative Category is.", + "insight": "Insight", + "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "inventory": "Inventory", + "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.", + "item_name": "Name", + "item_points": "Points", + "item_pool": "Pool", + "item_quantity": "Qty.", + "item_type": "Item Type", + "item_used": "Spent", + "knowledge": "Knowledge", + "knowledge_description": "Careful: assess, inquire, analyze
Concerted: recall, memorize, restore
Creative: theorize, shift, make logical connections", + "learning_spells_and_techniques": "Learning Spells & Techniques", + "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.

The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.", + "life": "Life", + "life_and_death": "Life & Death: Fallen Heroes", + "long_rest": "Long Rest", + "makes_them_different": "What makes them different?", + "max": "Max", + "mod": "Mod", + "modifier": "Modifier", + "moment": "Moment", + "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.

The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.", + "movement_in_conflict": "Movement in Conflict", + "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.", + "name_placeholder": "Name...", + "npc_mode": "NPC", + "npc_name": "Name", + "observe": "Observe", + "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "oddities_ancient_ring": "An ancient and unbreakable ring", + "oddities_and_valuables": "Oddities & Valuables", + "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.", + "oddities_darkvision_glasses": "A pair of glasses granting darkvision", + "oddities_dead_donkey": "The bottom half of a dead donkey", + "oddities_divine_blood": "A vial of a divine being’s blood", + "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent", + "oddities_hat": "A hat that somehow always keeps your head dry", + "oddities_heavy_crown": "A heavy crown with an oppressive aura", + "oddities_human_teeth": "A pouch of human teeth", + "oddities_monkey_head": "Shrunken monkey heads", + "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour", + "oddities_seashell_horn": "A seashell horn good luck charm", + "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks", + "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings", + "oddities_silk_dress": "A constantly-glowing silk dress", + "oddities_songbird": "A songbird in a cage", + "oddities_telepathic_yak": "A telepathic yak", + "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious", + "oddities_tyrant_pants": "The pants of a local tyrant", + "omen": "Omen", + "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.

Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.", + "opportunity": "Opportunity", + "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.", + "painful_lesson": "Most painful lesson", + "physical": "Physical", + "physical_description": "Careful: assess, be safe, be calm, follow guidelines
Concerted: charge, endure, overwhelm
Creative: bedazzle, innovate, exceed expectations", + "physical_health": "Physical Health", + "physique": "Physique", + "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "player_name": "Player Name", + "portrait": "Portrait", + "practical": "Practical", + "practical_description": "Careful: soothe, refine, survey
Concerted: rush, withstand, brute force
Creative: invent, adapt, experiment", + "pronouns": "Pronouns", + "prowess": "Prowess", + "prowess_description": "Careful: sense, attune, investigate
Concerted: assail, subsist, give all
Creative: explore, expand, create", + "quick_overview": "A Quick Overview of Essential Mechanics", + "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.", + "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.", + "requires_arc_api": "This feature requires the ARC API.", + "rest": "Rest", + "rest_and_recovery": "Rest and Recovery", + "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.

Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.", + "ritual": "Ritual", + "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.", + "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.", + "roll": "Roll", + "roll_fail": "It fails...", + "roll_success": "Success!", + "roll_tie": "It's a tie.", + "rolls": "rolls", + "select_placeholder": "Select...", + "settings": "Settings", + "sheet_mode": "Sheet Mode", + "short_desc": "Short Description", + "short_rest": "Short Rest", + "skill": "Skill", + "skill_check": "Skill Check", + "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.

When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.

If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.", + "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.

Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).", + "skill_info": "Skill Info", + "skills": "Skills", + "social": "Social", + "social_description": "Careful: reason, detail, guide
Concerted: intimidate, enforce, invade
Creative: charm, incite, inspire", + "spells_and_techniques": "Spells & Techniques", + "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.", + "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict", + "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.", + "spells_bind_weapon": "Bind Weapon", + "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon", + "spells_blackout": "Blackout", + "spells_blackout_base_effect": "Stop others by making them fall asleep", + "spells_burn_the_past": "Burn The Past", + "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target", + "spells_compel": "Compel", + "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need", + "spells_from_dust_to_dust": "From Dust To Dust", + "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust", + "spells_lifebringer": "Lifebringer", + "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power", + "spells_little_escapologist": "Little Escapologist", + "spells_little_escapologist_base_effect": "Disappear from sight", + "spells_manic_hands": "Manic Hands", + "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions", + "spells_master_of_elements": "Master Of Elements", + "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will", + "spells_pierce_the_veil": "Pierce The Veil", + "spells_pierce_the_veil_base_effect": "See anywhere, any time", + "spells_secret_door": "Secret Door", + "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?", + "spells_shadowbind": "Shadowbind", + "spells_shadowbind_base_effect": "Restrain a being of your choice", + "spells_soundshift": "Soundshift", + "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape", + "spells_spirit_pact": "Spirit Pact", + "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant", + "spells_trick_of_the_light": "Trick Of The Light", + "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions", + "spells_trinket": "Trinket", + "spells_trinket_base_effect": "Minor magical effects certain to delight anyone", + "spells_true_miracle": "True Miracle", + "spells_true_miracle_base_effect": "Bring your wish to reality", + "spells_unmask_the_self": "Unmask The Self", + "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see", + "spells_whisper": "Whisper", + "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song", + "spells_windstep": "Windstep", + "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will", + "stand_ground": "Stand Ground", + "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.

Characters who choose to Stand Ground begin their Turn first in the Round.", + "success_fail": "Success/Fail", + "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug", + "supplies_and_oddities": "Supplies & Oddities", + "supplies_and_sundries": "Supplies & Sundries", + "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.", + "supplies_artisans_tools": "Artisan’s tools and playing cards", + "supplies_backpack": "Large backpack and a blank book", + "supplies_bedroll": "Bedroll and local map", + "supplies_board_games": "Board games and a gallon of beer", + "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes", + "supplies_crowbar_and_lantern": "Crowbar and lantern", + "supplies_encyclopeida": "Complete encyclopedia set", + "supplies_fine_clothes": "Mirror and fine clothes", + "supplies_fishing_pole": "Fishing pole and flint & tinder", + "supplies_horse": "Horse and riding gear", + "supplies_live_hen": "Live hen and its cage", + "supplies_rations": "3 days’ rations", + "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet", + "supplies_spyglass": "Spyglass and magic reagents", + "supplies_tent": "2-person tent and a bottle of wine", + "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles", + "supplies_traps": "Traps and animal bait", + "survival": "Survival", + "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tactics": "Tactics", + "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "takes_a_rest": "takes a", + "techniques_become_one": "Become One", + "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else", + "techniques_bind_magic": "Bind Magic", + "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique", + "techniques_deadly_focus": "Deadly Focus", + "techniques_deadly_focus_base_effect": "Damage is doubled", + "techniques_defy_the_fates": "Defy The Fates", + "techniques_defy_the_fates_base_effect": "Rewind time", + "techniques_dispel": "Dispel", + "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique", + "techniques_doompause": "Doompause", + "techniques_doompause_base_effect": "Hold off the Doom", + "techniques_flowmotion": "Flowmotion", + "techniques_flowmotion_base_effect": "Move fast—very fast", + "techniques_fluorescent_transcendence": "Fluorescent Transcendence", + "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment", + "techniques_heartpiercer": "Heartpiercer", + "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist", + "techniques_inspiration": "Inspiration", + "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action", + "techniques_interdiction": "Interdiction", + "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach", + "techniques_memory_seed": "Memory Seed", + "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with", + "techniques_netherwave": "Netherwave", + "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet", + "techniques_only_ones_who_know": "Only Ones Who Know", + "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does", + "techniques_redo": "Redo", + "techniques_redo_base_effect": "Reroll the last skill check", + "techniques_saving_grace": "Saving Grace", + "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you", + "techniques_stonewall": "Stonewall", + "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally", + "techniques_turn_the_tide": "Turn The Tide", + "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take", + "techniques_uncanny_alarm": "Uncanny Alarm", + "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict", + "techniques_weave_through_water": "Weave Through Water", + "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water", + "tests": "tests", + "theme": "Theme", + "three_rumors": "Persistent rumors", + "threshold_number": "Threshold Number", + "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.

Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.", + "tinker": "Tinker", + "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tn": "TN", + "tn_difficult": "Difficult [TN +0]", + "tn_easy": "Easy [TN +1]", + "tn_impossibly_difficult": "Impossibly Difficult [TN -3]", + "tn_modifier+0": "[+0 to TN] No change ", + "tn_modifier+1": "[+1 to TN] Easy", + "tn_modifier+2": "[+2 to TN] Intensely easy", + "tn_modifier+3": "[+3 to TN] Exceptionally easy ", + "tn_modifier-1": "[-1 to TN] Very difficult", + "tn_modifier-2": "[-2 to TN] Staggeringly difficult", + "tn_modifier-3": "[-3 to TN] Extremely difficult", + "tn_no_change": "No change", + "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]", + "tn_very_difficult": "Very Difficult [TN -1]", + "tooltip_hide": "Hide", + "tooltip_show": "Show", + "tooltips": "Toggle Tooltip", + "trade": "Trade", + "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "turn": "Turn", + "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.

Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.", + "update_character_sheet": "Don't forget to update your hero's character sheet.", + "use_dark": "Dark", + "use_light": "Light", + "use_sync": "Sync with Browser", + "version": "Version", + "versus": "vs", + "weaponry": "Weaponry", + "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "xp": "XP", + "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).", + "xp_spent": "Spent", + "xp_total": "Total" +} diff --git a/ARC/translations/ru.json b/ARC/translations/ru.json new file mode 100644 index 0000000000..c0e19977a0 --- /dev/null +++ b/ARC/translations/ru.json @@ -0,0 +1,357 @@ +{ + "1d6": "d6", + "2d6": "2d6", + "_": "", + "academic": "Academic", + "academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "acrobatics": "Acrobatics", + "acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "acting_beyond_attacks": "Acting beyond attacks", + "advantage": "Advantage", + "advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used.

If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.", + "approach": "Approach", + "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.

If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).", + "arcana": "Arcana", + "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "artistry": "Artistry", + "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "assistance": "Assistance", + "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.

Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.", + "attack": "Attack", + "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.

Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).", + "base_effect": "Base Effect", + "blood": "Blood", + "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.

Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "bonds": "Bonds", + "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.

Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.", + "boon": "Boon", + "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage", + "careful": "Careful", + "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "character_mode": "Character", + "character_name": "A hero rises to save the world, thus named:", + "charisma": "Charisma", + "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "chooses": "chooses", + "combat_booming_voice": "Booming voice [+1 Physical damage]", + "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]", + "combat_crossbow": "Crossbow [+2 Physical damage]", + "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]", + "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]", + "combat_darts": "8 darts [+1 Physical damage each]", + "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]", + "combat_flaming_sword": "Flaming sword [+3 physical damage]", + "combat_health": "Psychosocial Health", + "combat_iron_briefs": "Iron briefs [+1 Physical resist]", + "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]", + "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]", + "combat_pitchfork": "Pitchfork [+0 Physical damage]", + "combat_plate_armor": "Plate armor [+2 Physical resist]", + "combat_scowling_face": "A scowling face [+0 Psychosocial damage]", + "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]", + "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]", + "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]", + "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]", + "complexity": "Complexity", + "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.", + "concerted": "Concerted", + "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "conflict": "Conflict", + "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.

Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.", + "consequence": "Consequence", + "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.", + "coordination": "Coordination", + "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "creative": "Creative", + "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "culture": "Culture", + "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "current": "Current", + "damage": "Damage", + "damage_and_defense": "Damage & Defense", + "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.", + "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.

On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.", + "defending_attacking": "Defending/Attacking", + "description": "Description", + "description_placeholder": "Description...", + "difficulty": "Difficulty", + "difficulty_modifier": "Difficulty Modifier", + "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.

A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.", + "doom": "Doom", + "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.

If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.", + "doomsday_clock": "Doomsday Clock", + "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.", + "enhanced": "Enhanced Version", + "experience": "Experience", + "export_character": "Export Character", + "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.", + "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.", + "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.", + "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.", + "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.", + "fallen_consequence_6": "May now speak to the dead.", + "fallen_consequences": "Fallen Consequences", + "fallen_heroes": "Fallen Heroes", + "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.", + "focus": "Focus", + "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "glossary": "Glossary", + "group_skill_check": "Group Skill Check", + "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.", + "guile": "Guile", + "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "guts": "Guts", + "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.

Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "impose": "Impose", + "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "initiative_category": "Initiative Category", + "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.

Before each Round, players may decide beforehand what everyone's Initiative Category is.", + "insight": "Insight", + "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "inventory": "Inventory", + "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.", + "item_name": "Name", + "item_points": "Points", + "item_pool": "Pool", + "item_quantity": "Qty.", + "item_type": "Item Type", + "item_used": "Spent", + "knowledge": "Knowledge", + "knowledge_description": "Careful: assess, inquire, analyze
Concerted: recall, memorize, restore
Creative: theorize, shift, make logical connections", + "learning_spells_and_techniques": "Learning Spells & Techniques", + "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.

The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.", + "life": "Life", + "life_and_death": "Life & Death: Fallen Heroes", + "long_rest": "Long Rest", + "makes_them_different": "What makes them different?", + "max": "Max", + "mod": "Mod", + "modifier": "Modifier", + "moment": "Moment", + "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.

The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.", + "movement_in_conflict": "Movement in Conflict", + "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.", + "name_placeholder": "Name...", + "npc_mode": "NPC", + "npc_name": "Name", + "observe": "Observe", + "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "oddities_ancient_ring": "An ancient and unbreakable ring", + "oddities_and_valuables": "Oddities & Valuables", + "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.", + "oddities_darkvision_glasses": "A pair of glasses granting darkvision", + "oddities_dead_donkey": "The bottom half of a dead donkey", + "oddities_divine_blood": "A vial of a divine being’s blood", + "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent", + "oddities_hat": "A hat that somehow always keeps your head dry", + "oddities_heavy_crown": "A heavy crown with an oppressive aura", + "oddities_human_teeth": "A pouch of human teeth", + "oddities_monkey_head": "Shrunken monkey heads", + "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour", + "oddities_seashell_horn": "A seashell horn good luck charm", + "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks", + "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings", + "oddities_silk_dress": "A constantly-glowing silk dress", + "oddities_songbird": "A songbird in a cage", + "oddities_telepathic_yak": "A telepathic yak", + "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious", + "oddities_tyrant_pants": "The pants of a local tyrant", + "omen": "Omen", + "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.

Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.", + "opportunity": "Opportunity", + "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.", + "painful_lesson": "Most painful lesson", + "physical": "Physical", + "physical_description": "Careful: assess, be safe, be calm, follow guidelines
Concerted: charge, endure, overwhelm
Creative: bedazzle, innovate, exceed expectations", + "physical_health": "Physical Health", + "physique": "Physique", + "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "player_name": "Player Name", + "portrait": "Portrait", + "practical": "Practical", + "practical_description": "Careful: soothe, refine, survey
Concerted: rush, withstand, brute force
Creative: invent, adapt, experiment", + "pronouns": "Pronouns", + "prowess": "Prowess", + "prowess_description": "Careful: sense, attune, investigate
Concerted: assail, subsist, give all
Creative: explore, expand, create", + "quick_overview": "A Quick Overview of Essential Mechanics", + "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.", + "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.", + "requires_arc_api": "This feature requires the ARC API.", + "rest": "Rest", + "rest_and_recovery": "Rest and Recovery", + "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.

Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.", + "ritual": "Ritual", + "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.", + "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.", + "roll": "Roll", + "roll_fail": "It fails...", + "roll_success": "Success!", + "roll_tie": "It's a tie.", + "rolls": "rolls", + "select_placeholder": "Select...", + "settings": "Settings", + "sheet_mode": "Sheet Mode", + "short_desc": "Short Description", + "short_rest": "Short Rest", + "skill": "Skill", + "skill_check": "Skill Check", + "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.

When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.

If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.", + "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.

Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).", + "skill_info": "Skill Info", + "skills": "Skills", + "social": "Social", + "social_description": "Careful: reason, detail, guide
Concerted: intimidate, enforce, invade
Creative: charm, incite, inspire", + "spells_and_techniques": "Spells & Techniques", + "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.", + "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict", + "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.", + "spells_bind_weapon": "Bind Weapon", + "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon", + "spells_blackout": "Blackout", + "spells_blackout_base_effect": "Stop others by making them fall asleep", + "spells_burn_the_past": "Burn The Past", + "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target", + "spells_compel": "Compel", + "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need", + "spells_from_dust_to_dust": "From Dust To Dust", + "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust", + "spells_lifebringer": "Lifebringer", + "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power", + "spells_little_escapologist": "Little Escapologist", + "spells_little_escapologist_base_effect": "Disappear from sight", + "spells_manic_hands": "Manic Hands", + "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions", + "spells_master_of_elements": "Master Of Elements", + "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will", + "spells_pierce_the_veil": "Pierce The Veil", + "spells_pierce_the_veil_base_effect": "See anywhere, any time", + "spells_secret_door": "Secret Door", + "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?", + "spells_shadowbind": "Shadowbind", + "spells_shadowbind_base_effect": "Restrain a being of your choice", + "spells_soundshift": "Soundshift", + "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape", + "spells_spirit_pact": "Spirit Pact", + "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant", + "spells_trick_of_the_light": "Trick Of The Light", + "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions", + "spells_trinket": "Trinket", + "spells_trinket_base_effect": "Minor magical effects certain to delight anyone", + "spells_true_miracle": "True Miracle", + "spells_true_miracle_base_effect": "Bring your wish to reality", + "spells_unmask_the_self": "Unmask The Self", + "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see", + "spells_whisper": "Whisper", + "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song", + "spells_windstep": "Windstep", + "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will", + "stand_ground": "Stand Ground", + "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.

Characters who choose to Stand Ground begin their Turn first in the Round.", + "success_fail": "Success/Fail", + "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug", + "supplies_and_oddities": "Supplies & Oddities", + "supplies_and_sundries": "Supplies & Sundries", + "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.", + "supplies_artisans_tools": "Artisan’s tools and playing cards", + "supplies_backpack": "Large backpack and a blank book", + "supplies_bedroll": "Bedroll and local map", + "supplies_board_games": "Board games and a gallon of beer", + "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes", + "supplies_crowbar_and_lantern": "Crowbar and lantern", + "supplies_encyclopeida": "Complete encyclopedia set", + "supplies_fine_clothes": "Mirror and fine clothes", + "supplies_fishing_pole": "Fishing pole and flint & tinder", + "supplies_horse": "Horse and riding gear", + "supplies_live_hen": "Live hen and its cage", + "supplies_rations": "3 days’ rations", + "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet", + "supplies_spyglass": "Spyglass and magic reagents", + "supplies_tent": "2-person tent and a bottle of wine", + "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles", + "supplies_traps": "Traps and animal bait", + "survival": "Survival", + "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tactics": "Tactics", + "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "takes_a_rest": "takes a", + "techniques_become_one": "Become One", + "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else", + "techniques_bind_magic": "Bind Magic", + "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique", + "techniques_deadly_focus": "Deadly Focus", + "techniques_deadly_focus_base_effect": "Damage is doubled", + "techniques_defy_the_fates": "Defy The Fates", + "techniques_defy_the_fates_base_effect": "Rewind time", + "techniques_dispel": "Dispel", + "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique", + "techniques_doompause": "Doompause", + "techniques_doompause_base_effect": "Hold off the Doom", + "techniques_flowmotion": "Flowmotion", + "techniques_flowmotion_base_effect": "Move fast—very fast", + "techniques_fluorescent_transcendence": "Fluorescent Transcendence", + "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment", + "techniques_heartpiercer": "Heartpiercer", + "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist", + "techniques_inspiration": "Inspiration", + "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action", + "techniques_interdiction": "Interdiction", + "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach", + "techniques_memory_seed": "Memory Seed", + "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with", + "techniques_netherwave": "Netherwave", + "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet", + "techniques_only_ones_who_know": "Only Ones Who Know", + "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does", + "techniques_redo": "Redo", + "techniques_redo_base_effect": "Reroll the last skill check", + "techniques_saving_grace": "Saving Grace", + "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you", + "techniques_stonewall": "Stonewall", + "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally", + "techniques_turn_the_tide": "Turn The Tide", + "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take", + "techniques_uncanny_alarm": "Uncanny Alarm", + "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict", + "techniques_weave_through_water": "Weave Through Water", + "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water", + "tests": "tests", + "theme": "Theme", + "three_rumors": "Persistent rumors", + "threshold_number": "Threshold Number", + "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.

Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.", + "tinker": "Tinker", + "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tn": "TN", + "tn_difficult": "Difficult [TN +0]", + "tn_easy": "Easy [TN +1]", + "tn_impossibly_difficult": "Impossibly Difficult [TN -3]", + "tn_modifier+0": "[+0 to TN] No change ", + "tn_modifier+1": "[+1 to TN] Easy", + "tn_modifier+2": "[+2 to TN] Intensely easy", + "tn_modifier+3": "[+3 to TN] Exceptionally easy ", + "tn_modifier-1": "[-1 to TN] Very difficult", + "tn_modifier-2": "[-2 to TN] Staggeringly difficult", + "tn_modifier-3": "[-3 to TN] Extremely difficult", + "tn_no_change": "No change", + "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]", + "tn_very_difficult": "Very Difficult [TN -1]", + "tooltip_hide": "Hide", + "tooltip_show": "Show", + "tooltips": "Toggle Tooltip", + "trade": "Trade", + "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "turn": "Turn", + "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.

Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.", + "update_character_sheet": "Don't forget to update your hero's character sheet.", + "use_dark": "Dark", + "use_light": "Light", + "use_sync": "Sync with Browser", + "version": "Version", + "versus": "vs", + "weaponry": "Weaponry", + "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "xp": "XP", + "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).", + "xp_spent": "Spent", + "xp_total": "Total" +} diff --git a/ARC/translations/sl.json b/ARC/translations/sl.json new file mode 100644 index 0000000000..c0e19977a0 --- /dev/null +++ b/ARC/translations/sl.json @@ -0,0 +1,357 @@ +{ + "1d6": "d6", + "2d6": "2d6", + "_": "", + "academic": "Academic", + "academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "acrobatics": "Acrobatics", + "acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "acting_beyond_attacks": "Acting beyond attacks", + "advantage": "Advantage", + "advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used.

If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.", + "approach": "Approach", + "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.

If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).", + "arcana": "Arcana", + "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "artistry": "Artistry", + "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "assistance": "Assistance", + "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.

Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.", + "attack": "Attack", + "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.

Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).", + "base_effect": "Base Effect", + "blood": "Blood", + "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.

Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "bonds": "Bonds", + "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.

Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.", + "boon": "Boon", + "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage", + "careful": "Careful", + "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "character_mode": "Character", + "character_name": "A hero rises to save the world, thus named:", + "charisma": "Charisma", + "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "chooses": "chooses", + "combat_booming_voice": "Booming voice [+1 Physical damage]", + "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]", + "combat_crossbow": "Crossbow [+2 Physical damage]", + "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]", + "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]", + "combat_darts": "8 darts [+1 Physical damage each]", + "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]", + "combat_flaming_sword": "Flaming sword [+3 physical damage]", + "combat_health": "Psychosocial Health", + "combat_iron_briefs": "Iron briefs [+1 Physical resist]", + "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]", + "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]", + "combat_pitchfork": "Pitchfork [+0 Physical damage]", + "combat_plate_armor": "Plate armor [+2 Physical resist]", + "combat_scowling_face": "A scowling face [+0 Psychosocial damage]", + "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]", + "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]", + "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]", + "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]", + "complexity": "Complexity", + "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.", + "concerted": "Concerted", + "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "conflict": "Conflict", + "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.

Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.", + "consequence": "Consequence", + "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.", + "coordination": "Coordination", + "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "creative": "Creative", + "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "culture": "Culture", + "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "current": "Current", + "damage": "Damage", + "damage_and_defense": "Damage & Defense", + "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.", + "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.

On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.", + "defending_attacking": "Defending/Attacking", + "description": "Description", + "description_placeholder": "Description...", + "difficulty": "Difficulty", + "difficulty_modifier": "Difficulty Modifier", + "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.

A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.", + "doom": "Doom", + "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.

If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.", + "doomsday_clock": "Doomsday Clock", + "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.", + "enhanced": "Enhanced Version", + "experience": "Experience", + "export_character": "Export Character", + "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.", + "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.", + "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.", + "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.", + "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.", + "fallen_consequence_6": "May now speak to the dead.", + "fallen_consequences": "Fallen Consequences", + "fallen_heroes": "Fallen Heroes", + "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.", + "focus": "Focus", + "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "glossary": "Glossary", + "group_skill_check": "Group Skill Check", + "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.", + "guile": "Guile", + "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "guts": "Guts", + "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.

Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "impose": "Impose", + "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "initiative_category": "Initiative Category", + "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.

Before each Round, players may decide beforehand what everyone's Initiative Category is.", + "insight": "Insight", + "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "inventory": "Inventory", + "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.", + "item_name": "Name", + "item_points": "Points", + "item_pool": "Pool", + "item_quantity": "Qty.", + "item_type": "Item Type", + "item_used": "Spent", + "knowledge": "Knowledge", + "knowledge_description": "Careful: assess, inquire, analyze
Concerted: recall, memorize, restore
Creative: theorize, shift, make logical connections", + "learning_spells_and_techniques": "Learning Spells & Techniques", + "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.

The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.", + "life": "Life", + "life_and_death": "Life & Death: Fallen Heroes", + "long_rest": "Long Rest", + "makes_them_different": "What makes them different?", + "max": "Max", + "mod": "Mod", + "modifier": "Modifier", + "moment": "Moment", + "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.

The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.", + "movement_in_conflict": "Movement in Conflict", + "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.", + "name_placeholder": "Name...", + "npc_mode": "NPC", + "npc_name": "Name", + "observe": "Observe", + "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "oddities_ancient_ring": "An ancient and unbreakable ring", + "oddities_and_valuables": "Oddities & Valuables", + "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.", + "oddities_darkvision_glasses": "A pair of glasses granting darkvision", + "oddities_dead_donkey": "The bottom half of a dead donkey", + "oddities_divine_blood": "A vial of a divine being’s blood", + "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent", + "oddities_hat": "A hat that somehow always keeps your head dry", + "oddities_heavy_crown": "A heavy crown with an oppressive aura", + "oddities_human_teeth": "A pouch of human teeth", + "oddities_monkey_head": "Shrunken monkey heads", + "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour", + "oddities_seashell_horn": "A seashell horn good luck charm", + "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks", + "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings", + "oddities_silk_dress": "A constantly-glowing silk dress", + "oddities_songbird": "A songbird in a cage", + "oddities_telepathic_yak": "A telepathic yak", + "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious", + "oddities_tyrant_pants": "The pants of a local tyrant", + "omen": "Omen", + "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.

Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.", + "opportunity": "Opportunity", + "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.", + "painful_lesson": "Most painful lesson", + "physical": "Physical", + "physical_description": "Careful: assess, be safe, be calm, follow guidelines
Concerted: charge, endure, overwhelm
Creative: bedazzle, innovate, exceed expectations", + "physical_health": "Physical Health", + "physique": "Physique", + "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "player_name": "Player Name", + "portrait": "Portrait", + "practical": "Practical", + "practical_description": "Careful: soothe, refine, survey
Concerted: rush, withstand, brute force
Creative: invent, adapt, experiment", + "pronouns": "Pronouns", + "prowess": "Prowess", + "prowess_description": "Careful: sense, attune, investigate
Concerted: assail, subsist, give all
Creative: explore, expand, create", + "quick_overview": "A Quick Overview of Essential Mechanics", + "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.", + "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.", + "requires_arc_api": "This feature requires the ARC API.", + "rest": "Rest", + "rest_and_recovery": "Rest and Recovery", + "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.

Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.", + "ritual": "Ritual", + "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.", + "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.", + "roll": "Roll", + "roll_fail": "It fails...", + "roll_success": "Success!", + "roll_tie": "It's a tie.", + "rolls": "rolls", + "select_placeholder": "Select...", + "settings": "Settings", + "sheet_mode": "Sheet Mode", + "short_desc": "Short Description", + "short_rest": "Short Rest", + "skill": "Skill", + "skill_check": "Skill Check", + "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.

When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.

If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.", + "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.

Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).", + "skill_info": "Skill Info", + "skills": "Skills", + "social": "Social", + "social_description": "Careful: reason, detail, guide
Concerted: intimidate, enforce, invade
Creative: charm, incite, inspire", + "spells_and_techniques": "Spells & Techniques", + "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.", + "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict", + "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.", + "spells_bind_weapon": "Bind Weapon", + "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon", + "spells_blackout": "Blackout", + "spells_blackout_base_effect": "Stop others by making them fall asleep", + "spells_burn_the_past": "Burn The Past", + "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target", + "spells_compel": "Compel", + "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need", + "spells_from_dust_to_dust": "From Dust To Dust", + "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust", + "spells_lifebringer": "Lifebringer", + "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power", + "spells_little_escapologist": "Little Escapologist", + "spells_little_escapologist_base_effect": "Disappear from sight", + "spells_manic_hands": "Manic Hands", + "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions", + "spells_master_of_elements": "Master Of Elements", + "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will", + "spells_pierce_the_veil": "Pierce The Veil", + "spells_pierce_the_veil_base_effect": "See anywhere, any time", + "spells_secret_door": "Secret Door", + "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?", + "spells_shadowbind": "Shadowbind", + "spells_shadowbind_base_effect": "Restrain a being of your choice", + "spells_soundshift": "Soundshift", + "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape", + "spells_spirit_pact": "Spirit Pact", + "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant", + "spells_trick_of_the_light": "Trick Of The Light", + "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions", + "spells_trinket": "Trinket", + "spells_trinket_base_effect": "Minor magical effects certain to delight anyone", + "spells_true_miracle": "True Miracle", + "spells_true_miracle_base_effect": "Bring your wish to reality", + "spells_unmask_the_self": "Unmask The Self", + "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see", + "spells_whisper": "Whisper", + "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song", + "spells_windstep": "Windstep", + "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will", + "stand_ground": "Stand Ground", + "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.

Characters who choose to Stand Ground begin their Turn first in the Round.", + "success_fail": "Success/Fail", + "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug", + "supplies_and_oddities": "Supplies & Oddities", + "supplies_and_sundries": "Supplies & Sundries", + "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.", + "supplies_artisans_tools": "Artisan’s tools and playing cards", + "supplies_backpack": "Large backpack and a blank book", + "supplies_bedroll": "Bedroll and local map", + "supplies_board_games": "Board games and a gallon of beer", + "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes", + "supplies_crowbar_and_lantern": "Crowbar and lantern", + "supplies_encyclopeida": "Complete encyclopedia set", + "supplies_fine_clothes": "Mirror and fine clothes", + "supplies_fishing_pole": "Fishing pole and flint & tinder", + "supplies_horse": "Horse and riding gear", + "supplies_live_hen": "Live hen and its cage", + "supplies_rations": "3 days’ rations", + "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet", + "supplies_spyglass": "Spyglass and magic reagents", + "supplies_tent": "2-person tent and a bottle of wine", + "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles", + "supplies_traps": "Traps and animal bait", + "survival": "Survival", + "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tactics": "Tactics", + "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "takes_a_rest": "takes a", + "techniques_become_one": "Become One", + "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else", + "techniques_bind_magic": "Bind Magic", + "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique", + "techniques_deadly_focus": "Deadly Focus", + "techniques_deadly_focus_base_effect": "Damage is doubled", + "techniques_defy_the_fates": "Defy The Fates", + "techniques_defy_the_fates_base_effect": "Rewind time", + "techniques_dispel": "Dispel", + "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique", + "techniques_doompause": "Doompause", + "techniques_doompause_base_effect": "Hold off the Doom", + "techniques_flowmotion": "Flowmotion", + "techniques_flowmotion_base_effect": "Move fast—very fast", + "techniques_fluorescent_transcendence": "Fluorescent Transcendence", + "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment", + "techniques_heartpiercer": "Heartpiercer", + "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist", + "techniques_inspiration": "Inspiration", + "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action", + "techniques_interdiction": "Interdiction", + "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach", + "techniques_memory_seed": "Memory Seed", + "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with", + "techniques_netherwave": "Netherwave", + "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet", + "techniques_only_ones_who_know": "Only Ones Who Know", + "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does", + "techniques_redo": "Redo", + "techniques_redo_base_effect": "Reroll the last skill check", + "techniques_saving_grace": "Saving Grace", + "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you", + "techniques_stonewall": "Stonewall", + "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally", + "techniques_turn_the_tide": "Turn The Tide", + "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take", + "techniques_uncanny_alarm": "Uncanny Alarm", + "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict", + "techniques_weave_through_water": "Weave Through Water", + "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water", + "tests": "tests", + "theme": "Theme", + "three_rumors": "Persistent rumors", + "threshold_number": "Threshold Number", + "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.

Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.", + "tinker": "Tinker", + "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tn": "TN", + "tn_difficult": "Difficult [TN +0]", + "tn_easy": "Easy [TN +1]", + "tn_impossibly_difficult": "Impossibly Difficult [TN -3]", + "tn_modifier+0": "[+0 to TN] No change ", + "tn_modifier+1": "[+1 to TN] Easy", + "tn_modifier+2": "[+2 to TN] Intensely easy", + "tn_modifier+3": "[+3 to TN] Exceptionally easy ", + "tn_modifier-1": "[-1 to TN] Very difficult", + "tn_modifier-2": "[-2 to TN] Staggeringly difficult", + "tn_modifier-3": "[-3 to TN] Extremely difficult", + "tn_no_change": "No change", + "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]", + "tn_very_difficult": "Very Difficult [TN -1]", + "tooltip_hide": "Hide", + "tooltip_show": "Show", + "tooltips": "Toggle Tooltip", + "trade": "Trade", + "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "turn": "Turn", + "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.

Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.", + "update_character_sheet": "Don't forget to update your hero's character sheet.", + "use_dark": "Dark", + "use_light": "Light", + "use_sync": "Sync with Browser", + "version": "Version", + "versus": "vs", + "weaponry": "Weaponry", + "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "xp": "XP", + "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).", + "xp_spent": "Spent", + "xp_total": "Total" +} diff --git a/ARC/translations/sv.json b/ARC/translations/sv.json new file mode 100644 index 0000000000..c0e19977a0 --- /dev/null +++ b/ARC/translations/sv.json @@ -0,0 +1,357 @@ +{ + "1d6": "d6", + "2d6": "2d6", + "_": "", + "academic": "Academic", + "academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "acrobatics": "Acrobatics", + "acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "acting_beyond_attacks": "Acting beyond attacks", + "advantage": "Advantage", + "advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used.

If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.", + "approach": "Approach", + "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.

If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).", + "arcana": "Arcana", + "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "artistry": "Artistry", + "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "assistance": "Assistance", + "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.

Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.", + "attack": "Attack", + "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.

Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).", + "base_effect": "Base Effect", + "blood": "Blood", + "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.

Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "bonds": "Bonds", + "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.

Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.", + "boon": "Boon", + "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage", + "careful": "Careful", + "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "character_mode": "Character", + "character_name": "A hero rises to save the world, thus named:", + "charisma": "Charisma", + "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "chooses": "chooses", + "combat_booming_voice": "Booming voice [+1 Physical damage]", + "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]", + "combat_crossbow": "Crossbow [+2 Physical damage]", + "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]", + "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]", + "combat_darts": "8 darts [+1 Physical damage each]", + "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]", + "combat_flaming_sword": "Flaming sword [+3 physical damage]", + "combat_health": "Psychosocial Health", + "combat_iron_briefs": "Iron briefs [+1 Physical resist]", + "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]", + "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]", + "combat_pitchfork": "Pitchfork [+0 Physical damage]", + "combat_plate_armor": "Plate armor [+2 Physical resist]", + "combat_scowling_face": "A scowling face [+0 Psychosocial damage]", + "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]", + "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]", + "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]", + "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]", + "complexity": "Complexity", + "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.", + "concerted": "Concerted", + "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "conflict": "Conflict", + "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.

Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.", + "consequence": "Consequence", + "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.", + "coordination": "Coordination", + "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "creative": "Creative", + "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "culture": "Culture", + "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "current": "Current", + "damage": "Damage", + "damage_and_defense": "Damage & Defense", + "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.", + "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.

On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.", + "defending_attacking": "Defending/Attacking", + "description": "Description", + "description_placeholder": "Description...", + "difficulty": "Difficulty", + "difficulty_modifier": "Difficulty Modifier", + "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.

A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.", + "doom": "Doom", + "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.

If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.", + "doomsday_clock": "Doomsday Clock", + "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.", + "enhanced": "Enhanced Version", + "experience": "Experience", + "export_character": "Export Character", + "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.", + "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.", + "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.", + "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.", + "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.", + "fallen_consequence_6": "May now speak to the dead.", + "fallen_consequences": "Fallen Consequences", + "fallen_heroes": "Fallen Heroes", + "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.", + "focus": "Focus", + "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "glossary": "Glossary", + "group_skill_check": "Group Skill Check", + "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.", + "guile": "Guile", + "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "guts": "Guts", + "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.

Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "impose": "Impose", + "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "initiative_category": "Initiative Category", + "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.

Before each Round, players may decide beforehand what everyone's Initiative Category is.", + "insight": "Insight", + "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "inventory": "Inventory", + "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.", + "item_name": "Name", + "item_points": "Points", + "item_pool": "Pool", + "item_quantity": "Qty.", + "item_type": "Item Type", + "item_used": "Spent", + "knowledge": "Knowledge", + "knowledge_description": "Careful: assess, inquire, analyze
Concerted: recall, memorize, restore
Creative: theorize, shift, make logical connections", + "learning_spells_and_techniques": "Learning Spells & Techniques", + "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.

The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.", + "life": "Life", + "life_and_death": "Life & Death: Fallen Heroes", + "long_rest": "Long Rest", + "makes_them_different": "What makes them different?", + "max": "Max", + "mod": "Mod", + "modifier": "Modifier", + "moment": "Moment", + "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.

The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.", + "movement_in_conflict": "Movement in Conflict", + "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.", + "name_placeholder": "Name...", + "npc_mode": "NPC", + "npc_name": "Name", + "observe": "Observe", + "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "oddities_ancient_ring": "An ancient and unbreakable ring", + "oddities_and_valuables": "Oddities & Valuables", + "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.", + "oddities_darkvision_glasses": "A pair of glasses granting darkvision", + "oddities_dead_donkey": "The bottom half of a dead donkey", + "oddities_divine_blood": "A vial of a divine being’s blood", + "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent", + "oddities_hat": "A hat that somehow always keeps your head dry", + "oddities_heavy_crown": "A heavy crown with an oppressive aura", + "oddities_human_teeth": "A pouch of human teeth", + "oddities_monkey_head": "Shrunken monkey heads", + "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour", + "oddities_seashell_horn": "A seashell horn good luck charm", + "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks", + "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings", + "oddities_silk_dress": "A constantly-glowing silk dress", + "oddities_songbird": "A songbird in a cage", + "oddities_telepathic_yak": "A telepathic yak", + "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious", + "oddities_tyrant_pants": "The pants of a local tyrant", + "omen": "Omen", + "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.

Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.", + "opportunity": "Opportunity", + "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.", + "painful_lesson": "Most painful lesson", + "physical": "Physical", + "physical_description": "Careful: assess, be safe, be calm, follow guidelines
Concerted: charge, endure, overwhelm
Creative: bedazzle, innovate, exceed expectations", + "physical_health": "Physical Health", + "physique": "Physique", + "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "player_name": "Player Name", + "portrait": "Portrait", + "practical": "Practical", + "practical_description": "Careful: soothe, refine, survey
Concerted: rush, withstand, brute force
Creative: invent, adapt, experiment", + "pronouns": "Pronouns", + "prowess": "Prowess", + "prowess_description": "Careful: sense, attune, investigate
Concerted: assail, subsist, give all
Creative: explore, expand, create", + "quick_overview": "A Quick Overview of Essential Mechanics", + "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.", + "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.", + "requires_arc_api": "This feature requires the ARC API.", + "rest": "Rest", + "rest_and_recovery": "Rest and Recovery", + "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.

Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.", + "ritual": "Ritual", + "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.", + "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.", + "roll": "Roll", + "roll_fail": "It fails...", + "roll_success": "Success!", + "roll_tie": "It's a tie.", + "rolls": "rolls", + "select_placeholder": "Select...", + "settings": "Settings", + "sheet_mode": "Sheet Mode", + "short_desc": "Short Description", + "short_rest": "Short Rest", + "skill": "Skill", + "skill_check": "Skill Check", + "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.

When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.

If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.", + "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.

Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).", + "skill_info": "Skill Info", + "skills": "Skills", + "social": "Social", + "social_description": "Careful: reason, detail, guide
Concerted: intimidate, enforce, invade
Creative: charm, incite, inspire", + "spells_and_techniques": "Spells & Techniques", + "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.", + "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict", + "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.", + "spells_bind_weapon": "Bind Weapon", + "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon", + "spells_blackout": "Blackout", + "spells_blackout_base_effect": "Stop others by making them fall asleep", + "spells_burn_the_past": "Burn The Past", + "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target", + "spells_compel": "Compel", + "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need", + "spells_from_dust_to_dust": "From Dust To Dust", + "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust", + "spells_lifebringer": "Lifebringer", + "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power", + "spells_little_escapologist": "Little Escapologist", + "spells_little_escapologist_base_effect": "Disappear from sight", + "spells_manic_hands": "Manic Hands", + "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions", + "spells_master_of_elements": "Master Of Elements", + "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will", + "spells_pierce_the_veil": "Pierce The Veil", + "spells_pierce_the_veil_base_effect": "See anywhere, any time", + "spells_secret_door": "Secret Door", + "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?", + "spells_shadowbind": "Shadowbind", + "spells_shadowbind_base_effect": "Restrain a being of your choice", + "spells_soundshift": "Soundshift", + "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape", + "spells_spirit_pact": "Spirit Pact", + "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant", + "spells_trick_of_the_light": "Trick Of The Light", + "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions", + "spells_trinket": "Trinket", + "spells_trinket_base_effect": "Minor magical effects certain to delight anyone", + "spells_true_miracle": "True Miracle", + "spells_true_miracle_base_effect": "Bring your wish to reality", + "spells_unmask_the_self": "Unmask The Self", + "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see", + "spells_whisper": "Whisper", + "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song", + "spells_windstep": "Windstep", + "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will", + "stand_ground": "Stand Ground", + "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.

Characters who choose to Stand Ground begin their Turn first in the Round.", + "success_fail": "Success/Fail", + "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug", + "supplies_and_oddities": "Supplies & Oddities", + "supplies_and_sundries": "Supplies & Sundries", + "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.", + "supplies_artisans_tools": "Artisan’s tools and playing cards", + "supplies_backpack": "Large backpack and a blank book", + "supplies_bedroll": "Bedroll and local map", + "supplies_board_games": "Board games and a gallon of beer", + "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes", + "supplies_crowbar_and_lantern": "Crowbar and lantern", + "supplies_encyclopeida": "Complete encyclopedia set", + "supplies_fine_clothes": "Mirror and fine clothes", + "supplies_fishing_pole": "Fishing pole and flint & tinder", + "supplies_horse": "Horse and riding gear", + "supplies_live_hen": "Live hen and its cage", + "supplies_rations": "3 days’ rations", + "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet", + "supplies_spyglass": "Spyglass and magic reagents", + "supplies_tent": "2-person tent and a bottle of wine", + "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles", + "supplies_traps": "Traps and animal bait", + "survival": "Survival", + "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tactics": "Tactics", + "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "takes_a_rest": "takes a", + "techniques_become_one": "Become One", + "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else", + "techniques_bind_magic": "Bind Magic", + "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique", + "techniques_deadly_focus": "Deadly Focus", + "techniques_deadly_focus_base_effect": "Damage is doubled", + "techniques_defy_the_fates": "Defy The Fates", + "techniques_defy_the_fates_base_effect": "Rewind time", + "techniques_dispel": "Dispel", + "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique", + "techniques_doompause": "Doompause", + "techniques_doompause_base_effect": "Hold off the Doom", + "techniques_flowmotion": "Flowmotion", + "techniques_flowmotion_base_effect": "Move fast—very fast", + "techniques_fluorescent_transcendence": "Fluorescent Transcendence", + "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment", + "techniques_heartpiercer": "Heartpiercer", + "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist", + "techniques_inspiration": "Inspiration", + "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action", + "techniques_interdiction": "Interdiction", + "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach", + "techniques_memory_seed": "Memory Seed", + "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with", + "techniques_netherwave": "Netherwave", + "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet", + "techniques_only_ones_who_know": "Only Ones Who Know", + "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does", + "techniques_redo": "Redo", + "techniques_redo_base_effect": "Reroll the last skill check", + "techniques_saving_grace": "Saving Grace", + "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you", + "techniques_stonewall": "Stonewall", + "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally", + "techniques_turn_the_tide": "Turn The Tide", + "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take", + "techniques_uncanny_alarm": "Uncanny Alarm", + "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict", + "techniques_weave_through_water": "Weave Through Water", + "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water", + "tests": "tests", + "theme": "Theme", + "three_rumors": "Persistent rumors", + "threshold_number": "Threshold Number", + "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.

Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.", + "tinker": "Tinker", + "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tn": "TN", + "tn_difficult": "Difficult [TN +0]", + "tn_easy": "Easy [TN +1]", + "tn_impossibly_difficult": "Impossibly Difficult [TN -3]", + "tn_modifier+0": "[+0 to TN] No change ", + "tn_modifier+1": "[+1 to TN] Easy", + "tn_modifier+2": "[+2 to TN] Intensely easy", + "tn_modifier+3": "[+3 to TN] Exceptionally easy ", + "tn_modifier-1": "[-1 to TN] Very difficult", + "tn_modifier-2": "[-2 to TN] Staggeringly difficult", + "tn_modifier-3": "[-3 to TN] Extremely difficult", + "tn_no_change": "No change", + "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]", + "tn_very_difficult": "Very Difficult [TN -1]", + "tooltip_hide": "Hide", + "tooltip_show": "Show", + "tooltips": "Toggle Tooltip", + "trade": "Trade", + "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "turn": "Turn", + "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.

Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.", + "update_character_sheet": "Don't forget to update your hero's character sheet.", + "use_dark": "Dark", + "use_light": "Light", + "use_sync": "Sync with Browser", + "version": "Version", + "versus": "vs", + "weaponry": "Weaponry", + "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "xp": "XP", + "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).", + "xp_spent": "Spent", + "xp_total": "Total" +} diff --git a/ARC/translations/tr.json b/ARC/translations/tr.json new file mode 100644 index 0000000000..c0e19977a0 --- /dev/null +++ b/ARC/translations/tr.json @@ -0,0 +1,357 @@ +{ + "1d6": "d6", + "2d6": "2d6", + "_": "", + "academic": "Academic", + "academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "acrobatics": "Acrobatics", + "acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "acting_beyond_attacks": "Acting beyond attacks", + "advantage": "Advantage", + "advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used.

If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.", + "approach": "Approach", + "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.

If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).", + "arcana": "Arcana", + "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "artistry": "Artistry", + "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "assistance": "Assistance", + "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.

Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.", + "attack": "Attack", + "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.

Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).", + "base_effect": "Base Effect", + "blood": "Blood", + "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.

Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "bonds": "Bonds", + "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.

Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.", + "boon": "Boon", + "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage", + "careful": "Careful", + "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "character_mode": "Character", + "character_name": "A hero rises to save the world, thus named:", + "charisma": "Charisma", + "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "chooses": "chooses", + "combat_booming_voice": "Booming voice [+1 Physical damage]", + "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]", + "combat_crossbow": "Crossbow [+2 Physical damage]", + "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]", + "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]", + "combat_darts": "8 darts [+1 Physical damage each]", + "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]", + "combat_flaming_sword": "Flaming sword [+3 physical damage]", + "combat_health": "Psychosocial Health", + "combat_iron_briefs": "Iron briefs [+1 Physical resist]", + "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]", + "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]", + "combat_pitchfork": "Pitchfork [+0 Physical damage]", + "combat_plate_armor": "Plate armor [+2 Physical resist]", + "combat_scowling_face": "A scowling face [+0 Psychosocial damage]", + "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]", + "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]", + "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]", + "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]", + "complexity": "Complexity", + "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.", + "concerted": "Concerted", + "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "conflict": "Conflict", + "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.

Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.", + "consequence": "Consequence", + "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.", + "coordination": "Coordination", + "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "creative": "Creative", + "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "culture": "Culture", + "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "current": "Current", + "damage": "Damage", + "damage_and_defense": "Damage & Defense", + "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.", + "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.

On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.", + "defending_attacking": "Defending/Attacking", + "description": "Description", + "description_placeholder": "Description...", + "difficulty": "Difficulty", + "difficulty_modifier": "Difficulty Modifier", + "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.

A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.", + "doom": "Doom", + "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.

If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.", + "doomsday_clock": "Doomsday Clock", + "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.", + "enhanced": "Enhanced Version", + "experience": "Experience", + "export_character": "Export Character", + "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.", + "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.", + "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.", + "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.", + "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.", + "fallen_consequence_6": "May now speak to the dead.", + "fallen_consequences": "Fallen Consequences", + "fallen_heroes": "Fallen Heroes", + "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.", + "focus": "Focus", + "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "glossary": "Glossary", + "group_skill_check": "Group Skill Check", + "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.", + "guile": "Guile", + "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "guts": "Guts", + "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.

Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "impose": "Impose", + "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "initiative_category": "Initiative Category", + "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.

Before each Round, players may decide beforehand what everyone's Initiative Category is.", + "insight": "Insight", + "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "inventory": "Inventory", + "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.", + "item_name": "Name", + "item_points": "Points", + "item_pool": "Pool", + "item_quantity": "Qty.", + "item_type": "Item Type", + "item_used": "Spent", + "knowledge": "Knowledge", + "knowledge_description": "Careful: assess, inquire, analyze
Concerted: recall, memorize, restore
Creative: theorize, shift, make logical connections", + "learning_spells_and_techniques": "Learning Spells & Techniques", + "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.

The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.", + "life": "Life", + "life_and_death": "Life & Death: Fallen Heroes", + "long_rest": "Long Rest", + "makes_them_different": "What makes them different?", + "max": "Max", + "mod": "Mod", + "modifier": "Modifier", + "moment": "Moment", + "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.

The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.", + "movement_in_conflict": "Movement in Conflict", + "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.", + "name_placeholder": "Name...", + "npc_mode": "NPC", + "npc_name": "Name", + "observe": "Observe", + "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "oddities_ancient_ring": "An ancient and unbreakable ring", + "oddities_and_valuables": "Oddities & Valuables", + "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.", + "oddities_darkvision_glasses": "A pair of glasses granting darkvision", + "oddities_dead_donkey": "The bottom half of a dead donkey", + "oddities_divine_blood": "A vial of a divine being’s blood", + "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent", + "oddities_hat": "A hat that somehow always keeps your head dry", + "oddities_heavy_crown": "A heavy crown with an oppressive aura", + "oddities_human_teeth": "A pouch of human teeth", + "oddities_monkey_head": "Shrunken monkey heads", + "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour", + "oddities_seashell_horn": "A seashell horn good luck charm", + "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks", + "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings", + "oddities_silk_dress": "A constantly-glowing silk dress", + "oddities_songbird": "A songbird in a cage", + "oddities_telepathic_yak": "A telepathic yak", + "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious", + "oddities_tyrant_pants": "The pants of a local tyrant", + "omen": "Omen", + "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.

Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.", + "opportunity": "Opportunity", + "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.", + "painful_lesson": "Most painful lesson", + "physical": "Physical", + "physical_description": "Careful: assess, be safe, be calm, follow guidelines
Concerted: charge, endure, overwhelm
Creative: bedazzle, innovate, exceed expectations", + "physical_health": "Physical Health", + "physique": "Physique", + "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "player_name": "Player Name", + "portrait": "Portrait", + "practical": "Practical", + "practical_description": "Careful: soothe, refine, survey
Concerted: rush, withstand, brute force
Creative: invent, adapt, experiment", + "pronouns": "Pronouns", + "prowess": "Prowess", + "prowess_description": "Careful: sense, attune, investigate
Concerted: assail, subsist, give all
Creative: explore, expand, create", + "quick_overview": "A Quick Overview of Essential Mechanics", + "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.", + "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.", + "requires_arc_api": "This feature requires the ARC API.", + "rest": "Rest", + "rest_and_recovery": "Rest and Recovery", + "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.

Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.", + "ritual": "Ritual", + "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.", + "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.", + "roll": "Roll", + "roll_fail": "It fails...", + "roll_success": "Success!", + "roll_tie": "It's a tie.", + "rolls": "rolls", + "select_placeholder": "Select...", + "settings": "Settings", + "sheet_mode": "Sheet Mode", + "short_desc": "Short Description", + "short_rest": "Short Rest", + "skill": "Skill", + "skill_check": "Skill Check", + "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.

When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.

If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.", + "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.

Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).", + "skill_info": "Skill Info", + "skills": "Skills", + "social": "Social", + "social_description": "Careful: reason, detail, guide
Concerted: intimidate, enforce, invade
Creative: charm, incite, inspire", + "spells_and_techniques": "Spells & Techniques", + "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.", + "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict", + "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.", + "spells_bind_weapon": "Bind Weapon", + "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon", + "spells_blackout": "Blackout", + "spells_blackout_base_effect": "Stop others by making them fall asleep", + "spells_burn_the_past": "Burn The Past", + "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target", + "spells_compel": "Compel", + "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need", + "spells_from_dust_to_dust": "From Dust To Dust", + "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust", + "spells_lifebringer": "Lifebringer", + "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power", + "spells_little_escapologist": "Little Escapologist", + "spells_little_escapologist_base_effect": "Disappear from sight", + "spells_manic_hands": "Manic Hands", + "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions", + "spells_master_of_elements": "Master Of Elements", + "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will", + "spells_pierce_the_veil": "Pierce The Veil", + "spells_pierce_the_veil_base_effect": "See anywhere, any time", + "spells_secret_door": "Secret Door", + "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?", + "spells_shadowbind": "Shadowbind", + "spells_shadowbind_base_effect": "Restrain a being of your choice", + "spells_soundshift": "Soundshift", + "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape", + "spells_spirit_pact": "Spirit Pact", + "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant", + "spells_trick_of_the_light": "Trick Of The Light", + "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions", + "spells_trinket": "Trinket", + "spells_trinket_base_effect": "Minor magical effects certain to delight anyone", + "spells_true_miracle": "True Miracle", + "spells_true_miracle_base_effect": "Bring your wish to reality", + "spells_unmask_the_self": "Unmask The Self", + "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see", + "spells_whisper": "Whisper", + "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song", + "spells_windstep": "Windstep", + "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will", + "stand_ground": "Stand Ground", + "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.

Characters who choose to Stand Ground begin their Turn first in the Round.", + "success_fail": "Success/Fail", + "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug", + "supplies_and_oddities": "Supplies & Oddities", + "supplies_and_sundries": "Supplies & Sundries", + "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.", + "supplies_artisans_tools": "Artisan’s tools and playing cards", + "supplies_backpack": "Large backpack and a blank book", + "supplies_bedroll": "Bedroll and local map", + "supplies_board_games": "Board games and a gallon of beer", + "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes", + "supplies_crowbar_and_lantern": "Crowbar and lantern", + "supplies_encyclopeida": "Complete encyclopedia set", + "supplies_fine_clothes": "Mirror and fine clothes", + "supplies_fishing_pole": "Fishing pole and flint & tinder", + "supplies_horse": "Horse and riding gear", + "supplies_live_hen": "Live hen and its cage", + "supplies_rations": "3 days’ rations", + "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet", + "supplies_spyglass": "Spyglass and magic reagents", + "supplies_tent": "2-person tent and a bottle of wine", + "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles", + "supplies_traps": "Traps and animal bait", + "survival": "Survival", + "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tactics": "Tactics", + "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "takes_a_rest": "takes a", + "techniques_become_one": "Become One", + "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else", + "techniques_bind_magic": "Bind Magic", + "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique", + "techniques_deadly_focus": "Deadly Focus", + "techniques_deadly_focus_base_effect": "Damage is doubled", + "techniques_defy_the_fates": "Defy The Fates", + "techniques_defy_the_fates_base_effect": "Rewind time", + "techniques_dispel": "Dispel", + "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique", + "techniques_doompause": "Doompause", + "techniques_doompause_base_effect": "Hold off the Doom", + "techniques_flowmotion": "Flowmotion", + "techniques_flowmotion_base_effect": "Move fast—very fast", + "techniques_fluorescent_transcendence": "Fluorescent Transcendence", + "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment", + "techniques_heartpiercer": "Heartpiercer", + "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist", + "techniques_inspiration": "Inspiration", + "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action", + "techniques_interdiction": "Interdiction", + "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach", + "techniques_memory_seed": "Memory Seed", + "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with", + "techniques_netherwave": "Netherwave", + "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet", + "techniques_only_ones_who_know": "Only Ones Who Know", + "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does", + "techniques_redo": "Redo", + "techniques_redo_base_effect": "Reroll the last skill check", + "techniques_saving_grace": "Saving Grace", + "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you", + "techniques_stonewall": "Stonewall", + "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally", + "techniques_turn_the_tide": "Turn The Tide", + "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take", + "techniques_uncanny_alarm": "Uncanny Alarm", + "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict", + "techniques_weave_through_water": "Weave Through Water", + "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water", + "tests": "tests", + "theme": "Theme", + "three_rumors": "Persistent rumors", + "threshold_number": "Threshold Number", + "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.

Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.", + "tinker": "Tinker", + "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tn": "TN", + "tn_difficult": "Difficult [TN +0]", + "tn_easy": "Easy [TN +1]", + "tn_impossibly_difficult": "Impossibly Difficult [TN -3]", + "tn_modifier+0": "[+0 to TN] No change ", + "tn_modifier+1": "[+1 to TN] Easy", + "tn_modifier+2": "[+2 to TN] Intensely easy", + "tn_modifier+3": "[+3 to TN] Exceptionally easy ", + "tn_modifier-1": "[-1 to TN] Very difficult", + "tn_modifier-2": "[-2 to TN] Staggeringly difficult", + "tn_modifier-3": "[-3 to TN] Extremely difficult", + "tn_no_change": "No change", + "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]", + "tn_very_difficult": "Very Difficult [TN -1]", + "tooltip_hide": "Hide", + "tooltip_show": "Show", + "tooltips": "Toggle Tooltip", + "trade": "Trade", + "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "turn": "Turn", + "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.

Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.", + "update_character_sheet": "Don't forget to update your hero's character sheet.", + "use_dark": "Dark", + "use_light": "Light", + "use_sync": "Sync with Browser", + "version": "Version", + "versus": "vs", + "weaponry": "Weaponry", + "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "xp": "XP", + "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).", + "xp_spent": "Spent", + "xp_total": "Total" +} diff --git a/ARC/translations/uk.json b/ARC/translations/uk.json new file mode 100644 index 0000000000..c0e19977a0 --- /dev/null +++ b/ARC/translations/uk.json @@ -0,0 +1,357 @@ +{ + "1d6": "d6", + "2d6": "2d6", + "_": "", + "academic": "Academic", + "academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "acrobatics": "Acrobatics", + "acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "acting_beyond_attacks": "Acting beyond attacks", + "advantage": "Advantage", + "advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used.

If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.", + "approach": "Approach", + "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.

If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).", + "arcana": "Arcana", + "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "artistry": "Artistry", + "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "assistance": "Assistance", + "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.

Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.", + "attack": "Attack", + "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.

Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).", + "base_effect": "Base Effect", + "blood": "Blood", + "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.

Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "bonds": "Bonds", + "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.

Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.", + "boon": "Boon", + "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage", + "careful": "Careful", + "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "character_mode": "Character", + "character_name": "A hero rises to save the world, thus named:", + "charisma": "Charisma", + "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "chooses": "chooses", + "combat_booming_voice": "Booming voice [+1 Physical damage]", + "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]", + "combat_crossbow": "Crossbow [+2 Physical damage]", + "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]", + "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]", + "combat_darts": "8 darts [+1 Physical damage each]", + "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]", + "combat_flaming_sword": "Flaming sword [+3 physical damage]", + "combat_health": "Psychosocial Health", + "combat_iron_briefs": "Iron briefs [+1 Physical resist]", + "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]", + "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]", + "combat_pitchfork": "Pitchfork [+0 Physical damage]", + "combat_plate_armor": "Plate armor [+2 Physical resist]", + "combat_scowling_face": "A scowling face [+0 Psychosocial damage]", + "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]", + "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]", + "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]", + "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]", + "complexity": "Complexity", + "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.", + "concerted": "Concerted", + "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "conflict": "Conflict", + "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.

Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.", + "consequence": "Consequence", + "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.", + "coordination": "Coordination", + "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "creative": "Creative", + "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "culture": "Culture", + "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "current": "Current", + "damage": "Damage", + "damage_and_defense": "Damage & Defense", + "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.", + "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.

On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.", + "defending_attacking": "Defending/Attacking", + "description": "Description", + "description_placeholder": "Description...", + "difficulty": "Difficulty", + "difficulty_modifier": "Difficulty Modifier", + "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.

A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.", + "doom": "Doom", + "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.

If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.", + "doomsday_clock": "Doomsday Clock", + "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.", + "enhanced": "Enhanced Version", + "experience": "Experience", + "export_character": "Export Character", + "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.", + "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.", + "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.", + "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.", + "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.", + "fallen_consequence_6": "May now speak to the dead.", + "fallen_consequences": "Fallen Consequences", + "fallen_heroes": "Fallen Heroes", + "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.", + "focus": "Focus", + "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "glossary": "Glossary", + "group_skill_check": "Group Skill Check", + "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.", + "guile": "Guile", + "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "guts": "Guts", + "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.

Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "impose": "Impose", + "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "initiative_category": "Initiative Category", + "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.

Before each Round, players may decide beforehand what everyone's Initiative Category is.", + "insight": "Insight", + "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "inventory": "Inventory", + "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.", + "item_name": "Name", + "item_points": "Points", + "item_pool": "Pool", + "item_quantity": "Qty.", + "item_type": "Item Type", + "item_used": "Spent", + "knowledge": "Knowledge", + "knowledge_description": "Careful: assess, inquire, analyze
Concerted: recall, memorize, restore
Creative: theorize, shift, make logical connections", + "learning_spells_and_techniques": "Learning Spells & Techniques", + "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.

The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.", + "life": "Life", + "life_and_death": "Life & Death: Fallen Heroes", + "long_rest": "Long Rest", + "makes_them_different": "What makes them different?", + "max": "Max", + "mod": "Mod", + "modifier": "Modifier", + "moment": "Moment", + "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.

The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.", + "movement_in_conflict": "Movement in Conflict", + "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.", + "name_placeholder": "Name...", + "npc_mode": "NPC", + "npc_name": "Name", + "observe": "Observe", + "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "oddities_ancient_ring": "An ancient and unbreakable ring", + "oddities_and_valuables": "Oddities & Valuables", + "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.", + "oddities_darkvision_glasses": "A pair of glasses granting darkvision", + "oddities_dead_donkey": "The bottom half of a dead donkey", + "oddities_divine_blood": "A vial of a divine being’s blood", + "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent", + "oddities_hat": "A hat that somehow always keeps your head dry", + "oddities_heavy_crown": "A heavy crown with an oppressive aura", + "oddities_human_teeth": "A pouch of human teeth", + "oddities_monkey_head": "Shrunken monkey heads", + "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour", + "oddities_seashell_horn": "A seashell horn good luck charm", + "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks", + "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings", + "oddities_silk_dress": "A constantly-glowing silk dress", + "oddities_songbird": "A songbird in a cage", + "oddities_telepathic_yak": "A telepathic yak", + "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious", + "oddities_tyrant_pants": "The pants of a local tyrant", + "omen": "Omen", + "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.

Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.", + "opportunity": "Opportunity", + "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.", + "painful_lesson": "Most painful lesson", + "physical": "Physical", + "physical_description": "Careful: assess, be safe, be calm, follow guidelines
Concerted: charge, endure, overwhelm
Creative: bedazzle, innovate, exceed expectations", + "physical_health": "Physical Health", + "physique": "Physique", + "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "player_name": "Player Name", + "portrait": "Portrait", + "practical": "Practical", + "practical_description": "Careful: soothe, refine, survey
Concerted: rush, withstand, brute force
Creative: invent, adapt, experiment", + "pronouns": "Pronouns", + "prowess": "Prowess", + "prowess_description": "Careful: sense, attune, investigate
Concerted: assail, subsist, give all
Creative: explore, expand, create", + "quick_overview": "A Quick Overview of Essential Mechanics", + "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.", + "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.", + "requires_arc_api": "This feature requires the ARC API.", + "rest": "Rest", + "rest_and_recovery": "Rest and Recovery", + "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.

Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.", + "ritual": "Ritual", + "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.", + "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.", + "roll": "Roll", + "roll_fail": "It fails...", + "roll_success": "Success!", + "roll_tie": "It's a tie.", + "rolls": "rolls", + "select_placeholder": "Select...", + "settings": "Settings", + "sheet_mode": "Sheet Mode", + "short_desc": "Short Description", + "short_rest": "Short Rest", + "skill": "Skill", + "skill_check": "Skill Check", + "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.

When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.

If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.", + "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.

Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).", + "skill_info": "Skill Info", + "skills": "Skills", + "social": "Social", + "social_description": "Careful: reason, detail, guide
Concerted: intimidate, enforce, invade
Creative: charm, incite, inspire", + "spells_and_techniques": "Spells & Techniques", + "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.", + "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict", + "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.", + "spells_bind_weapon": "Bind Weapon", + "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon", + "spells_blackout": "Blackout", + "spells_blackout_base_effect": "Stop others by making them fall asleep", + "spells_burn_the_past": "Burn The Past", + "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target", + "spells_compel": "Compel", + "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need", + "spells_from_dust_to_dust": "From Dust To Dust", + "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust", + "spells_lifebringer": "Lifebringer", + "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power", + "spells_little_escapologist": "Little Escapologist", + "spells_little_escapologist_base_effect": "Disappear from sight", + "spells_manic_hands": "Manic Hands", + "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions", + "spells_master_of_elements": "Master Of Elements", + "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will", + "spells_pierce_the_veil": "Pierce The Veil", + "spells_pierce_the_veil_base_effect": "See anywhere, any time", + "spells_secret_door": "Secret Door", + "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?", + "spells_shadowbind": "Shadowbind", + "spells_shadowbind_base_effect": "Restrain a being of your choice", + "spells_soundshift": "Soundshift", + "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape", + "spells_spirit_pact": "Spirit Pact", + "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant", + "spells_trick_of_the_light": "Trick Of The Light", + "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions", + "spells_trinket": "Trinket", + "spells_trinket_base_effect": "Minor magical effects certain to delight anyone", + "spells_true_miracle": "True Miracle", + "spells_true_miracle_base_effect": "Bring your wish to reality", + "spells_unmask_the_self": "Unmask The Self", + "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see", + "spells_whisper": "Whisper", + "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song", + "spells_windstep": "Windstep", + "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will", + "stand_ground": "Stand Ground", + "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.

Characters who choose to Stand Ground begin their Turn first in the Round.", + "success_fail": "Success/Fail", + "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug", + "supplies_and_oddities": "Supplies & Oddities", + "supplies_and_sundries": "Supplies & Sundries", + "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.", + "supplies_artisans_tools": "Artisan’s tools and playing cards", + "supplies_backpack": "Large backpack and a blank book", + "supplies_bedroll": "Bedroll and local map", + "supplies_board_games": "Board games and a gallon of beer", + "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes", + "supplies_crowbar_and_lantern": "Crowbar and lantern", + "supplies_encyclopeida": "Complete encyclopedia set", + "supplies_fine_clothes": "Mirror and fine clothes", + "supplies_fishing_pole": "Fishing pole and flint & tinder", + "supplies_horse": "Horse and riding gear", + "supplies_live_hen": "Live hen and its cage", + "supplies_rations": "3 days’ rations", + "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet", + "supplies_spyglass": "Spyglass and magic reagents", + "supplies_tent": "2-person tent and a bottle of wine", + "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles", + "supplies_traps": "Traps and animal bait", + "survival": "Survival", + "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tactics": "Tactics", + "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "takes_a_rest": "takes a", + "techniques_become_one": "Become One", + "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else", + "techniques_bind_magic": "Bind Magic", + "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique", + "techniques_deadly_focus": "Deadly Focus", + "techniques_deadly_focus_base_effect": "Damage is doubled", + "techniques_defy_the_fates": "Defy The Fates", + "techniques_defy_the_fates_base_effect": "Rewind time", + "techniques_dispel": "Dispel", + "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique", + "techniques_doompause": "Doompause", + "techniques_doompause_base_effect": "Hold off the Doom", + "techniques_flowmotion": "Flowmotion", + "techniques_flowmotion_base_effect": "Move fast—very fast", + "techniques_fluorescent_transcendence": "Fluorescent Transcendence", + "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment", + "techniques_heartpiercer": "Heartpiercer", + "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist", + "techniques_inspiration": "Inspiration", + "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action", + "techniques_interdiction": "Interdiction", + "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach", + "techniques_memory_seed": "Memory Seed", + "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with", + "techniques_netherwave": "Netherwave", + "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet", + "techniques_only_ones_who_know": "Only Ones Who Know", + "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does", + "techniques_redo": "Redo", + "techniques_redo_base_effect": "Reroll the last skill check", + "techniques_saving_grace": "Saving Grace", + "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you", + "techniques_stonewall": "Stonewall", + "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally", + "techniques_turn_the_tide": "Turn The Tide", + "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take", + "techniques_uncanny_alarm": "Uncanny Alarm", + "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict", + "techniques_weave_through_water": "Weave Through Water", + "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water", + "tests": "tests", + "theme": "Theme", + "three_rumors": "Persistent rumors", + "threshold_number": "Threshold Number", + "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.

Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.", + "tinker": "Tinker", + "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tn": "TN", + "tn_difficult": "Difficult [TN +0]", + "tn_easy": "Easy [TN +1]", + "tn_impossibly_difficult": "Impossibly Difficult [TN -3]", + "tn_modifier+0": "[+0 to TN] No change ", + "tn_modifier+1": "[+1 to TN] Easy", + "tn_modifier+2": "[+2 to TN] Intensely easy", + "tn_modifier+3": "[+3 to TN] Exceptionally easy ", + "tn_modifier-1": "[-1 to TN] Very difficult", + "tn_modifier-2": "[-2 to TN] Staggeringly difficult", + "tn_modifier-3": "[-3 to TN] Extremely difficult", + "tn_no_change": "No change", + "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]", + "tn_very_difficult": "Very Difficult [TN -1]", + "tooltip_hide": "Hide", + "tooltip_show": "Show", + "tooltips": "Toggle Tooltip", + "trade": "Trade", + "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "turn": "Turn", + "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.

Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.", + "update_character_sheet": "Don't forget to update your hero's character sheet.", + "use_dark": "Dark", + "use_light": "Light", + "use_sync": "Sync with Browser", + "version": "Version", + "versus": "vs", + "weaponry": "Weaponry", + "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "xp": "XP", + "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).", + "xp_spent": "Spent", + "xp_total": "Total" +} diff --git a/ARC/translations/zh.json b/ARC/translations/zh.json new file mode 100644 index 0000000000..c0e19977a0 --- /dev/null +++ b/ARC/translations/zh.json @@ -0,0 +1,357 @@ +{ + "1d6": "d6", + "2d6": "2d6", + "_": "", + "academic": "Academic", + "academic_description": "The pursuit of formal knowledge, primarily scientific or historical in nature—for example, recalling precolonial orcish history, theorizing a scientific principle, or understanding formal chemistry.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "acrobatics": "Acrobatics", + "acrobatics_description": "Dynamic balance, gymnastics, or other incredible and immediate feats of agility—for example, performing a somersault through the air, jumping from one tree to another, or balancing on a precarious ledge.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "acting_beyond_attacks": "Acting beyond attacks", + "advantage": "Advantage", + "advantage_description": "Advantages give bonuses to the TN of subsequent Skill Checks by allies. Creating an Advantage uses up an action in Conflict, and typically requires a Skill Check—for example, distracting an enemy with Guile. If successful, the hero improves the TN of their allies' Skill Checks by a number equal to the Skill Ranks they used.

If the Advantage can be made with minimal risk—like stringing tripwire away from the scuffle—then the Advantage can be made without requiring a Skill Check. TN improvement would then be +1 for Advantages impairing enemies' actions; +2 for Advantages completely preventing an enemy action.", + "approach": "Approach", + "approach_description": "Approaches represent the hero's aptitude for solving problems in a specific way: whether towards Creative solutions, Careful and detail-oriented approach, or sheer Concerted willpower. They also directly determine how easy a Skill Check can be. Approach Scores range from +0 to +3—zero means no aptitude, +1 is average, +2 is gifted, and +3 is expert.

If all Approach Scores are reduced to zero, typically through extensive damage exceeding the hero's Blood or Guts, then the hero falls. Approach Scores are determined at Hero Creation and may be increased through Experience Points (XP).", + "arcana": "Arcana", + "arcana_description": "Recall lore, sense spirits, channel magic; required to perform enhanced Spells as well as learning completely new instances. Other applications include—reading magical runes, detecting if magic was recently cast, or gathering ingredients for a ritual.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "artistry": "Artistry", + "artistry_description": "Crafting, design, painting or other creative expressions—for example, painting the moon duke's portrait, writing an evocative love poem, or identifying intentional designs in someone's cryptic artwork.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "assistance": "Assistance", + "assistance_description": "Whenever someone rolls a Skill Check, one player may choose to Assist and add their hero's major levels of Bond to the Threshold Number (TN). Assistance can also occur during Conflict. In Conflict, Assistance must be declared as an action for their Turn so an Assisting player can add their bonus to an ally's next Skill Check.

Sacrificing minor levels of Bond for a reroll may occur anytime and instantly.", + "attack": "Attack", + "attack_description": "Attacking an enemy to inflict Damage to Blood or Guts. Attacks require a successful Skill Check to succeed, either with Physique or Weaponry to harm Blood, or Insight or Impose for Guts. Other Skills may be used with sufficient justification and if the target is particularly vulnerable to it.

Like with all Skill Checks, Difficulty Modifiers may apply, as well as Assistance, though that requires an ally to declare it as their action for their Turn. Defense items, such as armor, reduce TN by their rating (e.g. +3).", + "base_effect": "Base Effect", + "blood": "Blood", + "blood_description": "Blood is a number representing the hero's ability to withstand physical harm: a spear thrust, a devastating punch, or even a bucket thrown to the head. The higher it is, the \"healthier\" the hero is. Physical damage reduces Blood directly; when Blood is zero, any further Blood damage harms Approach Scores directly instead.

Blood, like Guts, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Blood modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "bonds": "Bonds", + "bonds_description": "Bonds represent two heroes' relationships, and are tracked through big boxes divided in quadrants. Every minor level of Bond fills a quadrant; when four quadrants of a box are filled, that counts as a major level. Having deeper Bonds is helpful and contributes to more successful Assistance during Skill Checks and even Conflict.

Bonds can be increased during play whenever a hero accepts an inconvenience for an ally (+1 minor level up to 1st big box/major level) or accepts harm or serious risk (+2 minor levels up to the 2nd big box/2nd major level). Making a permanently life-changing, greatly difficult personal choice or even likely fatal sacrifice adds +4 minor levels of Bond and is the only way to complete the last, 3rd major level of relationship.", + "boon": "Boon", + "boon_placeholder": "Damage or defense modifier, e.g. +1 Guts Damage", + "careful": "Careful", + "careful_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach utilize close attention to detail, analyzing variables and ensuring the action does not trigger any unwanted consequences. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "character_mode": "Character", + "character_name": "A hero rises to save the world, thus named:", + "charisma": "Charisma", + "charisma_description": "Appealing or approachable charm, with a penchant for smooth talk, humor and wit. For example—convincing the witch to join your cause through eloquent argument, flattering the errant knight's sense of justice, mediating between warring kings with a winning smile.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "chooses": "chooses", + "combat_booming_voice": "Booming voice [+1 Physical damage]", + "combat_critical_thinking": "Critical thinking [+2 Psychosocial resist]", + "combat_crossbow": "Crossbow [+2 Physical damage]", + "combat_cunning_wit": "Cunning wit [+3 Psychosocial damage]", + "combat_dagger": "Dagger [+1 Physical damage] and a toga [+1 Physical resist]", + "combat_darts": "8 darts [+1 Physical damage each]", + "combat_devastating_vocabulary": "Devastating vocabulary [+2 Psychosocial damage]", + "combat_flaming_sword": "Flaming sword [+3 physical damage]", + "combat_health": "Psychosocial Health", + "combat_iron_briefs": "Iron briefs [+1 Physical resist]", + "combat_love_letter": "Loving letter from a dearly beloved person [+3 Psychosocial resist]", + "combat_memories_of_hardship": "Memories of hardship [+1 Psychosocial resist]", + "combat_pitchfork": "Pitchfork [+0 Physical damage]", + "combat_plate_armor": "Plate armor [+2 Physical resist]", + "combat_scowling_face": "A scowling face [+0 Psychosocial damage]", + "combat_self_esteem": "Self-esteem [+1 Psychosocial damage] and personal growth [+1 Psychosocial resist]", + "combat_studden_leather_armor": "Studded leather armor [+1 Physical resist] and stoicism [+1 Psychosocial resist]", + "combat_sturdy_sword": "Sturdy sword [+2 Physical damage]", + "combat_well_rounded_education": "Well-rounded education [+1 Psychosocial damage]", + "complexity": "Complexity", + "complexity_description": "Complexity measures its approximate power level from 1 to 4, whether the Spell or Technique is lowly or affects the entire world.", + "concerted": "Concerted", + "concerted_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach exemplify effort, grit and willpower. Any obstacle is surmountable when there's the drive to succeed. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "conflict": "Conflict", + "conflict_description": "Conflicts occur when danger is imminent and victory is on the line—such as a tavern fight or even a showdown with courtesans. Conflicts require unique rules that carefully sequence everyone's actions according to Rounds and Turns.

Characters can take one action on their Turn and move up to 2 heights freely; all characters have one Turn per Round. A character's choice of action for their Turn determines when their Turn begins—known as Initiative Category.", + "consequence": "Consequence", + "consequence_description": "When the die roll for a Skill Check is tied with the TN, the player may choose to Succeed with a Consequence complicating the hero and their allies' situation. This may include delays or inefficiency, permanent or temporary loss of a resource, discord and misunderstanding, overskill or overspill, or perhaps even a mystery complication that will only be made apparent later.", + "coordination": "Coordination", + "coordination_description": "Delicate positioning and control of body, hand and instincts for smooth or purposeful movements. For example—moving quietly and efficiently to avoid detection, playing sleight of hand tricks, winning a sport requiring accurate hand-eye coordination.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "creative": "Creative", + "creative_description": "One of three Approaches that can be declared when using a Skill and that directly contributes to the base Threshold Number (TN).

Skills using this approach are performed in interesting, unusual and surprising ways. Cleverness also applies. Like every Approach Scores, it can have a value of +0 (no aptitude) to +3 (expert), and can be reduced if the hero sustains extensive damage.", + "culture": "Culture", + "culture_description": "The ability to attune with a community's beliefs, customs and stories. For example—bowing perfectly in front of the witch-warriors of legend, noticing the elder's coded folksong, and realizing the truth behind a creature's folklore.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "current": "Current", + "damage": "Damage", + "damage_and_defense": "Damage & Defense", + "damage_and_defense_description": "DAMAGE ITEMS provide bonuses to damage whenever you attack a creature. Meanwhile, DEFENSE ITEMS reduce damage and also make it harder for you to be hit.", + "damage_description": "Whenever an Attack is successful, it depletes the victim's Blood or Guts—depending on the nature of the Attack—with Damage. Damage is equal to the TN of the Attack, plus any applicable bonuses from Damage items such as weaponry. A +2 mace, for example, adds +2 to total Damage. Damage can reduce Blood or Guts to zero or less; if this happens, the next successful Attack harms the victim's Approach Scores directly.

On the other hand, Defense items such as shields reduce the TN of the Attack itself, meaning it also helps reduce the total Damage.", + "defending_attacking": "Defending/Attacking", + "description": "Description", + "description_placeholder": "Description...", + "difficulty": "Difficulty", + "difficulty_modifier": "Difficulty Modifier", + "difficulty_modifier_description": "The Difficulty Modifier reflects if a particular Skill Check is extra challenging or easy, and is determined by the Guide prior to rolling to determine the total TN. If the hero is ill-prepared or has the wrong tools for the job, for example, the Difficulty Modifier may reduce the TN for a more punishing Skill Check.

A +1 Difficulty Modifier means the Skill Check is easier; -1 to -3 mean it's more difficult than expected, possibly because of missing or incorrect tools and preparation; the target of the action having resistances specific to that task, or even other, perilous risks.", + "doom": "Doom", + "doom_description": "A cataclysmic event threatening to devastate the world of the heroes or their people. It can be large in scope—for example, a world-sundering earthquake triggered by a goddess’ death—or more intimate—a cruel heartbreak, or the farewell of an era.

If Doom is vanquished, congratulations: the heroes may bask in success, or perhaps even use it as springboard for grander adventures. If Doom vanquishes all? Decide: accept an epilogue, create beginnings from this scorched world, or even defy fate and rewind time itself.", + "doomsday_clock": "Doomsday Clock", + "doomsday_clock_description": "Tracks time left until the Doom. The Doomsday Clock is made up of \"Moments\" and advances at a set pace determined by the game's intended number of sessions. Each time the Clock advances, one Moment is consumed, and an Omens roll is made to determine if more disappear. When all Moments are gone, the apocalypse is unleashed.", + "enhanced": "Enhanced Version", + "experience": "Experience", + "export_character": "Export Character", + "fallen_consequence_1": "Can no longer verbally or visibly communicate but gains telepathy.", + "fallen_consequence_2": "Bears a constantly bleeding wound that deals no damage.", + "fallen_consequence_3": "Gains an unnerving presence; children and animals flee from them.", + "fallen_consequence_4": "Has a prophetic vision of three pale girls clawing their way up from the soil.", + "fallen_consequence_5": "No longer blinks and must constantly apply water to their eyes.", + "fallen_consequence_6": "May now speak to the dead.", + "fallen_consequences": "Fallen Consequences", + "fallen_heroes": "Fallen Heroes", + "fallen_heroes_description": "Whenever a hero's Blood or Guts is reduced to zero or less, and they get hit with a subsequent attack that depletes all their Approach Scores, they Fall, and the player must choose whether the hero lives with randomly-rolled consequences, or they die. If life, then the consequence is rolled, Approach Scores are restored to their prior value, and the hero wakes up after 5 real-time minutes and an in-story hour; if death, all other heroes gain XP equal to 3x the fallen hero's minor levels of Bond—and the Doomsday Clock consumes a Moment.", + "focus": "Focus", + "focus_description": "Hone attention, concentrate mental spirit; required to perform Enhanced Techniques as well as learning completely new instances. Other applications include—enduring intense mental duress, resisting distraction and committing to the present objective, and pushing the body past its limits.

When used with the Creative approach, the hero: explores, expands, creates; with Careful, they: sense, attune, investigate; for Concerted: memorizes, remembers, commits.", + "glossary": "Glossary", + "group_skill_check": "Group Skill Check", + "group_skill_check_description": "If heroes wish to tackle a task collectively—for example, scouring the woods together for supplies—a Group Skill Check applies. A Group Skill Check consists of all players making individual Skill Checks with any relevant Approach or Skill; if more than half succeed, the party also succeeds as a whole. However, each failed Skill Check may incur unusual complications.", + "guile": "Guile", + "guile_description": "Deception and manipulation through lies, bluffs or other chicanery and trickery. For example—lying to the tindero, bluffing about a possessing a weapon that vaporizes enemies, tricking misguided youth to plant false evidence on the blacksmith.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "guts": "Guts", + "guts_description": "Guts is a number representing the hero's ability to withstand combat harm: a devastating comeback, a piercing betrayal, even fear. Enhancing Spells & Techniques typically incurs damage to Guts as well. The higher Guts is, the \"healthier\" the hero is. Psychosocial damage reduces Guts directly; when Guts is zero, any further Guts damage harms Approach Scores directly instead.

Guts, like Blood, can be restored by resting and can even vary from day to day. When a hero wakes up from a Long Rest, their player may roll 2d6 plus a Guts modifier determined at Hero Creation. The modifier can be improved with experience points (XP) and also has an impact on how much time Long Rest needs, which is equal to 10 in-story hours minus whichever is lower between Blood and Guts modifier.", + "impose": "Impose", + "impose_description": "Radiating a sense of authority and confidence that can enforce opinion, cut down others, or tower over everyone. Impose is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Insight. Other applications—intimidating the devil with a swagger, gaining the attention of the elitist bard, distracting the guard captain with a devastating remark.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "initiative_category": "Initiative Category", + "initiative_category_description": "Initiative Category determines whose Turn is next in any Round during Conflict. In order: 1st—those who Stand Ground, 2nd—those taking non-harmful actions, including creating Advantages, 3rd—those attacking others, 4th—those using a Spell or Technique, and last—those moving far. Multiple characters can act in the same Category, though heroes and allies always act first and can decide among themselves how to sequence their actions.

Before each Round, players may decide beforehand what everyone's Initiative Category is.", + "insight": "Insight", + "insight_description": "Attunement to others' emotional states; inner grace and maturity in interactions. Insight is one of two Skills that can automatically inflict Guts Damage during Conflict; the other is Impose. Other applications—realizing the mambabarang is lying, knowing how to comfort a grieving widow, appearing calm and composed.

As with other Social Skills, when used with the Creative Approach, the hero: charms, incites, inspires; with Careful, they: reason, detail, guide; and for Concerted: intimidates, enforces, invades.", + "inventory": "Inventory", + "inventory_description": "Useful items that create new opportunities or capabilities for a hero. Surviving a cold night in wilderness, for example, is much easier with a tent and flint & tinder. Spells & Techniques also count for inventory. Other types of inventory include: Damage & Defense items which include weaponry and protection, Supplies & Sundries such as rations and bedrolls, and Oddities and Valuables, which are very strange indeed.", + "item_name": "Name", + "item_points": "Points", + "item_pool": "Pool", + "item_quantity": "Qty.", + "item_type": "Item Type", + "item_used": "Spent", + "knowledge": "Knowledge", + "knowledge_description": "Careful: assess, inquire, analyze
Concerted: recall, memorize, restore
Creative: theorize, shift, make logical connections", + "learning_spells_and_techniques": "Learning Spells & Techniques", + "learning_spells_and_techniques_base_effect": "To gain a new Spell or Technique—either an additional instance or a brand-new power—the hero must have access to a source that can teach them, as well as a number of successful, special Skill Checks equal to the Spell or Technique's Complexity, and with TN equal to pure Arcana or pure Focus; Approach doesn't factor.

The teaching source must be available whenever the special Skill Check is made, for example as a spellbook that the hero carries, or even a living mentor who accompanies them.", + "life": "Life", + "life_and_death": "Life & Death: Fallen Heroes", + "long_rest": "Long Rest", + "makes_them_different": "What makes them different?", + "max": "Max", + "mod": "Mod", + "modifier": "Modifier", + "moment": "Moment", + "moment_description": "Makes up the Doomsday Clock. Whenever the Clock advances, one Moment is automatically consumed, and a number of dice is rolled equal to Omens still in play; for every 5 or 6, another Moment is depleted. When all Moments are gone, so is time to save the world—as the Doom finally arrives.

The number of Moments in play is determined at the start by the length of the game in sessions and/or hours.", + "movement_in_conflict": "Movement in Conflict", + "movement_in_conflict_description": "In Conflict, heroes may move up to 2 heights freely during their Turn. However, moving further away and up to 5 heights is an action of its own. If the hero is being attacked or targeted by an enemy, they must succeed at a Skill Check such as Acrobatics to successfully move away; otherwise, they may opt to move anyway but allow enemies within 2 heights to roll for a free Attack on them.", + "name_placeholder": "Name...", + "npc_mode": "NPC", + "npc_name": "Name", + "observe": "Observe", + "observe_description": "Aptitude in observing the world and detecting the smallest details across all senses—for example, detecting a strange whiff, a faint sound or an unusual taste; searching a murder scene for physical clues; or recalling a scene's details hours later.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "oddities_ancient_ring": "An ancient and unbreakable ring", + "oddities_and_valuables": "Oddities & Valuables", + "oddities_and_valuables_description": "ODDITIES AND VALUABLES are exactly what it says on the tin: strange, fantastical yet oftentimes high-value items. Some may be magical in nature.", + "oddities_darkvision_glasses": "A pair of glasses granting darkvision", + "oddities_dead_donkey": "The bottom half of a dead donkey", + "oddities_divine_blood": "A vial of a divine being’s blood", + "oddities_giant_serpent_scales": "Worn skin and scales of a giant serpent", + "oddities_hat": "A hat that somehow always keeps your head dry", + "oddities_heavy_crown": "A heavy crown with an oppressive aura", + "oddities_human_teeth": "A pouch of human teeth", + "oddities_monkey_head": "Shrunken monkey heads", + "oddities_potion_brawn": "A Potion of Brawn that adds +2 to Physical damage and +2 to Physical resist for the next real-time hour", + "oddities_seashell_horn": "A seashell horn good luck charm", + "oddities_seeds": "A fistful of seeds that when planted instantly become 6-height tall stalks", + "oddities_shadow_mirror": "A mirror that shows a normal reflection except with dark, roaming shadowy beings", + "oddities_silk_dress": "A constantly-glowing silk dress", + "oddities_songbird": "A songbird in a cage", + "oddities_telepathic_yak": "A telepathic yak", + "oddities_troll_flesh": "A pound of constantly-regenerating troll flesh. It’s edible but the flavor is atrocious", + "oddities_tyrant_pants": "The pants of a local tyrant", + "omen": "Omen", + "omen_description": "Omens are story fronts—arcs that can develop independently from player action—that speed the arrival of the Doom. Whenever the Doomsday Clock advances, one Moment is consumed, and a number of dice is rolled equal to Omens still in play. For every 5 or 6, an additional Moment may be consumed.

Games typically start with 3 Omens in play, though short games (e.g. less than 3 hours) may have only two.", + "opportunity": "Opportunity", + "opportunity_description": "When the die roll for a Skill Check is tied with TN, the player may choose to Fail their action but gain an Opportunity improving the hero and their allies' situation. This may include risk reduction (such as deescalating tensions), risk redirection (like putting someone else on the spot), gaining trust or respect from allies or onlookers, gaining new knowledge, or even a mystery boon that will only be made apparent later.", + "painful_lesson": "Most painful lesson", + "physical": "Physical", + "physical_description": "Careful: assess, be safe, be calm, follow guidelines
Concerted: charge, endure, overwhelm
Creative: bedazzle, innovate, exceed expectations", + "physical_health": "Physical Health", + "physique": "Physique", + "physique_description": "Exertion of physical strength, stamina and constitution. Physique is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Weaponry. Other applications include: striking an enemy with a hard punch, smashing a door with a battering ram, holding breath deep underwater.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "player_name": "Player Name", + "portrait": "Portrait", + "practical": "Practical", + "practical_description": "Careful: soothe, refine, survey
Concerted: rush, withstand, brute force
Creative: invent, adapt, experiment", + "pronouns": "Pronouns", + "prowess": "Prowess", + "prowess_description": "Careful: sense, attune, investigate
Concerted: assail, subsist, give all
Creative: explore, expand, create", + "quick_overview": "A Quick Overview of Essential Mechanics", + "recovery_long-rest": "Waking with {{0}} Blood and {{1}} Guts for the day.", + "recovery_short-rest": "Recovering {{0}} Blood and {{1}} Guts in the process.", + "requires_arc_api": "This feature requires the ARC API.", + "rest": "Rest", + "rest_and_recovery": "Rest and Recovery", + "rest_description": "Heroes may replenish health by resting: a Short Rest to restore 1d6 to Blood and 1d6 to Guts, or a Long Rest to reroll new Blood & Guts or freely distribute 7 points of health to either stat. The reroll is a 2d6 plus the Blood/Guts modifier and determines the new maximum for the hero.

Blood & Guts modifier also affects how much in-story time a Long Rest takes: 10 hours minus the lowest modifier. Long Rests take up 5 real-time minutes, while a Short Rest uses up 2 real-time minutes and one in-story hour only.", + "ritual": "Ritual", + "ritual_description": "Rituals are unique rites or ceremonies that must be done to replenish a Spell or Technique. If performed successfully, all instances are replenished, though no more than what was previously held.", + "ritual_placeholder": "Replenishing requires a RITUAL and restores all instances of a SPELL or TECHNIQUE.", + "roll": "Roll", + "roll_fail": "It fails...", + "roll_success": "Success!", + "roll_tie": "It's a tie.", + "rolls": "rolls", + "select_placeholder": "Select...", + "settings": "Settings", + "sheet_mode": "Sheet Mode", + "short_desc": "Short Description", + "short_rest": "Short Rest", + "skill": "Skill", + "skill_check": "Skill Check", + "skill_check_description": "A Skill Check is a roll to determine the outcome of a hero's action, if it's particularly risky or has a chance for an interesting success or failure. Sneaking past a troll, for example, may incur a Skill Check especially if there is peril or complication involved.

When Skill Checks happen, a Threshold Number (TN) is determined to set its relative ease. The player makes a roll: if the number is under the TN, the hero's action is a pure success! If it's equal, then the player or Guide may suggest or choose whether it's a success with Consequence or failure with Opportunity. If it's over the TN, then it failed, which may incur additional complications depending on the situation.

If the player rolls a \"1\" with a ranked Skill, they may roll the dice again; if it's another \"1\", then the outcome is a Flawless Success and the hero succeeds with additional Opportunity. Tied or failed rolls may be upgraded by one step by sacrificing 3 Blood or Guts, and anyone may spend a minor level of Bond to allow a reroll.", + "skill_description": "Skills are capabilities across various, distinct areas: whether knowledge of strange rituals, haggling with strangers, or even building a beautiful statue out of wisterias. The hero's aptitude with a particular Skill is indicated by Skill Ranks: +0 means no skill, +1 is average, +2 is gifted and +3 is expert.

Skill Ranks directly contribute to Threshold Number (TN) needed to succeed at a Skill Check; the higher the Rank, the easier it is to succeed. Skill Ranks may be increased directly through Experience Points (XP).", + "skill_info": "Skill Info", + "skills": "Skills", + "social": "Social", + "social_description": "Careful: reason, detail, guide
Concerted: intimidate, enforce, invade
Creative: charm, incite, inspire", + "spells_and_techniques": "Spells & Techniques", + "spells_and_techniques_base_effect": "Spells & Techniques are unique powers that are tracked in inventory. Its number of instances (copies) denote how many times it can be used before requiring replenishment through a Ritual. Spells & Techniques have a base and an enhanced version that may be performed typically at a small sacrifice to Guts and an additional Skill Check, either Arcana for Spells, or Focus for Techniques. Completely new Spells & Techniques or additional instances may be learned through dedicated, difficult Skill Checks.", + "spells_and_techniques_in_conflict": "Spells & Techniques in Conflict", + "spells_and_techniques_in_conflict_base_effect": "On a hero's Turn, they may use a Spell or Technique in ther inventory. However, if they are attacked before their Turn, they must succeed at a random, unskilled roll with TN = 6. This TN reduces by 1 for each subsequent attack, whether or not they hit. If the roll fails, then the hero loses their Turn though no instance of the Spell or Technique is used.", + "spells_bind_weapon": "Bind Weapon", + "spells_bind_weapon_base_effect": "Suddenly you feel it on your palm: the heft of a magical weapon", + "spells_blackout": "Blackout", + "spells_blackout_base_effect": "Stop others by making them fall asleep", + "spells_burn_the_past": "Burn The Past", + "spells_burn_the_past_base_effect": "Remove memory and remembrance from a poor target", + "spells_compel": "Compel", + "spells_compel_base_effect": "Compel your target to act in a particular manner, for your particular need", + "spells_from_dust_to_dust": "From Dust To Dust", + "spells_from_dust_to_dust_base_effect": "Craft any object you’ve seen from a handful of dust", + "spells_lifebringer": "Lifebringer", + "spells_lifebringer_base_effect": "Wounds can be healed through your hand’s power", + "spells_little_escapologist": "Little Escapologist", + "spells_little_escapologist_base_effect": "Disappear from sight", + "spells_manic_hands": "Manic Hands", + "spells_manic_hands_base_effect": "Arms and hands burst forth from your face, allowing you more actions", + "spells_master_of_elements": "Master Of Elements", + "spells_master_of_elements_base_effect": "Air, earth, water and fire may be manipulated by your will", + "spells_pierce_the_veil": "Pierce The Veil", + "spells_pierce_the_veil_base_effect": "See anywhere, any time", + "spells_secret_door": "Secret Door", + "spells_secret_door_base_effect": "A portal manifests through a door. Where does it lead?", + "spells_shadowbind": "Shadowbind", + "spells_shadowbind_base_effect": "Restrain a being of your choice", + "spells_soundshift": "Soundshift", + "spells_soundshift_base_effect": "Sound is your plaything. You decide its shape", + "spells_spirit_pact": "Spirit Pact", + "spells_spirit_pact_base_effect": "You are connected to a spirit: your loyal and ethereal servant", + "spells_trick_of_the_light": "Trick Of The Light", + "spells_trick_of_the_light_base_effect": "You mold light like water, creating auras and illusions", + "spells_trinket": "Trinket", + "spells_trinket_base_effect": "Minor magical effects certain to delight anyone", + "spells_true_miracle": "True Miracle", + "spells_true_miracle_base_effect": "Bring your wish to reality", + "spells_unmask_the_self": "Unmask The Self", + "spells_unmask_the_self_base_effect": "Know the name and hidden desire of any one being you see", + "spells_whisper": "Whisper", + "spells_whisper_base_effect": "A message, spoken to the ear, like a siren’s song", + "spells_windstep": "Windstep", + "spells_windstep_base_effect": "With concentration you step out and appear anywhere at will", + "stand_ground": "Stand Ground", + "stand_ground_description": "Standing Ground during a Turn in Conflict puts the hero on a defensive stance that reduces the TN of enemies' attacks by 1. Stand Ground affects a 2-height radius around the hero. Every time an attack is foiled this way, the hero gains 1 minor level of bond with the targeted ally, up to the 1st major level.

Characters who choose to Stand Ground begin their Turn first in the Round.", + "success_fail": "Success/Fail", + "supplies_alchemists_tools": "Alchemist’s tools and one dose of a rare drug", + "supplies_and_oddities": "Supplies & Oddities", + "supplies_and_sundries": "Supplies & Sundries", + "supplies_and_sundries_description": "SUPPLIES AND SUNDRIES help you explore and last longer in the adventure.", + "supplies_artisans_tools": "Artisan’s tools and playing cards", + "supplies_backpack": "Large backpack and a blank book", + "supplies_bedroll": "Bedroll and local map", + "supplies_board_games": "Board games and a gallon of beer", + "supplies_coded_letters": "Stack of coded letters, a signet ring and noble clothes", + "supplies_crowbar_and_lantern": "Crowbar and lantern", + "supplies_encyclopeida": "Complete encyclopedia set", + "supplies_fine_clothes": "Mirror and fine clothes", + "supplies_fishing_pole": "Fishing pole and flint & tinder", + "supplies_horse": "Horse and riding gear", + "supplies_live_hen": "Live hen and its cage", + "supplies_rations": "3 days’ rations", + "supplies_rope_and_carpet": "10-height rope and a rolled-up carpet", + "supplies_spyglass": "Spyglass and magic reagents", + "supplies_tent": "2-person tent and a bottle of wine", + "supplies_thieves_tools": "Thieves’ tools, disguise kit and manacles", + "supplies_traps": "Traps and animal bait", + "survival": "Survival", + "survival_description": "Aptitude for rugged living off the land; self-reliant outdoorsmanship and survival across the harshest seasons. For example—scavenging safe food and water in the perilous forest, skinning a deer, or navigating the wilderness.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tactics": "Tactics", + "tactics_description": "Knowledge of battle and conflict—for example, leading the Rook Prince's troops with sophisticated strategy, knowing how to position oneself in a heated battle, instructing other characters how to field an oncoming attack.

As with other Knowledge Skills, when used with the Creative Approach, the hero: theorizes, shifts, thinks laterally; with Careful, they: assess, inquire, analyze; and for Concerted: recalls, restores, overwrites.", + "takes_a_rest": "takes a", + "techniques_become_one": "Become One", + "techniques_become_one_base_effect": "Uncover and obtain the Spells and Technique of someone else", + "techniques_bind_magic": "Bind Magic", + "techniques_bind_magic_base_effect": "Prevent any being from performing a Spell or Technique", + "techniques_deadly_focus": "Deadly Focus", + "techniques_deadly_focus_base_effect": "Damage is doubled", + "techniques_defy_the_fates": "Defy The Fates", + "techniques_defy_the_fates_base_effect": "Rewind time", + "techniques_dispel": "Dispel", + "techniques_dispel_base_effect": "Nullify the effects of a Spell or Technique", + "techniques_doompause": "Doompause", + "techniques_doompause_base_effect": "Hold off the Doom", + "techniques_flowmotion": "Flowmotion", + "techniques_flowmotion_base_effect": "Move fast—very fast", + "techniques_fluorescent_transcendence": "Fluorescent Transcendence", + "techniques_fluorescent_transcendence_base_effect": "Enhance all Spells and Techniques for a brief moment", + "techniques_heartpiercer": "Heartpiercer", + "techniques_heartpiercer_base_effect": "Hit where it hurts, ignoring armor and resist", + "techniques_inspiration": "Inspiration", + "techniques_inspiration_base_effect": "Buoy yourself or an ally with inspiration to improve their next action", + "techniques_interdiction": "Interdiction", + "techniques_interdiction_base_effect": "Bar an opponent from using a specific approach", + "techniques_memory_seed": "Memory Seed", + "techniques_memory_seed_base_effect": "Implant one false memory to a being you interact with", + "techniques_netherwave": "Netherwave", + "techniques_netherwave_base_effect": "A pulse of energy so strong it knocks everyone off their feet", + "techniques_only_ones_who_know": "Only Ones Who Know", + "techniques_only_ones_who_know_base_effect": "Either everybody knows about your action or nobody does", + "techniques_redo": "Redo", + "techniques_redo_base_effect": "Reroll the last skill check", + "techniques_saving_grace": "Saving Grace", + "techniques_saving_grace_base_effect": "Protect your allies by redirecting all damage to you", + "techniques_stonewall": "Stonewall", + "techniques_stonewall_base_effect": "Limit damage. Grow a thick skin—figuratively or literally", + "techniques_turn_the_tide": "Turn The Tide", + "techniques_turn_the_tide_base_effect": "Opportunity comes with every action you take", + "techniques_uncanny_alarm": "Uncanny Alarm", + "techniques_uncanny_alarm_base_effect": "Ask the fates whether your next action will cause conflict", + "techniques_weave_through_water": "Weave Through Water", + "techniques_weave_through_water_base_effect": "Learn to walk or breathe through water", + "tests": "tests", + "theme": "Theme", + "three_rumors": "Persistent rumors", + "threshold_number": "Threshold Number", + "threshold_number_description": "The Threshold Number (TN) indicates the relative ease of a risky action: the higher the TN, the easier it is to accomplish. TN is determined by the Approach Score as well as Skill Ranks the player would like to use. The Guide may also apply a Difficulty Modifier to reflect situational or positional circumstances.

Lastly, the TN can also be affected if an ally chooses to Assist; if this happens, that ally's major levels of Bond with the hero is automatically added to the TN. When the TN is known, the player can roll for the Skill Check.", + "tinker": "Tinker", + "tinker_description": "Engineering expertise over mechanical or clockwork devices, schema and structures.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "tn": "TN", + "tn_difficult": "Difficult [TN +0]", + "tn_easy": "Easy [TN +1]", + "tn_impossibly_difficult": "Impossibly Difficult [TN -3]", + "tn_modifier+0": "[+0 to TN] No change ", + "tn_modifier+1": "[+1 to TN] Easy", + "tn_modifier+2": "[+2 to TN] Intensely easy", + "tn_modifier+3": "[+3 to TN] Exceptionally easy ", + "tn_modifier-1": "[-1 to TN] Very difficult", + "tn_modifier-2": "[-2 to TN] Staggeringly difficult", + "tn_modifier-3": "[-3 to TN] Extremely difficult", + "tn_no_change": "No change", + "tn_staggeringly_difficult": "Staggeringly Difficult [TN -2]", + "tn_very_difficult": "Very Difficult [TN -1]", + "tooltip_hide": "Hide", + "tooltip_show": "Show", + "tooltips": "Toggle Tooltip", + "trade": "Trade", + "trade_description": "Experience in commerce, animal handling and other industrial or market pursuits—for example, intuitively knowing whether something is overpriced, recalling processes for leather- and metal-working, and performing a quality check on mundane items.

As with other Pragmatic Skills, when used with the Creative Approach, the hero: invents, adapts, experiments; with Careful, they: soothe, refine, survey; and for Concerted: rushes, withstands, or brute forces.", + "turn": "Turn", + "turn_description": "A Turn marks a character's action and/or movement during Conflict. Different actions include: Stand Ground, Harm Others (Attack), Non-harmful Actions (creating Advantage, Assisting, or doing something else) using a Spell or Technique, and even moving an additional 5 heights.

Turns are sequenced according to an Initiative Category based on the intended action. Before the Round begins, players may also strategize who acts in which Initiative Category. Rounds end and begin anew once every character has used their Turn.", + "update_character_sheet": "Don't forget to update your hero's character sheet.", + "use_dark": "Dark", + "use_light": "Light", + "use_sync": "Sync with Browser", + "version": "Version", + "versus": "vs", + "weaponry": "Weaponry", + "weaponry_description": "Proficiency in the use and maintenance of weaponry. Weaponry is one of two Skills that can automatically inflict Blood Damage during Conflict; the other is Physique. Other applications include: applying sword care and maintenance, mastering an unwieldy warhammer, and knowing a weapon's weak points.

As with other Physical Skills, when used with the Creative Approach, the hero: bedazzles, innovates, exceeds expectations; with Careful, they: optimize, safeguard, follow best practice; and for Concerted: charges, endures, overwhelms.", + "xp": "XP", + "xp_description": "Experience Points (XP) represent the hero's growth throughout the adventure. They may be awarded hourly (for games with 1-3 sessions) or at the end of every session. Players may spend them anytime to improve Approach Scores (costing 3x the next value) Skill Rank (costing 2x the next value) or modifier for Blood or Guts (costing the next value).", + "xp_spent": "Spent", + "xp_total": "Total" +} diff --git a/Adventures on a Dime/sheet.json b/Adventures on a Dime/sheet.json index 2a13fc9f05..82c8683104 100644 --- a/Adventures on a Dime/sheet.json +++ b/Adventures on a Dime/sheet.json @@ -5,5 +5,5 @@ "roll20userid": "194284", "preview": "adventures-on-a-dime.jpg", "instructions": "Adventures on a Dime Official character sheet. For more information see [Dungeon on a Dime](https://doad.co.uk/pages/adventurers-on-a-dime).", - "legacy": true + "legacy": false } \ No newline at end of file diff --git a/Altered Carbon Official/translations/fr.json b/Altered Carbon Official/translations/fr.json index 436f031749..facb1a6913 100644 --- a/Altered Carbon Official/translations/fr.json +++ b/Altered Carbon Official/translations/fr.json @@ -68,12 +68,12 @@ "Lv.3": "Niv.3", "Lv.4": "Niv.4", "Lv.5": "Niv.5", - "Price Level": "Price Level", - "Skill Check(s)": "Skill Check(s)", + "Price Level": "Niveau de prix", + "Skill Check(s)": "Test(s) de compétence", "Bonus Dice": "Dé(s) Bonus", "Tech Point Chassis": "Tech Point Chassis", - "Tech Points Used": "Tech Points Used", - "Triggered Effects": "Triggered Effects", + "Tech Points Used": "Points de tech utilisés", + "Triggered Effects": "Effets déclenchés", "Tool": "Outil", "Tools": "Outils", "Injuries": "Blessures", diff --git a/Aquelarre/aquelarre.css b/Aquelarre/aquelarre.css index b814cd021a..12d1fc8f5a 100644 --- a/Aquelarre/aquelarre.css +++ b/Aquelarre/aquelarre.css @@ -17,6 +17,9 @@ h3 { } +.charsheet { + background: #f1f1f1; +} .charsheet thead{ font-size: 10px; } @@ -45,4 +48,23 @@ h3 { .sheet-tdtitle{ white-space: nowrap; overflow: hidden; +} +.sheet-rolltemplate-aquelarre { + border: 1px solid #000; +} +.sheet-rolltemplate-aquelarre div { + padding: 5px 10px; + background: #fff; +} +.sheet-rolltemplate-aquelarre .sheet-rolltemplate-header { + background-color: #892621; + box-shadow: inset 0px 0px 11px 0px rgba(0,0,0,0.75); + color: #fff; + font-weight: bold; + text-align: center; +} +.sheet-rolltemplate-aquelarre .sheet-rolltemplate-header a { + color: #fff; + display: block; + margin-bottom: 10px; } \ No newline at end of file diff --git a/Aquelarre/aquelarre.html b/Aquelarre/aquelarre.html index a44e997a69..f9b51a60fc 100644 --- a/Aquelarre/aquelarre.html +++ b/Aquelarre/aquelarre.html @@ -1,153 +1,158 @@ +
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Damage: {{damage}}
+ {{/damage}} + +
\ No newline at end of file diff --git a/Aquelarre/aquelarre.png b/Aquelarre/aquelarre.png index 858cba9d05..3401f05db2 100644 Binary files a/Aquelarre/aquelarre.png and b/Aquelarre/aquelarre.png differ diff --git a/Aquelarre/sheet.json b/Aquelarre/sheet.json index 1cabd78bb2..76a7fb1876 100644 --- a/Aquelarre/sheet.json +++ b/Aquelarre/sheet.json @@ -1,8 +1,8 @@ { "html": "aquelarre.html", "css": "aquelarre.css", - "authors": "kinower", - "roll20userid": "654005", + "authors": "kinower & Velczer", + "roll20userid": "8242830", "instructions": "", "preview": "aquelarre.png", "legacy": true diff --git a/Aquelarre/translation.json b/Aquelarre/translation.json new file mode 100644 index 0000000000..56ce2a587d --- /dev/null +++ b/Aquelarre/translation.json @@ -0,0 +1,147 @@ +{ + "name": "Nombre", + "age": "Edad", + "weight-and-height": "Peso y Altura", + "kingdom": "Reino", + "ethnic-group": "Grupo Ëtnico", + "social-position": "Posición Social", + "profession": "Profesión", + "fathers-profession": "Profesión Paterna", + "character-traits-pride-and-shame": "Rasgos de Caracter Orgullos y Verguenzas", + + "main-characteristics": "Características Principales", + "STRength": "FUE", + "AGIlity": "AGI", + "STAmina": "HAB", + "RESistance": "RES", + "PERception": "PER", + "COMunication": "COM", + "CULture": "CUL", + "APPearance": "ASP", + + "strength-short": "STR", + "agility-short": "AGI", + "stamina-short": "STA", + "resistance-short": "RES", + "perception-short": "PER", + "communication-short": "COM", + "culture-short": "CUL", + "appearance-short": "APP", + + + "secondary-characteristics": "Características Secundárias", + "luck": "Suerte", + "willpower": "Templanza", + "rationality": "Racionalidad", + "irrationality": "Irracionalidad", + "faith-points": "Puntos de Fé", + "spell-points": "Pt. de Conjuro", + "initiative": "Iniciativa", + "damage-bonus": "Bonificador Daño", + "expierience-points": "Puntos de Aprendizaje", + + "health": "Salud", + "life-points": "Puntos de Vida", + "condition": "Estado", + + "armor": "Armadura", + "localization": "Localización", + "protection": "Protec.", + "head": "Cabeza", + "right-arm": "Brazo Der.", + "left-arm": "Brazo Izq.", + "chest": "Tronco", + "abdomen": "Abdomen", + "right-leg": "Pierna Der.", + "left-leg": "Pierna Izq.", + "shield": "Escudo", + + "abilities": "Habilidades", + "alchemy": "Alquimia", + "artisanry": "Artesanía", + "astrology": "Astrología", + "riding": "Cabalgar", + "singing": "Cantar", + "commerce": "Comerciar", + "driving": "Conducir Carro", + "animal-knowledge": "Conocimiento Animal", + "area-knowledge": "Conocimiento de Área", + "magical-knowledge": "Conocimiento Mágico", + "mineral-knowledge": "Conocimiento Mineral", + "plant-knowledge": "Conocimiento Vegetal", + "running": "Correr", + "court": "Corte", + "tasting": "Degustar", + "discovering": "Descubrir", + "dressing-up": "Disfrazarse", + "eloquence": "Elocuencia", + "empathy": "Empatía", + "teaching": "Enseñar", + "sleight-of-hand": "Escamotear", + "listening": "Escuchar", + "dodging": "Esquivar", + "forcing-mechanisms": "Forzar Mecanismos", + "language": "Idioma", + "gaming": "Juego", + "throwing": "Lanzar", + "reading-and-writing": "Leer y Escribir", + "legends": "Leyendas", + "commanding": "Mando", + "medicine": "Medicina", + "memory": "Memoria", + "music": "Música", + "swimming": "Nadar", + "navigation": "Navegar", + "hiding": "Ocultar", + "tracking": "Rastrear", + "jumping": "Saltar", + "healing": "Sanar", + "seduction": "Seducción", + "stealth": "Sigilo", + "theology": "Teología", + "torture": "Tormento", + "climbing": "Trepar", + + + "bows": "Arcos", + "crossbows": "Ballestas", + "knives": "Cuchillos", + "shields": "Escudos", + "swords": "Espadas", + "broadswords": "Espadones", + "axes": "Hachas", + "slings": "Hondas", + "spears": "Lanzas", + "maces": "Mazas", + "clubs": "Palos", + "fists": "Pelea", + + "weapons": "Armas", + "weapon": "Ataque o arma", + "damage": "Daño", + "ammunition": "Nº.At.", + "size": "Tamaño", + "reload": "Recarga", + "range": "+20/Alcance/-20", + + + "spells-and-rituals": "Hechizos y Rituales", + "vis/ordo": "Vis", + "type/ceremony": "Tipo", + "expiration": "Caducidad", + "duration": "Duración", + "components-preparation-and-description/effect": "Componentes, preparación y descripción / Efecto", + + "equipment": "Equipo", + "notes": "Notas", + + "purse": "Ingresos y ahorros", + "money": "Dineros", + "monthly-income": "Ingresos Mensuales", + "weekly-expenses": "Gastos Semanales", + + "possessions": "Posesiones", + "servants": "Servidores y Criados", + "value": "Valor", + "result": "Resultado" +} \ No newline at end of file diff --git a/Aquelarre/translations/af.json b/Aquelarre/translations/af.json new file mode 100644 index 0000000000..fe665a6223 --- /dev/null +++ b/Aquelarre/translations/af.json @@ -0,0 +1,132 @@ +{ + "name": "Nombre", + "age": "Edad", + "weight-and-height": "Peso y Altura", + "kingdom": "Reino", + "ethnic-group": "Grupo Ëtnico", + "social-position": "Posición Social", + "profession": "Profesión", + "fathers-profession": "Profesión Paterna", + "character-traits-pride-and-shame": "Rasgos de Caracter Orgullos y Verguenzas", + "main-characteristics": "Características Principales", + "STRength": "FUE", + "AGIlity": "AGI", + "STAmina": "HAB", + "RESistance": "RES", + "PERception": "PER", + "COMunication": "COM", + "CULture": "CUL", + "APPearance": "ASP", + "strength-short": "STR", + "agility-short": "AGI", + "stamina-short": "STA", + "resistance-short": "RES", + "perception-short": "PER", + "communication-short": "COM", + "culture-short": "CUL", + "appearance-short": "APP", + "secondary-characteristics": "Características Secundárias", + "luck": "Suerte", + "willpower": "Templanza", + "rationality": "Racionalidad", + "irrationality": "Irracionalidad", + "faith-points": "Puntos de Fé", + "spell-points": "Pt. de Conjuro", + "initiative": "Iniciativa", + "damage-bonus": "Bonificador Daño", + "expierience-points": "Puntos de Aprendizaje", + "health": "Salud", + "life-points": "Puntos de Vida", + "condition": "Estado", + "armor": "Armadura", + "localization": "Localización", + "protection": "Protec.", + "head": "Cabeza", + "right-arm": "Brazo Der.", + "left-arm": "Brazo Izq.", + "chest": "Tronco", + "abdomen": "Abdomen", + "right-leg": "Pierna Der.", + "left-leg": "Pierna Izq.", + "shield": "Escudo", + "abilities": "Habilidades", + "alchemy": "Alquimia", + "artisanry": "Artesanía", + "astrology": "Astrología", + "riding": "Cabalgar", + "singing": "Cantar", + "commerce": "Comerciar", + "driving": "Conducir Carro", + "animal-knowledge": "Conocimiento Animal", + "area-knowledge": "Conocimiento de Área", + "magical-knowledge": "Conocimiento Mágico", + "mineral-knowledge": "Conocimiento Mineral", + "plant-knowledge": "Conocimiento Vegetal", + "running": "Correr", + "court": "Corte", + "tasting": "Degustar", + "discovering": "Descubrir", + "dressing-up": "Disfrazarse", + "eloquence": "Elocuencia", + "empathy": "Empatía", + "teaching": "Enseñar", + "sleight-of-hand": "Escamotear", + "listening": "Escuchar", + "dodging": "Esquivar", + "forcing-mechanisms": "Forzar Mecanismos", + "language": "Idioma", + "gaming": "Juego", + "throwing": "Lanzar", + "reading-and-writing": "Leer y Escribir", + "legends": "Leyendas", + "commanding": "Mando", + "medicine": "Medicina", + "memory": "Memoria", + "music": "Música", + "swimming": "Nadar", + "navigation": "Navegar", + "hiding": "Ocultar", + "tracking": "Rastrear", + "jumping": "Saltar", + "healing": "Sanar", + "seduction": "Seducción", + "stealth": "Sigilo", + "theology": "Teología", + "torture": "Tormento", + "climbing": "Trepar", + "bows": "Arcos", + "crossbows": "Ballestas", + "knives": "Cuchillos", + "shields": "Escudos", + "swords": "Espadas", + "broadswords": "Espadones", + "axes": "Hachas", + "slings": "Hondas", + "spears": "Lanzas", + "maces": "Mazas", + "clubs": "Palos", + "fists": "Pelea", + "weapons": "Armas", + "weapon": "Ataque o arma", + "damage": "Daño", + "ammunition": "Nº.At.", + "size": "Tamaño", + "reload": "Recarga", + "range": "+20/Alcance/-20", + "spells-and-rituals": "Hechizos y Rituales", + "vis/ordo": "Vis", + "type/ceremony": "Tipo", + "expiration": "Caducidad", + "duration": "Duración", + "components-preparation-and-description/effect": "Componentes, preparación y descripción / Efecto", + "equipment": "Equipo", + "notes": "Notas", + "purse": "Ingresos y ahorros", + "money": "Dineros", + "monthly-income": "Ingresos Mensuales", + "weekly-expenses": "Gastos Semanales", + "possessions": "Posesiones", + "servants": "Servidores y Criados", + "value": "Valor", + "result": "Resultado" +} \ No newline at end of file diff --git a/Aquelarre/translations/ca.json b/Aquelarre/translations/ca.json new file mode 100644 index 0000000000..fe665a6223 --- /dev/null +++ b/Aquelarre/translations/ca.json @@ -0,0 +1,132 @@ +{ + "name": "Nombre", + "age": "Edad", + "weight-and-height": "Peso y Altura", + "kingdom": "Reino", + "ethnic-group": "Grupo Ëtnico", + "social-position": "Posición Social", + "profession": "Profesión", + "fathers-profession": "Profesión Paterna", + "character-traits-pride-and-shame": "Rasgos de Caracter Orgullos y Verguenzas", + "main-characteristics": "Características Principales", + "STRength": "FUE", + "AGIlity": "AGI", + "STAmina": "HAB", + "RESistance": "RES", + "PERception": "PER", + "COMunication": "COM", + "CULture": "CUL", + "APPearance": "ASP", + "strength-short": "STR", + "agility-short": "AGI", + "stamina-short": "STA", + "resistance-short": "RES", + "perception-short": "PER", + "communication-short": "COM", + "culture-short": "CUL", + "appearance-short": "APP", + "secondary-characteristics": "Características Secundárias", + "luck": "Suerte", + "willpower": "Templanza", + "rationality": "Racionalidad", + "irrationality": "Irracionalidad", + "faith-points": "Puntos de Fé", + "spell-points": "Pt. de Conjuro", + "initiative": "Iniciativa", + "damage-bonus": "Bonificador Daño", + "expierience-points": "Puntos de Aprendizaje", + "health": "Salud", + "life-points": "Puntos de Vida", + "condition": "Estado", + "armor": "Armadura", + "localization": "Localización", + "protection": "Protec.", + "head": "Cabeza", + "right-arm": "Brazo Der.", + "left-arm": "Brazo Izq.", + "chest": "Tronco", + "abdomen": "Abdomen", + "right-leg": "Pierna Der.", + "left-leg": "Pierna Izq.", + "shield": "Escudo", + "abilities": "Habilidades", + "alchemy": "Alquimia", + "artisanry": "Artesanía", + "astrology": "Astrología", + "riding": "Cabalgar", + "singing": "Cantar", + "commerce": "Comerciar", + "driving": "Conducir Carro", + "animal-knowledge": "Conocimiento Animal", + "area-knowledge": "Conocimiento de Área", + "magical-knowledge": "Conocimiento Mágico", + "mineral-knowledge": "Conocimiento Mineral", + "plant-knowledge": "Conocimiento Vegetal", + "running": "Correr", + "court": "Corte", + "tasting": "Degustar", + "discovering": "Descubrir", + "dressing-up": "Disfrazarse", + "eloquence": "Elocuencia", + "empathy": "Empatía", + "teaching": "Enseñar", + "sleight-of-hand": "Escamotear", + "listening": "Escuchar", + "dodging": "Esquivar", + "forcing-mechanisms": "Forzar Mecanismos", + "language": "Idioma", + "gaming": "Juego", + "throwing": "Lanzar", + "reading-and-writing": "Leer y Escribir", + "legends": "Leyendas", + "commanding": "Mando", + "medicine": "Medicina", + "memory": "Memoria", + "music": "Música", + "swimming": "Nadar", + "navigation": "Navegar", + "hiding": "Ocultar", + "tracking": "Rastrear", + "jumping": "Saltar", + "healing": "Sanar", + "seduction": "Seducción", + "stealth": "Sigilo", + "theology": "Teología", + "torture": "Tormento", + "climbing": "Trepar", + "bows": "Arcos", + "crossbows": "Ballestas", + "knives": "Cuchillos", + "shields": "Escudos", + "swords": "Espadas", + "broadswords": "Espadones", + "axes": "Hachas", + "slings": "Hondas", + "spears": "Lanzas", + "maces": "Mazas", + "clubs": "Palos", + "fists": "Pelea", + "weapons": "Armas", + "weapon": "Ataque o arma", + "damage": "Daño", + "ammunition": "Nº.At.", + "size": "Tamaño", + "reload": "Recarga", + "range": "+20/Alcance/-20", + "spells-and-rituals": "Hechizos y Rituales", + "vis/ordo": "Vis", + "type/ceremony": "Tipo", + "expiration": "Caducidad", + "duration": "Duración", + "components-preparation-and-description/effect": "Componentes, preparación y descripción / Efecto", + "equipment": "Equipo", + "notes": "Notas", + "purse": "Ingresos y ahorros", + "money": "Dineros", + "monthly-income": "Ingresos Mensuales", + "weekly-expenses": "Gastos Semanales", + "possessions": "Posesiones", + "servants": "Servidores y Criados", + "value": "Valor", + "result": "Resultado" +} \ No newline at end of file diff --git a/Aquelarre/translations/cs.json b/Aquelarre/translations/cs.json new file mode 100644 index 0000000000..fe665a6223 --- /dev/null +++ b/Aquelarre/translations/cs.json @@ -0,0 +1,132 @@ +{ + "name": "Nombre", + "age": "Edad", + "weight-and-height": "Peso y Altura", + "kingdom": "Reino", + "ethnic-group": "Grupo Ëtnico", + "social-position": "Posición Social", + "profession": "Profesión", + "fathers-profession": "Profesión Paterna", + "character-traits-pride-and-shame": "Rasgos de Caracter Orgullos y Verguenzas", + "main-characteristics": "Características Principales", + "STRength": "FUE", + "AGIlity": "AGI", + "STAmina": "HAB", + "RESistance": "RES", + "PERception": "PER", + "COMunication": "COM", + "CULture": "CUL", + "APPearance": "ASP", + "strength-short": "STR", + "agility-short": "AGI", + "stamina-short": "STA", + "resistance-short": "RES", + "perception-short": "PER", + "communication-short": "COM", + "culture-short": "CUL", + "appearance-short": "APP", + "secondary-characteristics": "Características Secundárias", + "luck": "Suerte", + "willpower": "Templanza", + "rationality": "Racionalidad", + "irrationality": "Irracionalidad", + "faith-points": "Puntos de Fé", + "spell-points": "Pt. de Conjuro", + "initiative": "Iniciativa", + "damage-bonus": "Bonificador Daño", + "expierience-points": "Puntos de Aprendizaje", + "health": "Salud", + "life-points": "Puntos de Vida", + "condition": "Estado", + "armor": "Armadura", + "localization": "Localización", + "protection": "Protec.", + "head": "Cabeza", + "right-arm": "Brazo Der.", + "left-arm": "Brazo Izq.", + "chest": "Tronco", + "abdomen": "Abdomen", + "right-leg": "Pierna Der.", + "left-leg": "Pierna Izq.", + "shield": "Escudo", + "abilities": "Habilidades", + "alchemy": "Alquimia", + "artisanry": "Artesanía", + "astrology": "Astrología", + "riding": "Cabalgar", + "singing": "Cantar", + "commerce": "Comerciar", + "driving": "Conducir Carro", + "animal-knowledge": "Conocimiento Animal", + "area-knowledge": "Conocimiento de Área", + "magical-knowledge": "Conocimiento Mágico", + "mineral-knowledge": "Conocimiento Mineral", + "plant-knowledge": "Conocimiento Vegetal", + "running": "Correr", + "court": "Corte", + "tasting": "Degustar", + "discovering": "Descubrir", + "dressing-up": "Disfrazarse", + "eloquence": "Elocuencia", + "empathy": "Empatía", + "teaching": "Enseñar", + "sleight-of-hand": "Escamotear", + "listening": "Escuchar", + "dodging": "Esquivar", + "forcing-mechanisms": "Forzar Mecanismos", + "language": "Idioma", + "gaming": "Juego", + "throwing": "Lanzar", + "reading-and-writing": "Leer y Escribir", + "legends": "Leyendas", + "commanding": "Mando", + "medicine": "Medicina", + "memory": "Memoria", + "music": "Música", + "swimming": "Nadar", + "navigation": "Navegar", + "hiding": "Ocultar", + "tracking": "Rastrear", + "jumping": "Saltar", + "healing": "Sanar", + "seduction": "Seducción", + "stealth": "Sigilo", + "theology": "Teología", + "torture": "Tormento", + "climbing": "Trepar", + "bows": "Arcos", + "crossbows": "Ballestas", + "knives": "Cuchillos", + "shields": "Escudos", + "swords": "Espadas", + "broadswords": "Espadones", + "axes": "Hachas", + "slings": "Hondas", + "spears": "Lanzas", + "maces": "Mazas", + "clubs": "Palos", + "fists": "Pelea", + "weapons": "Armas", + "weapon": "Ataque o arma", + "damage": "Daño", + "ammunition": "Nº.At.", + "size": "Tamaño", + "reload": "Recarga", + "range": "+20/Alcance/-20", + "spells-and-rituals": "Hechizos y Rituales", + "vis/ordo": "Vis", + "type/ceremony": "Tipo", + "expiration": "Caducidad", + "duration": "Duración", + "components-preparation-and-description/effect": "Componentes, preparación y descripción / Efecto", + "equipment": "Equipo", + "notes": "Notas", + "purse": "Ingresos y ahorros", + "money": "Dineros", + "monthly-income": "Ingresos Mensuales", + "weekly-expenses": "Gastos Semanales", + "possessions": "Posesiones", + "servants": "Servidores y Criados", + "value": "Valor", + "result": "Resultado" +} \ No newline at end of file diff --git a/Aquelarre/translations/da.json b/Aquelarre/translations/da.json new file mode 100644 index 0000000000..fe665a6223 --- /dev/null +++ b/Aquelarre/translations/da.json @@ -0,0 +1,132 @@ +{ + "name": "Nombre", + "age": "Edad", + "weight-and-height": "Peso y Altura", + "kingdom": "Reino", + "ethnic-group": "Grupo Ëtnico", + "social-position": "Posición Social", + "profession": "Profesión", + "fathers-profession": "Profesión Paterna", + "character-traits-pride-and-shame": "Rasgos de Caracter Orgullos y Verguenzas", + "main-characteristics": "Características Principales", + "STRength": "FUE", + "AGIlity": "AGI", + "STAmina": "HAB", + "RESistance": "RES", + "PERception": "PER", + "COMunication": "COM", + "CULture": "CUL", + "APPearance": "ASP", + "strength-short": "STR", + "agility-short": "AGI", + "stamina-short": "STA", + "resistance-short": "RES", + "perception-short": "PER", + "communication-short": "COM", + "culture-short": "CUL", + "appearance-short": "APP", + "secondary-characteristics": "Características Secundárias", + "luck": "Suerte", + "willpower": "Templanza", + "rationality": "Racionalidad", + "irrationality": "Irracionalidad", + "faith-points": "Puntos de Fé", + "spell-points": "Pt. de Conjuro", + "initiative": "Iniciativa", + "damage-bonus": "Bonificador Daño", + "expierience-points": "Puntos de Aprendizaje", + "health": "Salud", + "life-points": "Puntos de Vida", + "condition": "Estado", + "armor": "Armadura", + "localization": "Localización", + "protection": "Protec.", + "head": "Cabeza", + "right-arm": "Brazo Der.", + "left-arm": "Brazo Izq.", + "chest": "Tronco", + "abdomen": "Abdomen", + "right-leg": "Pierna Der.", + "left-leg": "Pierna Izq.", + "shield": "Escudo", + "abilities": "Habilidades", + "alchemy": "Alquimia", + "artisanry": "Artesanía", + "astrology": "Astrología", + "riding": "Cabalgar", + "singing": "Cantar", + "commerce": "Comerciar", + "driving": "Conducir Carro", + "animal-knowledge": "Conocimiento Animal", + "area-knowledge": "Conocimiento de Área", + "magical-knowledge": "Conocimiento Mágico", + "mineral-knowledge": "Conocimiento Mineral", + "plant-knowledge": "Conocimiento Vegetal", + "running": "Correr", + "court": "Corte", + "tasting": "Degustar", + "discovering": "Descubrir", + "dressing-up": "Disfrazarse", + "eloquence": "Elocuencia", + "empathy": "Empatía", + "teaching": "Enseñar", + "sleight-of-hand": "Escamotear", + "listening": "Escuchar", + "dodging": "Esquivar", + "forcing-mechanisms": "Forzar Mecanismos", + "language": "Idioma", + "gaming": "Juego", + "throwing": "Lanzar", + "reading-and-writing": "Leer y Escribir", + "legends": "Leyendas", + "commanding": "Mando", + "medicine": "Medicina", + "memory": "Memoria", + "music": "Música", + "swimming": "Nadar", + "navigation": "Navegar", + "hiding": "Ocultar", + "tracking": "Rastrear", + "jumping": "Saltar", + "healing": "Sanar", + "seduction": "Seducción", + "stealth": "Sigilo", + "theology": "Teología", + "torture": "Tormento", + "climbing": "Trepar", + "bows": "Arcos", + "crossbows": "Ballestas", + "knives": "Cuchillos", + "shields": "Escudos", + "swords": "Espadas", + "broadswords": "Espadones", + "axes": "Hachas", + "slings": "Hondas", + "spears": "Lanzas", + "maces": "Mazas", + "clubs": "Palos", + "fists": "Pelea", + "weapons": "Armas", + "weapon": "Ataque o arma", + "damage": "Daño", + "ammunition": "Nº.At.", + "size": "Tamaño", + "reload": "Recarga", + "range": "+20/Alcance/-20", + "spells-and-rituals": "Hechizos y Rituales", + "vis/ordo": "Vis", + "type/ceremony": "Tipo", + "expiration": "Caducidad", + "duration": "Duración", + "components-preparation-and-description/effect": "Componentes, preparación y descripción / Efecto", + "equipment": "Equipo", + "notes": "Notas", + "purse": "Ingresos y ahorros", + "money": "Dineros", + "monthly-income": "Ingresos Mensuales", + "weekly-expenses": "Gastos Semanales", + "possessions": "Posesiones", + "servants": "Servidores y Criados", + "value": "Valor", + "result": "Resultado" +} \ No newline at end of file diff --git a/Aquelarre/translations/de.json b/Aquelarre/translations/de.json new file mode 100644 index 0000000000..fe665a6223 --- /dev/null +++ b/Aquelarre/translations/de.json @@ -0,0 +1,132 @@ +{ + "name": "Nombre", + "age": "Edad", + "weight-and-height": "Peso y Altura", + "kingdom": "Reino", + "ethnic-group": "Grupo Ëtnico", + "social-position": "Posición Social", + "profession": "Profesión", + "fathers-profession": "Profesión Paterna", + "character-traits-pride-and-shame": "Rasgos de Caracter Orgullos y Verguenzas", + "main-characteristics": "Características Principales", + "STRength": "FUE", + "AGIlity": "AGI", + "STAmina": "HAB", + "RESistance": "RES", + "PERception": "PER", + "COMunication": "COM", + "CULture": "CUL", + "APPearance": "ASP", + "strength-short": "STR", + "agility-short": "AGI", + "stamina-short": "STA", + "resistance-short": "RES", + "perception-short": "PER", + "communication-short": "COM", + "culture-short": "CUL", + "appearance-short": "APP", + "secondary-characteristics": "Características Secundárias", + "luck": "Suerte", + "willpower": "Templanza", + "rationality": "Racionalidad", + "irrationality": "Irracionalidad", + "faith-points": "Puntos de Fé", + "spell-points": "Pt. de Conjuro", + "initiative": "Iniciativa", + "damage-bonus": "Bonificador Daño", + "expierience-points": "Puntos de Aprendizaje", + "health": "Salud", + "life-points": "Puntos de Vida", + "condition": "Estado", + "armor": "Armadura", + "localization": "Localización", + "protection": "Protec.", + "head": "Cabeza", + "right-arm": "Brazo Der.", + "left-arm": "Brazo Izq.", + "chest": "Tronco", + "abdomen": "Abdomen", + "right-leg": "Pierna Der.", + "left-leg": "Pierna Izq.", + "shield": "Escudo", + "abilities": "Habilidades", + "alchemy": "Alquimia", + "artisanry": "Artesanía", + "astrology": "Astrología", + "riding": "Cabalgar", + "singing": "Cantar", + "commerce": "Comerciar", + "driving": "Conducir Carro", + "animal-knowledge": "Conocimiento Animal", + "area-knowledge": "Conocimiento de Área", + "magical-knowledge": "Conocimiento Mágico", + "mineral-knowledge": "Conocimiento Mineral", + "plant-knowledge": "Conocimiento Vegetal", + "running": "Correr", + "court": "Corte", + "tasting": "Degustar", + "discovering": "Descubrir", + "dressing-up": "Disfrazarse", + "eloquence": "Elocuencia", + "empathy": "Empatía", + "teaching": "Enseñar", + "sleight-of-hand": "Escamotear", + "listening": "Escuchar", + "dodging": "Esquivar", + "forcing-mechanisms": "Forzar Mecanismos", + "language": "Idioma", + "gaming": "Juego", + "throwing": "Lanzar", + "reading-and-writing": "Leer y Escribir", + "legends": "Leyendas", + "commanding": "Mando", + "medicine": "Medicina", + "memory": "Memoria", + "music": "Música", + "swimming": "Nadar", + "navigation": "Navegar", + "hiding": "Ocultar", + "tracking": "Rastrear", + "jumping": "Saltar", + "healing": "Sanar", + "seduction": "Seducción", + "stealth": "Sigilo", + "theology": "Teología", + "torture": "Tormento", + "climbing": "Trepar", + "bows": "Arcos", + "crossbows": "Ballestas", + "knives": "Cuchillos", + "shields": "Escudos", + "swords": "Espadas", + "broadswords": "Espadones", + "axes": "Hachas", + "slings": "Hondas", + "spears": "Lanzas", + "maces": "Mazas", + "clubs": "Palos", + "fists": "Pelea", + "weapons": "Armas", + "weapon": "Ataque o arma", + "damage": "Daño", + "ammunition": "Nº.At.", + "size": "Tamaño", + "reload": "Recarga", + "range": "+20/Alcance/-20", + "spells-and-rituals": "Hechizos y Rituales", + "vis/ordo": "Vis", + "type/ceremony": "Tipo", + "expiration": "Caducidad", + "duration": "Duración", + "components-preparation-and-description/effect": "Componentes, preparación y descripción / Efecto", + "equipment": "Equipo", + "notes": "Notas", + "purse": "Ingresos y ahorros", + "money": "Dineros", + "monthly-income": "Ingresos Mensuales", + "weekly-expenses": "Gastos Semanales", + "possessions": "Posesiones", + "servants": "Servidores y Criados", + "value": "Valor", + "result": "Resultado" +} \ No newline at end of file diff --git a/Aquelarre/translations/el.json b/Aquelarre/translations/el.json new file mode 100644 index 0000000000..fe665a6223 --- /dev/null +++ b/Aquelarre/translations/el.json @@ -0,0 +1,132 @@ +{ + "name": "Nombre", + "age": "Edad", + "weight-and-height": "Peso y Altura", + "kingdom": "Reino", + "ethnic-group": "Grupo Ëtnico", + "social-position": "Posición Social", + "profession": "Profesión", + "fathers-profession": "Profesión Paterna", + "character-traits-pride-and-shame": "Rasgos de Caracter Orgullos y Verguenzas", + "main-characteristics": "Características Principales", + "STRength": "FUE", + "AGIlity": "AGI", + "STAmina": "HAB", + "RESistance": "RES", + "PERception": "PER", + "COMunication": "COM", + "CULture": "CUL", + "APPearance": "ASP", + "strength-short": "STR", + "agility-short": "AGI", + "stamina-short": "STA", + "resistance-short": "RES", + "perception-short": "PER", + "communication-short": "COM", + "culture-short": "CUL", + "appearance-short": "APP", + "secondary-characteristics": "Características Secundárias", + "luck": "Suerte", + "willpower": "Templanza", + "rationality": "Racionalidad", + "irrationality": "Irracionalidad", + "faith-points": "Puntos de Fé", + "spell-points": "Pt. de Conjuro", + "initiative": "Iniciativa", + "damage-bonus": "Bonificador Daño", + "expierience-points": "Puntos de Aprendizaje", + "health": "Salud", + "life-points": "Puntos de Vida", + "condition": "Estado", + "armor": "Armadura", + "localization": "Localización", + "protection": "Protec.", + "head": "Cabeza", + "right-arm": "Brazo Der.", + "left-arm": "Brazo Izq.", + "chest": "Tronco", + "abdomen": "Abdomen", + "right-leg": "Pierna Der.", + "left-leg": "Pierna Izq.", + "shield": "Escudo", + "abilities": "Habilidades", + "alchemy": "Alquimia", + "artisanry": "Artesanía", + "astrology": "Astrología", + "riding": "Cabalgar", + "singing": "Cantar", + "commerce": "Comerciar", + "driving": "Conducir Carro", + "animal-knowledge": "Conocimiento Animal", + "area-knowledge": "Conocimiento de Área", + "magical-knowledge": "Conocimiento Mágico", + "mineral-knowledge": "Conocimiento Mineral", + "plant-knowledge": "Conocimiento Vegetal", + "running": "Correr", + "court": "Corte", + "tasting": "Degustar", + "discovering": "Descubrir", + "dressing-up": "Disfrazarse", + "eloquence": "Elocuencia", + "empathy": "Empatía", + "teaching": "Enseñar", + "sleight-of-hand": "Escamotear", + "listening": "Escuchar", + "dodging": "Esquivar", + "forcing-mechanisms": "Forzar Mecanismos", + "language": "Idioma", + "gaming": "Juego", + "throwing": "Lanzar", + "reading-and-writing": "Leer y Escribir", + "legends": "Leyendas", + "commanding": "Mando", + "medicine": "Medicina", + "memory": "Memoria", + "music": "Música", + "swimming": "Nadar", + "navigation": "Navegar", + "hiding": "Ocultar", + "tracking": "Rastrear", + "jumping": "Saltar", + "healing": "Sanar", + "seduction": "Seducción", + "stealth": "Sigilo", + "theology": "Teología", + "torture": "Tormento", + "climbing": "Trepar", + "bows": "Arcos", + "crossbows": "Ballestas", + "knives": "Cuchillos", + "shields": "Escudos", + "swords": "Espadas", + "broadswords": "Espadones", + "axes": "Hachas", + "slings": "Hondas", + "spears": "Lanzas", + "maces": "Mazas", + "clubs": "Palos", + "fists": "Pelea", + "weapons": "Armas", + "weapon": "Ataque o arma", + "damage": "Daño", + "ammunition": "Nº.At.", + "size": "Tamaño", + "reload": "Recarga", + "range": "+20/Alcance/-20", + "spells-and-rituals": "Hechizos y Rituales", + "vis/ordo": "Vis", + "type/ceremony": "Tipo", + "expiration": "Caducidad", + "duration": "Duración", + "components-preparation-and-description/effect": "Componentes, preparación y descripción / Efecto", + "equipment": "Equipo", + "notes": "Notas", + "purse": "Ingresos y ahorros", + "money": "Dineros", + "monthly-income": "Ingresos Mensuales", + "weekly-expenses": "Gastos Semanales", + "possessions": "Posesiones", + "servants": "Servidores y Criados", + "value": "Valor", + "result": "Resultado" +} \ No newline at end of file diff --git a/Aquelarre/translations/en.json b/Aquelarre/translations/en.json new file mode 100644 index 0000000000..fe665a6223 --- /dev/null +++ b/Aquelarre/translations/en.json @@ -0,0 +1,132 @@ +{ + "name": "Nombre", + "age": "Edad", + "weight-and-height": "Peso y Altura", + "kingdom": "Reino", + "ethnic-group": "Grupo Ëtnico", + "social-position": "Posición Social", + "profession": "Profesión", + "fathers-profession": "Profesión Paterna", + "character-traits-pride-and-shame": "Rasgos de Caracter Orgullos y Verguenzas", + "main-characteristics": "Características Principales", + "STRength": "FUE", + "AGIlity": "AGI", + "STAmina": "HAB", + "RESistance": "RES", + "PERception": "PER", + "COMunication": "COM", + "CULture": "CUL", + "APPearance": "ASP", + "strength-short": "STR", + "agility-short": "AGI", + "stamina-short": "STA", + "resistance-short": "RES", + "perception-short": "PER", + "communication-short": "COM", + "culture-short": "CUL", + "appearance-short": "APP", + "secondary-characteristics": "Características Secundárias", + "luck": "Suerte", + "willpower": "Templanza", + "rationality": "Racionalidad", + "irrationality": "Irracionalidad", + "faith-points": "Puntos de Fé", + "spell-points": "Pt. de Conjuro", + "initiative": "Iniciativa", + "damage-bonus": "Bonificador Daño", + "expierience-points": "Puntos de Aprendizaje", + "health": "Salud", + "life-points": "Puntos de Vida", + "condition": "Estado", + "armor": "Armadura", + "localization": "Localización", + "protection": "Protec.", + "head": "Cabeza", + "right-arm": "Brazo Der.", + "left-arm": "Brazo Izq.", + "chest": "Tronco", + "abdomen": "Abdomen", + "right-leg": "Pierna Der.", + "left-leg": "Pierna Izq.", + "shield": "Escudo", + "abilities": "Habilidades", + "alchemy": "Alquimia", + "artisanry": "Artesanía", + "astrology": "Astrología", + "riding": "Cabalgar", + "singing": "Cantar", + "commerce": "Comerciar", + "driving": "Conducir Carro", + "animal-knowledge": "Conocimiento Animal", + "area-knowledge": "Conocimiento de Área", + "magical-knowledge": "Conocimiento Mágico", + "mineral-knowledge": "Conocimiento Mineral", + "plant-knowledge": "Conocimiento Vegetal", + "running": "Correr", + "court": "Corte", + "tasting": "Degustar", + "discovering": "Descubrir", + "dressing-up": "Disfrazarse", + "eloquence": "Elocuencia", + "empathy": "Empatía", + "teaching": "Enseñar", + "sleight-of-hand": "Escamotear", + "listening": "Escuchar", + "dodging": "Esquivar", + "forcing-mechanisms": "Forzar Mecanismos", + "language": "Idioma", + "gaming": "Juego", + "throwing": "Lanzar", + "reading-and-writing": "Leer y Escribir", + "legends": "Leyendas", + "commanding": "Mando", + "medicine": "Medicina", + "memory": "Memoria", + "music": "Música", + "swimming": "Nadar", + "navigation": "Navegar", + "hiding": "Ocultar", + "tracking": "Rastrear", + "jumping": "Saltar", + "healing": "Sanar", + "seduction": "Seducción", + "stealth": "Sigilo", + "theology": "Teología", + "torture": "Tormento", + "climbing": "Trepar", + "bows": "Arcos", + "crossbows": "Ballestas", + "knives": "Cuchillos", + "shields": "Escudos", + "swords": "Espadas", + "broadswords": "Espadones", + "axes": "Hachas", + "slings": "Hondas", + "spears": "Lanzas", + "maces": "Mazas", + "clubs": "Palos", + "fists": "Pelea", + "weapons": "Armas", + "weapon": "Ataque o arma", + "damage": "Daño", + "ammunition": "Nº.At.", + "size": "Tamaño", + "reload": "Recarga", + "range": "+20/Alcance/-20", + "spells-and-rituals": "Hechizos y Rituales", + "vis/ordo": "Vis", + "type/ceremony": "Tipo", + "expiration": "Caducidad", + "duration": "Duración", + "components-preparation-and-description/effect": "Componentes, preparación y descripción / Efecto", + "equipment": "Equipo", + "notes": "Notas", + "purse": "Ingresos y ahorros", + "money": "Dineros", + "monthly-income": "Ingresos Mensuales", + "weekly-expenses": "Gastos Semanales", + "possessions": "Posesiones", + "servants": "Servidores y Criados", + "value": "Valor", + "result": "Resultado" +} \ No newline at end of file diff --git a/Aquelarre/translations/es.json b/Aquelarre/translations/es.json new file mode 100644 index 0000000000..fe665a6223 --- /dev/null +++ b/Aquelarre/translations/es.json @@ -0,0 +1,132 @@ +{ + "name": "Nombre", + "age": "Edad", + "weight-and-height": "Peso y Altura", + "kingdom": "Reino", + "ethnic-group": "Grupo Ëtnico", + "social-position": "Posición Social", + "profession": "Profesión", + "fathers-profession": "Profesión Paterna", + "character-traits-pride-and-shame": "Rasgos de Caracter Orgullos y Verguenzas", + "main-characteristics": "Características Principales", + "STRength": "FUE", + "AGIlity": "AGI", + "STAmina": "HAB", + "RESistance": "RES", + "PERception": "PER", + "COMunication": "COM", + "CULture": "CUL", + "APPearance": "ASP", + "strength-short": "STR", + "agility-short": "AGI", + "stamina-short": "STA", + "resistance-short": "RES", + "perception-short": "PER", + "communication-short": "COM", + "culture-short": "CUL", + "appearance-short": "APP", + "secondary-characteristics": "Características Secundárias", + "luck": "Suerte", + "willpower": "Templanza", + "rationality": "Racionalidad", + "irrationality": "Irracionalidad", + "faith-points": "Puntos de Fé", + "spell-points": "Pt. de Conjuro", + "initiative": "Iniciativa", + "damage-bonus": "Bonificador Daño", + "expierience-points": "Puntos de Aprendizaje", + "health": "Salud", + "life-points": "Puntos de Vida", + "condition": "Estado", + "armor": "Armadura", + "localization": "Localización", + "protection": "Protec.", + "head": "Cabeza", + "right-arm": "Brazo Der.", + "left-arm": "Brazo Izq.", + "chest": "Tronco", + "abdomen": "Abdomen", + "right-leg": "Pierna Der.", + "left-leg": "Pierna Izq.", + "shield": "Escudo", + "abilities": "Habilidades", + "alchemy": "Alquimia", + "artisanry": "Artesanía", + "astrology": "Astrología", + "riding": "Cabalgar", + "singing": "Cantar", + "commerce": "Comerciar", + "driving": "Conducir Carro", + "animal-knowledge": "Conocimiento Animal", + "area-knowledge": "Conocimiento de Área", + "magical-knowledge": "Conocimiento Mágico", + "mineral-knowledge": "Conocimiento Mineral", + "plant-knowledge": "Conocimiento Vegetal", + "running": "Correr", + "court": "Corte", + "tasting": "Degustar", + "discovering": "Descubrir", + "dressing-up": "Disfrazarse", + "eloquence": "Elocuencia", + "empathy": "Empatía", + "teaching": "Enseñar", + "sleight-of-hand": "Escamotear", + "listening": "Escuchar", + "dodging": "Esquivar", + "forcing-mechanisms": "Forzar Mecanismos", + "language": "Idioma", + "gaming": "Juego", + "throwing": "Lanzar", + "reading-and-writing": "Leer y Escribir", + "legends": "Leyendas", + "commanding": "Mando", + "medicine": "Medicina", + "memory": "Memoria", + "music": "Música", + "swimming": "Nadar", + "navigation": "Navegar", + "hiding": "Ocultar", + "tracking": "Rastrear", + "jumping": "Saltar", + "healing": "Sanar", + "seduction": "Seducción", + "stealth": "Sigilo", + "theology": "Teología", + "torture": "Tormento", + "climbing": "Trepar", + "bows": "Arcos", + "crossbows": "Ballestas", + "knives": "Cuchillos", + "shields": "Escudos", + "swords": "Espadas", + "broadswords": "Espadones", + "axes": "Hachas", + "slings": "Hondas", + "spears": "Lanzas", + "maces": "Mazas", + "clubs": "Palos", + "fists": "Pelea", + "weapons": "Armas", + "weapon": "Ataque o arma", + "damage": "Daño", + "ammunition": "Nº.At.", + "size": "Tamaño", + "reload": "Recarga", + "range": "+20/Alcance/-20", + "spells-and-rituals": "Hechizos y Rituales", + "vis/ordo": "Vis", + "type/ceremony": "Tipo", + "expiration": "Caducidad", + "duration": "Duración", + "components-preparation-and-description/effect": "Componentes, preparación y descripción / Efecto", + "equipment": "Equipo", + "notes": "Notas", + "purse": "Ingresos y ahorros", + "money": "Dineros", + "monthly-income": "Ingresos Mensuales", + "weekly-expenses": "Gastos Semanales", + "possessions": "Posesiones", + "servants": "Servidores y Criados", + "value": "Valor", + "result": "Resultado" +} \ No newline at end of file diff --git a/Aquelarre/translations/fr.json b/Aquelarre/translations/fr.json new file mode 100644 index 0000000000..fe665a6223 --- /dev/null +++ b/Aquelarre/translations/fr.json @@ -0,0 +1,132 @@ +{ + "name": "Nombre", + "age": "Edad", + "weight-and-height": "Peso y Altura", + "kingdom": "Reino", + "ethnic-group": "Grupo Ëtnico", + "social-position": "Posición Social", + "profession": "Profesión", + "fathers-profession": "Profesión Paterna", + "character-traits-pride-and-shame": "Rasgos de Caracter Orgullos y Verguenzas", + "main-characteristics": "Características Principales", + "STRength": "FUE", + "AGIlity": "AGI", + "STAmina": "HAB", + "RESistance": "RES", + "PERception": "PER", + "COMunication": "COM", + "CULture": "CUL", + "APPearance": "ASP", + "strength-short": "STR", + "agility-short": "AGI", + "stamina-short": "STA", + "resistance-short": "RES", + "perception-short": "PER", + "communication-short": "COM", + "culture-short": "CUL", + "appearance-short": "APP", + "secondary-characteristics": "Características Secundárias", + "luck": "Suerte", + "willpower": "Templanza", + "rationality": "Racionalidad", + "irrationality": "Irracionalidad", + "faith-points": "Puntos de Fé", + "spell-points": "Pt. de Conjuro", + "initiative": "Iniciativa", + "damage-bonus": "Bonificador Daño", + "expierience-points": "Puntos de Aprendizaje", + "health": "Salud", + "life-points": "Puntos de Vida", + "condition": "Estado", + "armor": "Armadura", + "localization": "Localización", + "protection": "Protec.", + "head": "Cabeza", + "right-arm": "Brazo Der.", + "left-arm": "Brazo Izq.", + "chest": "Tronco", + "abdomen": "Abdomen", + "right-leg": "Pierna Der.", + "left-leg": "Pierna Izq.", + "shield": "Escudo", + "abilities": "Habilidades", + "alchemy": "Alquimia", + "artisanry": "Artesanía", + "astrology": "Astrología", + "riding": "Cabalgar", + "singing": "Cantar", + "commerce": "Comerciar", + "driving": "Conducir Carro", + "animal-knowledge": "Conocimiento Animal", + "area-knowledge": "Conocimiento de Área", + "magical-knowledge": "Conocimiento Mágico", + "mineral-knowledge": "Conocimiento Mineral", + "plant-knowledge": "Conocimiento Vegetal", + "running": "Correr", + "court": "Corte", + "tasting": "Degustar", + "discovering": "Descubrir", + "dressing-up": "Disfrazarse", + "eloquence": "Elocuencia", + "empathy": "Empatía", + "teaching": "Enseñar", + "sleight-of-hand": "Escamotear", + "listening": "Escuchar", + "dodging": "Esquivar", + "forcing-mechanisms": "Forzar Mecanismos", + "language": "Idioma", + "gaming": "Juego", + "throwing": "Lanzar", + "reading-and-writing": "Leer y Escribir", + "legends": "Leyendas", + "commanding": "Mando", + "medicine": "Medicina", + "memory": "Memoria", + "music": "Música", + "swimming": "Nadar", + "navigation": "Navegar", + "hiding": "Ocultar", + "tracking": "Rastrear", + "jumping": "Saltar", + "healing": "Sanar", + "seduction": "Seducción", + "stealth": "Sigilo", + "theology": "Teología", + "torture": "Tormento", + "climbing": "Trepar", + "bows": "Arcos", + "crossbows": "Ballestas", + "knives": "Cuchillos", + "shields": "Escudos", + "swords": "Espadas", + "broadswords": "Espadones", + "axes": "Hachas", + "slings": "Hondas", + "spears": "Lanzas", + "maces": "Mazas", + "clubs": "Palos", + "fists": "Pelea", + "weapons": "Armas", + "weapon": "Ataque o arma", + "damage": "Daño", + "ammunition": "Nº.At.", + "size": "Tamaño", + "reload": "Recarga", + "range": "+20/Alcance/-20", + "spells-and-rituals": "Hechizos y Rituales", + "vis/ordo": "Vis", + "type/ceremony": "Tipo", + "expiration": "Caducidad", + "duration": "Duración", + "components-preparation-and-description/effect": "Componentes, preparación y descripción / Efecto", + "equipment": "Equipo", + "notes": "Notas", + "purse": "Ingresos y ahorros", + "money": "Dineros", + "monthly-income": "Ingresos Mensuales", + "weekly-expenses": "Gastos Semanales", + "possessions": "Posesiones", + "servants": "Servidores y Criados", + "value": "Valor", + "result": "Resultado" +} \ No newline at end of file diff --git a/Aquelarre/translations/he.json b/Aquelarre/translations/he.json new file mode 100644 index 0000000000..fe665a6223 --- /dev/null +++ b/Aquelarre/translations/he.json @@ -0,0 +1,132 @@ +{ + "name": "Nombre", + "age": "Edad", + "weight-and-height": "Peso y Altura", + "kingdom": "Reino", + "ethnic-group": "Grupo Ëtnico", + "social-position": "Posición Social", + "profession": "Profesión", + "fathers-profession": "Profesión Paterna", + "character-traits-pride-and-shame": "Rasgos de Caracter Orgullos y Verguenzas", + "main-characteristics": "Características Principales", + "STRength": "FUE", + "AGIlity": "AGI", + "STAmina": "HAB", + "RESistance": "RES", + "PERception": "PER", + "COMunication": "COM", + "CULture": "CUL", + "APPearance": "ASP", + "strength-short": "STR", + "agility-short": "AGI", + "stamina-short": "STA", + "resistance-short": "RES", + "perception-short": "PER", + "communication-short": "COM", + "culture-short": "CUL", + "appearance-short": "APP", + "secondary-characteristics": "Características Secundárias", + "luck": "Suerte", + "willpower": "Templanza", + "rationality": "Racionalidad", + "irrationality": "Irracionalidad", + "faith-points": "Puntos de Fé", + "spell-points": "Pt. de Conjuro", + "initiative": "Iniciativa", + "damage-bonus": "Bonificador Daño", + "expierience-points": "Puntos de Aprendizaje", + "health": "Salud", + "life-points": "Puntos de Vida", + "condition": "Estado", + "armor": "Armadura", + "localization": "Localización", + "protection": "Protec.", + "head": "Cabeza", + "right-arm": "Brazo Der.", + "left-arm": "Brazo Izq.", + "chest": "Tronco", + "abdomen": "Abdomen", + "right-leg": "Pierna Der.", + "left-leg": "Pierna Izq.", + "shield": "Escudo", + "abilities": "Habilidades", + "alchemy": "Alquimia", + "artisanry": "Artesanía", + "astrology": "Astrología", + "riding": "Cabalgar", + "singing": "Cantar", + "commerce": "Comerciar", + "driving": "Conducir Carro", + "animal-knowledge": "Conocimiento Animal", + "area-knowledge": "Conocimiento de Área", + "magical-knowledge": "Conocimiento Mágico", + "mineral-knowledge": "Conocimiento Mineral", + "plant-knowledge": "Conocimiento Vegetal", + "running": "Correr", + "court": "Corte", + "tasting": "Degustar", + "discovering": "Descubrir", + "dressing-up": "Disfrazarse", + "eloquence": "Elocuencia", + "empathy": "Empatía", + "teaching": "Enseñar", + "sleight-of-hand": "Escamotear", + "listening": "Escuchar", + "dodging": "Esquivar", + "forcing-mechanisms": "Forzar Mecanismos", + "language": "Idioma", + "gaming": "Juego", + "throwing": "Lanzar", + "reading-and-writing": "Leer y Escribir", + "legends": "Leyendas", + "commanding": "Mando", + "medicine": "Medicina", + "memory": "Memoria", + "music": "Música", + "swimming": "Nadar", + "navigation": "Navegar", + "hiding": "Ocultar", + "tracking": "Rastrear", + "jumping": "Saltar", + "healing": "Sanar", + "seduction": "Seducción", + "stealth": "Sigilo", + "theology": "Teología", + "torture": "Tormento", + "climbing": "Trepar", + "bows": "Arcos", + "crossbows": "Ballestas", + "knives": "Cuchillos", + "shields": "Escudos", + "swords": "Espadas", + "broadswords": "Espadones", + "axes": "Hachas", + "slings": "Hondas", + "spears": "Lanzas", + "maces": "Mazas", + "clubs": "Palos", + "fists": "Pelea", + "weapons": "Armas", + "weapon": "Ataque o arma", + "damage": "Daño", + "ammunition": "Nº.At.", + "size": "Tamaño", + "reload": "Recarga", + "range": "+20/Alcance/-20", + "spells-and-rituals": "Hechizos y Rituales", + "vis/ordo": "Vis", + "type/ceremony": "Tipo", + "expiration": "Caducidad", + "duration": "Duración", + "components-preparation-and-description/effect": "Componentes, preparación y descripción / Efecto", + "equipment": "Equipo", + "notes": "Notas", + "purse": "Ingresos y ahorros", + "money": "Dineros", + "monthly-income": "Ingresos Mensuales", + "weekly-expenses": "Gastos Semanales", + "possessions": "Posesiones", + "servants": "Servidores y Criados", + "value": "Valor", + "result": "Resultado" +} \ No newline at end of file diff --git a/Aquelarre/translations/hu.json b/Aquelarre/translations/hu.json new file mode 100644 index 0000000000..fe665a6223 --- /dev/null +++ b/Aquelarre/translations/hu.json @@ -0,0 +1,132 @@ +{ + "name": "Nombre", + "age": "Edad", + "weight-and-height": "Peso y Altura", + "kingdom": "Reino", + "ethnic-group": "Grupo Ëtnico", + "social-position": "Posición Social", + "profession": "Profesión", + "fathers-profession": "Profesión Paterna", + "character-traits-pride-and-shame": "Rasgos de Caracter Orgullos y Verguenzas", + "main-characteristics": "Características Principales", + "STRength": "FUE", + "AGIlity": "AGI", + "STAmina": "HAB", + "RESistance": "RES", + "PERception": "PER", + "COMunication": "COM", + "CULture": "CUL", + "APPearance": "ASP", + "strength-short": "STR", + "agility-short": "AGI", + "stamina-short": "STA", + "resistance-short": "RES", + "perception-short": "PER", + "communication-short": "COM", + "culture-short": "CUL", + "appearance-short": "APP", + "secondary-characteristics": "Características Secundárias", + "luck": "Suerte", + "willpower": "Templanza", + "rationality": "Racionalidad", + "irrationality": "Irracionalidad", + "faith-points": "Puntos de Fé", + "spell-points": "Pt. de Conjuro", + "initiative": "Iniciativa", + "damage-bonus": "Bonificador Daño", + "expierience-points": "Puntos de Aprendizaje", + "health": "Salud", + "life-points": "Puntos de Vida", + "condition": "Estado", + "armor": "Armadura", + "localization": "Localización", + "protection": "Protec.", + "head": "Cabeza", + "right-arm": "Brazo Der.", + "left-arm": "Brazo Izq.", + "chest": "Tronco", + "abdomen": "Abdomen", + "right-leg": "Pierna Der.", + "left-leg": "Pierna Izq.", + "shield": "Escudo", + "abilities": "Habilidades", + "alchemy": "Alquimia", + "artisanry": "Artesanía", + "astrology": "Astrología", + "riding": "Cabalgar", + "singing": "Cantar", + "commerce": "Comerciar", + "driving": "Conducir Carro", + "animal-knowledge": "Conocimiento Animal", + "area-knowledge": "Conocimiento de Área", + "magical-knowledge": "Conocimiento Mágico", + "mineral-knowledge": "Conocimiento Mineral", + "plant-knowledge": "Conocimiento Vegetal", + "running": "Correr", + "court": "Corte", + "tasting": "Degustar", + "discovering": "Descubrir", + "dressing-up": "Disfrazarse", + "eloquence": "Elocuencia", + "empathy": "Empatía", + "teaching": "Enseñar", + "sleight-of-hand": "Escamotear", + "listening": "Escuchar", + "dodging": "Esquivar", + "forcing-mechanisms": "Forzar Mecanismos", + "language": "Idioma", + "gaming": "Juego", + "throwing": "Lanzar", + "reading-and-writing": "Leer y Escribir", + "legends": "Leyendas", + "commanding": "Mando", + "medicine": "Medicina", + "memory": "Memoria", + "music": "Música", + "swimming": "Nadar", + "navigation": "Navegar", + "hiding": "Ocultar", + "tracking": "Rastrear", + "jumping": "Saltar", + "healing": "Sanar", + "seduction": "Seducción", + "stealth": "Sigilo", + "theology": "Teología", + "torture": "Tormento", + "climbing": "Trepar", + "bows": "Arcos", + "crossbows": "Ballestas", + "knives": "Cuchillos", + "shields": "Escudos", + "swords": "Espadas", + "broadswords": "Espadones", + "axes": "Hachas", + "slings": "Hondas", + "spears": "Lanzas", + "maces": "Mazas", + "clubs": "Palos", + "fists": "Pelea", + "weapons": "Armas", + "weapon": "Ataque o arma", + "damage": "Daño", + "ammunition": "Nº.At.", + "size": "Tamaño", + "reload": "Recarga", + "range": "+20/Alcance/-20", + "spells-and-rituals": "Hechizos y Rituales", + "vis/ordo": "Vis", + "type/ceremony": "Tipo", + "expiration": "Caducidad", + "duration": "Duración", + "components-preparation-and-description/effect": "Componentes, preparación y descripción / Efecto", + "equipment": "Equipo", + "notes": "Notas", + "purse": "Ingresos y ahorros", + "money": "Dineros", + "monthly-income": "Ingresos Mensuales", + "weekly-expenses": "Gastos Semanales", + "possessions": "Posesiones", + "servants": "Servidores y Criados", + "value": "Valor", + "result": "Resultado" +} \ No newline at end of file diff --git a/Aquelarre/translations/it.json b/Aquelarre/translations/it.json new file mode 100644 index 0000000000..fe665a6223 --- /dev/null +++ b/Aquelarre/translations/it.json @@ -0,0 +1,132 @@ +{ + "name": "Nombre", + "age": "Edad", + "weight-and-height": "Peso y Altura", + "kingdom": "Reino", + "ethnic-group": "Grupo Ëtnico", + "social-position": "Posición Social", + "profession": "Profesión", + "fathers-profession": "Profesión Paterna", + "character-traits-pride-and-shame": "Rasgos de Caracter Orgullos y Verguenzas", + "main-characteristics": "Características Principales", + "STRength": "FUE", + "AGIlity": "AGI", + "STAmina": "HAB", + "RESistance": "RES", + "PERception": "PER", + "COMunication": "COM", + "CULture": "CUL", + "APPearance": "ASP", + "strength-short": "STR", + "agility-short": "AGI", + "stamina-short": "STA", + "resistance-short": "RES", + "perception-short": "PER", + "communication-short": "COM", + "culture-short": "CUL", + "appearance-short": "APP", + "secondary-characteristics": "Características Secundárias", + "luck": "Suerte", + "willpower": "Templanza", + "rationality": "Racionalidad", + "irrationality": "Irracionalidad", + "faith-points": "Puntos de Fé", + "spell-points": "Pt. de Conjuro", + "initiative": "Iniciativa", + "damage-bonus": "Bonificador Daño", + "expierience-points": "Puntos de Aprendizaje", + "health": "Salud", + "life-points": "Puntos de Vida", + "condition": "Estado", + "armor": "Armadura", + "localization": "Localización", + "protection": "Protec.", + "head": "Cabeza", + "right-arm": "Brazo Der.", + "left-arm": "Brazo Izq.", + "chest": "Tronco", + "abdomen": "Abdomen", + "right-leg": "Pierna Der.", + "left-leg": "Pierna Izq.", + "shield": "Escudo", + "abilities": "Habilidades", + "alchemy": "Alquimia", + "artisanry": "Artesanía", + "astrology": "Astrología", + "riding": "Cabalgar", + "singing": "Cantar", + "commerce": "Comerciar", + "driving": "Conducir Carro", + "animal-knowledge": "Conocimiento Animal", + "area-knowledge": "Conocimiento de Área", + "magical-knowledge": "Conocimiento Mágico", + "mineral-knowledge": "Conocimiento Mineral", + "plant-knowledge": "Conocimiento Vegetal", + "running": "Correr", + "court": "Corte", + "tasting": "Degustar", + "discovering": "Descubrir", + "dressing-up": "Disfrazarse", + "eloquence": "Elocuencia", + "empathy": "Empatía", + "teaching": "Enseñar", + "sleight-of-hand": "Escamotear", + "listening": "Escuchar", + "dodging": "Esquivar", + "forcing-mechanisms": "Forzar Mecanismos", + "language": "Idioma", + "gaming": "Juego", + "throwing": "Lanzar", + "reading-and-writing": "Leer y Escribir", + "legends": "Leyendas", + "commanding": "Mando", + "medicine": "Medicina", + "memory": "Memoria", + "music": "Música", + "swimming": "Nadar", + "navigation": "Navegar", + "hiding": "Ocultar", + "tracking": "Rastrear", + "jumping": "Saltar", + "healing": "Sanar", + "seduction": "Seducción", + "stealth": "Sigilo", + "theology": "Teología", + "torture": "Tormento", + "climbing": "Trepar", + "bows": "Arcos", + "crossbows": "Ballestas", + "knives": "Cuchillos", + "shields": "Escudos", + "swords": "Espadas", + "broadswords": "Espadones", + "axes": "Hachas", + "slings": "Hondas", + "spears": "Lanzas", + "maces": "Mazas", + "clubs": "Palos", + "fists": "Pelea", + "weapons": "Armas", + "weapon": "Ataque o arma", + "damage": "Daño", + "ammunition": "Nº.At.", + "size": "Tamaño", + "reload": "Recarga", + "range": "+20/Alcance/-20", + "spells-and-rituals": "Hechizos y Rituales", + "vis/ordo": "Vis", + "type/ceremony": "Tipo", + "expiration": "Caducidad", + "duration": "Duración", + "components-preparation-and-description/effect": "Componentes, preparación y descripción / Efecto", + "equipment": "Equipo", + "notes": "Notas", + "purse": "Ingresos y ahorros", + "money": "Dineros", + "monthly-income": "Ingresos Mensuales", + "weekly-expenses": "Gastos Semanales", + "possessions": "Posesiones", + "servants": "Servidores y Criados", + "value": "Valor", + "result": "Resultado" +} \ No newline at end of file diff --git a/Aquelarre/translations/ja.json b/Aquelarre/translations/ja.json new file mode 100644 index 0000000000..fe665a6223 --- /dev/null +++ b/Aquelarre/translations/ja.json @@ -0,0 +1,132 @@ +{ + "name": "Nombre", + "age": "Edad", + "weight-and-height": "Peso y Altura", + "kingdom": "Reino", + "ethnic-group": "Grupo Ëtnico", + "social-position": "Posición Social", + "profession": "Profesión", + "fathers-profession": "Profesión Paterna", + "character-traits-pride-and-shame": "Rasgos de Caracter Orgullos y Verguenzas", + "main-characteristics": "Características Principales", + "STRength": "FUE", + "AGIlity": "AGI", + "STAmina": "HAB", + "RESistance": "RES", + "PERception": "PER", + "COMunication": "COM", + "CULture": "CUL", + "APPearance": "ASP", + "strength-short": "STR", + "agility-short": "AGI", + "stamina-short": "STA", + "resistance-short": "RES", + "perception-short": "PER", + "communication-short": "COM", + "culture-short": "CUL", + "appearance-short": "APP", + "secondary-characteristics": "Características Secundárias", + "luck": "Suerte", + "willpower": "Templanza", + "rationality": "Racionalidad", + "irrationality": "Irracionalidad", + "faith-points": "Puntos de Fé", + "spell-points": "Pt. de Conjuro", + "initiative": "Iniciativa", + "damage-bonus": "Bonificador Daño", + "expierience-points": "Puntos de Aprendizaje", + "health": "Salud", + "life-points": "Puntos de Vida", + "condition": "Estado", + "armor": "Armadura", + "localization": "Localización", + "protection": "Protec.", + "head": "Cabeza", + "right-arm": "Brazo Der.", + "left-arm": "Brazo Izq.", + "chest": "Tronco", + "abdomen": "Abdomen", + "right-leg": "Pierna Der.", + "left-leg": "Pierna Izq.", + "shield": "Escudo", + "abilities": "Habilidades", + "alchemy": "Alquimia", + "artisanry": "Artesanía", + "astrology": "Astrología", + "riding": "Cabalgar", + "singing": "Cantar", + "commerce": "Comerciar", + "driving": "Conducir Carro", + "animal-knowledge": "Conocimiento Animal", + "area-knowledge": "Conocimiento de Área", + "magical-knowledge": "Conocimiento Mágico", + "mineral-knowledge": "Conocimiento Mineral", + "plant-knowledge": "Conocimiento Vegetal", + "running": "Correr", + "court": "Corte", + "tasting": "Degustar", + "discovering": "Descubrir", + "dressing-up": "Disfrazarse", + "eloquence": "Elocuencia", + "empathy": "Empatía", + "teaching": "Enseñar", + "sleight-of-hand": "Escamotear", + "listening": "Escuchar", + "dodging": "Esquivar", + "forcing-mechanisms": "Forzar Mecanismos", + "language": "Idioma", + "gaming": "Juego", + "throwing": "Lanzar", + "reading-and-writing": "Leer y Escribir", + "legends": "Leyendas", + "commanding": "Mando", + "medicine": "Medicina", + "memory": "Memoria", + "music": "Música", + "swimming": "Nadar", + "navigation": "Navegar", + "hiding": "Ocultar", + "tracking": "Rastrear", + "jumping": "Saltar", + "healing": "Sanar", + "seduction": "Seducción", + "stealth": "Sigilo", + "theology": "Teología", + "torture": "Tormento", + "climbing": "Trepar", + "bows": "Arcos", + "crossbows": "Ballestas", + "knives": "Cuchillos", + "shields": "Escudos", + "swords": "Espadas", + "broadswords": "Espadones", + "axes": "Hachas", + "slings": "Hondas", + "spears": "Lanzas", + "maces": "Mazas", + "clubs": "Palos", + "fists": "Pelea", + "weapons": "Armas", + "weapon": "Ataque o arma", + "damage": "Daño", + "ammunition": "Nº.At.", + "size": "Tamaño", + "reload": "Recarga", + "range": "+20/Alcance/-20", + "spells-and-rituals": "Hechizos y Rituales", + "vis/ordo": "Vis", + "type/ceremony": "Tipo", + "expiration": "Caducidad", + "duration": "Duración", + "components-preparation-and-description/effect": "Componentes, preparación y descripción / Efecto", + "equipment": "Equipo", + "notes": "Notas", + "purse": "Ingresos y ahorros", + "money": "Dineros", + "monthly-income": "Ingresos Mensuales", + "weekly-expenses": "Gastos Semanales", + "possessions": "Posesiones", + "servants": "Servidores y Criados", + "value": "Valor", + "result": "Resultado" +} \ No newline at end of file diff --git a/Aquelarre/translations/ko.json b/Aquelarre/translations/ko.json new file mode 100644 index 0000000000..fe665a6223 --- /dev/null +++ b/Aquelarre/translations/ko.json @@ -0,0 +1,132 @@ +{ + "name": "Nombre", + "age": "Edad", + "weight-and-height": "Peso y Altura", + "kingdom": "Reino", + "ethnic-group": "Grupo Ëtnico", + "social-position": "Posición Social", + "profession": "Profesión", + "fathers-profession": "Profesión Paterna", + "character-traits-pride-and-shame": "Rasgos de Caracter Orgullos y Verguenzas", + "main-characteristics": "Características Principales", + "STRength": "FUE", + "AGIlity": "AGI", + "STAmina": "HAB", + "RESistance": "RES", + "PERception": "PER", + "COMunication": "COM", + "CULture": "CUL", + "APPearance": "ASP", + "strength-short": "STR", + "agility-short": "AGI", + "stamina-short": "STA", + "resistance-short": "RES", + "perception-short": "PER", + "communication-short": "COM", + "culture-short": "CUL", + "appearance-short": "APP", + "secondary-characteristics": "Características Secundárias", + "luck": "Suerte", + "willpower": "Templanza", + "rationality": "Racionalidad", + "irrationality": "Irracionalidad", + "faith-points": "Puntos de Fé", + "spell-points": "Pt. de Conjuro", + "initiative": "Iniciativa", + "damage-bonus": "Bonificador Daño", + "expierience-points": "Puntos de Aprendizaje", + "health": "Salud", + "life-points": "Puntos de Vida", + "condition": "Estado", + "armor": "Armadura", + "localization": "Localización", + "protection": "Protec.", + "head": "Cabeza", + "right-arm": "Brazo Der.", + "left-arm": "Brazo Izq.", + "chest": "Tronco", + "abdomen": "Abdomen", + "right-leg": "Pierna Der.", + "left-leg": "Pierna Izq.", + "shield": "Escudo", + "abilities": "Habilidades", + "alchemy": "Alquimia", + "artisanry": "Artesanía", + "astrology": "Astrología", + "riding": "Cabalgar", + "singing": "Cantar", + "commerce": "Comerciar", + "driving": "Conducir Carro", + "animal-knowledge": "Conocimiento Animal", + "area-knowledge": "Conocimiento de Área", + "magical-knowledge": "Conocimiento Mágico", + "mineral-knowledge": "Conocimiento Mineral", + "plant-knowledge": "Conocimiento Vegetal", + "running": "Correr", + "court": "Corte", + "tasting": "Degustar", + "discovering": "Descubrir", + "dressing-up": "Disfrazarse", + "eloquence": "Elocuencia", + "empathy": "Empatía", + "teaching": "Enseñar", + "sleight-of-hand": "Escamotear", + "listening": "Escuchar", + "dodging": "Esquivar", + "forcing-mechanisms": "Forzar Mecanismos", + "language": "Idioma", + "gaming": "Juego", + "throwing": "Lanzar", + "reading-and-writing": "Leer y Escribir", + "legends": "Leyendas", + "commanding": "Mando", + "medicine": "Medicina", + "memory": "Memoria", + "music": "Música", + "swimming": "Nadar", + "navigation": "Navegar", + "hiding": "Ocultar", + "tracking": "Rastrear", + "jumping": "Saltar", + "healing": "Sanar", + "seduction": "Seducción", + "stealth": "Sigilo", + "theology": "Teología", + "torture": "Tormento", + "climbing": "Trepar", + "bows": "Arcos", + "crossbows": "Ballestas", + "knives": "Cuchillos", + "shields": "Escudos", + "swords": "Espadas", + "broadswords": "Espadones", + "axes": "Hachas", + "slings": "Hondas", + "spears": "Lanzas", + "maces": "Mazas", + "clubs": "Palos", + "fists": "Pelea", + "weapons": "Armas", + "weapon": "Ataque o arma", + "damage": "Daño", + "ammunition": "Nº.At.", + "size": "Tamaño", + "reload": "Recarga", + "range": "+20/Alcance/-20", + "spells-and-rituals": "Hechizos y Rituales", + "vis/ordo": "Vis", + "type/ceremony": "Tipo", + "expiration": "Caducidad", + "duration": "Duración", + "components-preparation-and-description/effect": "Componentes, preparación y descripción / Efecto", + "equipment": "Equipo", + "notes": "Notas", + "purse": "Ingresos y ahorros", + "money": "Dineros", + "monthly-income": "Ingresos Mensuales", + "weekly-expenses": "Gastos Semanales", + "possessions": "Posesiones", + "servants": "Servidores y Criados", + "value": "Valor", + "result": "Resultado" +} \ No newline at end of file diff --git a/Aquelarre/translations/nl.json b/Aquelarre/translations/nl.json new file mode 100644 index 0000000000..fe665a6223 --- /dev/null +++ b/Aquelarre/translations/nl.json @@ -0,0 +1,132 @@ +{ + "name": "Nombre", + "age": "Edad", + "weight-and-height": "Peso y Altura", + "kingdom": "Reino", + "ethnic-group": "Grupo Ëtnico", + "social-position": "Posición Social", + "profession": "Profesión", + "fathers-profession": "Profesión Paterna", + "character-traits-pride-and-shame": "Rasgos de Caracter Orgullos y Verguenzas", + "main-characteristics": "Características Principales", + "STRength": "FUE", + "AGIlity": "AGI", + "STAmina": "HAB", + "RESistance": "RES", + "PERception": "PER", + "COMunication": "COM", + "CULture": "CUL", + "APPearance": "ASP", + "strength-short": "STR", + "agility-short": "AGI", + "stamina-short": "STA", + "resistance-short": "RES", + "perception-short": "PER", + "communication-short": "COM", + "culture-short": "CUL", + "appearance-short": "APP", + "secondary-characteristics": "Características Secundárias", + "luck": "Suerte", + "willpower": "Templanza", + "rationality": "Racionalidad", + "irrationality": "Irracionalidad", + "faith-points": "Puntos de Fé", + "spell-points": "Pt. de Conjuro", + "initiative": "Iniciativa", + "damage-bonus": "Bonificador Daño", + "expierience-points": "Puntos de Aprendizaje", + "health": "Salud", + "life-points": "Puntos de Vida", + "condition": "Estado", + "armor": "Armadura", + "localization": "Localización", + "protection": "Protec.", + "head": "Cabeza", + "right-arm": "Brazo Der.", + "left-arm": "Brazo Izq.", + "chest": "Tronco", + "abdomen": "Abdomen", + "right-leg": "Pierna Der.", + "left-leg": "Pierna Izq.", + "shield": "Escudo", + "abilities": "Habilidades", + "alchemy": "Alquimia", + "artisanry": "Artesanía", + "astrology": "Astrología", + "riding": "Cabalgar", + "singing": "Cantar", + "commerce": "Comerciar", + "driving": "Conducir Carro", + "animal-knowledge": "Conocimiento Animal", + "area-knowledge": "Conocimiento de Área", + "magical-knowledge": "Conocimiento Mágico", + "mineral-knowledge": "Conocimiento Mineral", + "plant-knowledge": "Conocimiento Vegetal", + "running": "Correr", + "court": "Corte", + "tasting": "Degustar", + "discovering": "Descubrir", + "dressing-up": "Disfrazarse", + "eloquence": "Elocuencia", + "empathy": "Empatía", + "teaching": "Enseñar", + "sleight-of-hand": "Escamotear", + "listening": "Escuchar", + "dodging": "Esquivar", + "forcing-mechanisms": "Forzar Mecanismos", + "language": "Idioma", + "gaming": "Juego", + "throwing": "Lanzar", + "reading-and-writing": "Leer y Escribir", + "legends": "Leyendas", + "commanding": "Mando", + "medicine": "Medicina", + "memory": "Memoria", + "music": "Música", + "swimming": "Nadar", + "navigation": "Navegar", + "hiding": "Ocultar", + "tracking": "Rastrear", + "jumping": "Saltar", + "healing": "Sanar", + "seduction": "Seducción", + "stealth": "Sigilo", + "theology": "Teología", + "torture": "Tormento", + "climbing": "Trepar", + "bows": "Arcos", + "crossbows": "Ballestas", + "knives": "Cuchillos", + "shields": "Escudos", + "swords": "Espadas", + "broadswords": "Espadones", + "axes": "Hachas", + "slings": "Hondas", + "spears": "Lanzas", + "maces": "Mazas", + "clubs": "Palos", + "fists": "Pelea", + "weapons": "Armas", + "weapon": "Ataque o arma", + "damage": "Daño", + "ammunition": "Nº.At.", + "size": "Tamaño", + "reload": "Recarga", + "range": "+20/Alcance/-20", + "spells-and-rituals": "Hechizos y Rituales", + "vis/ordo": "Vis", + "type/ceremony": "Tipo", + "expiration": "Caducidad", + "duration": "Duración", + "components-preparation-and-description/effect": "Componentes, preparación y descripción / Efecto", + "equipment": "Equipo", + "notes": "Notas", + "purse": "Ingresos y ahorros", + "money": "Dineros", + "monthly-income": "Ingresos Mensuales", + "weekly-expenses": "Gastos Semanales", + "possessions": "Posesiones", + "servants": "Servidores y Criados", + "value": "Valor", + "result": "Resultado" +} \ No newline at end of file diff --git a/Aquelarre/translations/pl.json b/Aquelarre/translations/pl.json new file mode 100644 index 0000000000..fe665a6223 --- /dev/null +++ b/Aquelarre/translations/pl.json @@ -0,0 +1,132 @@ +{ + "name": "Nombre", + "age": "Edad", + "weight-and-height": "Peso y Altura", + "kingdom": "Reino", + "ethnic-group": "Grupo Ëtnico", + "social-position": "Posición Social", + "profession": "Profesión", + "fathers-profession": "Profesión Paterna", + "character-traits-pride-and-shame": "Rasgos de Caracter Orgullos y Verguenzas", + "main-characteristics": "Características Principales", + "STRength": "FUE", + "AGIlity": "AGI", + "STAmina": "HAB", + "RESistance": "RES", + "PERception": "PER", + "COMunication": "COM", + "CULture": "CUL", + "APPearance": "ASP", + "strength-short": "STR", + "agility-short": "AGI", + "stamina-short": "STA", + "resistance-short": "RES", + "perception-short": "PER", + "communication-short": "COM", + "culture-short": "CUL", + "appearance-short": "APP", + "secondary-characteristics": "Características Secundárias", + "luck": "Suerte", + "willpower": "Templanza", + "rationality": "Racionalidad", + "irrationality": "Irracionalidad", + "faith-points": "Puntos de Fé", + "spell-points": "Pt. de Conjuro", + "initiative": "Iniciativa", + "damage-bonus": "Bonificador Daño", + "expierience-points": "Puntos de Aprendizaje", + "health": "Salud", + "life-points": "Puntos de Vida", + "condition": "Estado", + "armor": "Armadura", + "localization": "Localización", + "protection": "Protec.", + "head": "Cabeza", + "right-arm": "Brazo Der.", + "left-arm": "Brazo Izq.", + "chest": "Tronco", + "abdomen": "Abdomen", + "right-leg": "Pierna Der.", + "left-leg": "Pierna Izq.", + "shield": "Escudo", + "abilities": "Habilidades", + "alchemy": "Alquimia", + "artisanry": "Artesanía", + "astrology": "Astrología", + "riding": "Cabalgar", + "singing": "Cantar", + "commerce": "Comerciar", + "driving": "Conducir Carro", + "animal-knowledge": "Conocimiento Animal", + "area-knowledge": "Conocimiento de Área", + "magical-knowledge": "Conocimiento Mágico", + "mineral-knowledge": "Conocimiento Mineral", + "plant-knowledge": "Conocimiento Vegetal", + "running": "Correr", + "court": "Corte", + "tasting": "Degustar", + "discovering": "Descubrir", + "dressing-up": "Disfrazarse", + "eloquence": "Elocuencia", + "empathy": "Empatía", + "teaching": "Enseñar", + "sleight-of-hand": "Escamotear", + "listening": "Escuchar", + "dodging": "Esquivar", + "forcing-mechanisms": "Forzar Mecanismos", + "language": "Idioma", + "gaming": "Juego", + "throwing": "Lanzar", + "reading-and-writing": "Leer y Escribir", + "legends": "Leyendas", + "commanding": "Mando", + "medicine": "Medicina", + "memory": "Memoria", + "music": "Música", + "swimming": "Nadar", + "navigation": "Navegar", + "hiding": "Ocultar", + "tracking": "Rastrear", + "jumping": "Saltar", + "healing": "Sanar", + "seduction": "Seducción", + "stealth": "Sigilo", + "theology": "Teología", + "torture": "Tormento", + "climbing": "Trepar", + "bows": "Arcos", + "crossbows": "Ballestas", + "knives": "Cuchillos", + "shields": "Escudos", + "swords": "Espadas", + "broadswords": "Espadones", + "axes": "Hachas", + "slings": "Hondas", + "spears": "Lanzas", + "maces": "Mazas", + "clubs": "Palos", + "fists": "Pelea", + "weapons": "Armas", + "weapon": "Ataque o arma", + "damage": "Daño", + "ammunition": "Nº.At.", + "size": "Tamaño", + "reload": "Recarga", + "range": "+20/Alcance/-20", + "spells-and-rituals": "Hechizos y Rituales", + "vis/ordo": "Vis", + "type/ceremony": "Tipo", + "expiration": "Caducidad", + "duration": "Duración", + "components-preparation-and-description/effect": "Componentes, preparación y descripción / Efecto", + "equipment": "Equipo", + "notes": "Notas", + "purse": "Ingresos y ahorros", + "money": "Dineros", + "monthly-income": "Ingresos Mensuales", + "weekly-expenses": "Gastos Semanales", + "possessions": "Posesiones", + "servants": "Servidores y Criados", + "value": "Valor", + "result": "Resultado" +} \ No newline at end of file diff --git a/Aquelarre/translations/pt.json b/Aquelarre/translations/pt.json new file mode 100644 index 0000000000..fe665a6223 --- /dev/null +++ b/Aquelarre/translations/pt.json @@ -0,0 +1,132 @@ +{ + "name": "Nombre", + "age": "Edad", + "weight-and-height": "Peso y Altura", + "kingdom": "Reino", + "ethnic-group": "Grupo Ëtnico", + "social-position": "Posición Social", + "profession": "Profesión", + "fathers-profession": "Profesión Paterna", + "character-traits-pride-and-shame": "Rasgos de Caracter Orgullos y Verguenzas", + "main-characteristics": "Características Principales", + "STRength": "FUE", + "AGIlity": "AGI", + "STAmina": "HAB", + "RESistance": "RES", + "PERception": "PER", + "COMunication": "COM", + "CULture": "CUL", + "APPearance": "ASP", + "strength-short": "STR", + "agility-short": "AGI", + "stamina-short": "STA", + "resistance-short": "RES", + "perception-short": "PER", + "communication-short": "COM", + "culture-short": "CUL", + "appearance-short": "APP", + "secondary-characteristics": "Características Secundárias", + "luck": "Suerte", + "willpower": "Templanza", + "rationality": "Racionalidad", + "irrationality": "Irracionalidad", + "faith-points": "Puntos de Fé", + "spell-points": "Pt. de Conjuro", + "initiative": "Iniciativa", + "damage-bonus": "Bonificador Daño", + "expierience-points": "Puntos de Aprendizaje", + "health": "Salud", + "life-points": "Puntos de Vida", + "condition": "Estado", + "armor": "Armadura", + "localization": "Localización", + "protection": "Protec.", + "head": "Cabeza", + "right-arm": "Brazo Der.", + "left-arm": "Brazo Izq.", + "chest": "Tronco", + "abdomen": "Abdomen", + "right-leg": "Pierna Der.", + "left-leg": "Pierna Izq.", + "shield": "Escudo", + "abilities": "Habilidades", + "alchemy": "Alquimia", + "artisanry": "Artesanía", + "astrology": "Astrología", + "riding": "Cabalgar", + "singing": "Cantar", + "commerce": "Comerciar", + "driving": "Conducir Carro", + "animal-knowledge": "Conocimiento Animal", + "area-knowledge": "Conocimiento de Área", + "magical-knowledge": "Conocimiento Mágico", + "mineral-knowledge": "Conocimiento Mineral", + "plant-knowledge": "Conocimiento Vegetal", + "running": "Correr", + "court": "Corte", + "tasting": "Degustar", + "discovering": "Descubrir", + "dressing-up": "Disfrazarse", + "eloquence": "Elocuencia", + "empathy": "Empatía", + "teaching": "Enseñar", + "sleight-of-hand": "Escamotear", + "listening": "Escuchar", + "dodging": "Esquivar", + "forcing-mechanisms": "Forzar Mecanismos", + "language": "Idioma", + "gaming": "Juego", + "throwing": "Lanzar", + "reading-and-writing": "Leer y Escribir", + "legends": "Leyendas", + "commanding": "Mando", + "medicine": "Medicina", + "memory": "Memoria", + "music": "Música", + "swimming": "Nadar", + "navigation": "Navegar", + "hiding": "Ocultar", + "tracking": "Rastrear", + "jumping": "Saltar", + "healing": "Sanar", + "seduction": "Seducción", + "stealth": "Sigilo", + "theology": "Teología", + "torture": "Tormento", + "climbing": "Trepar", + "bows": "Arcos", + "crossbows": "Ballestas", + "knives": "Cuchillos", + "shields": "Escudos", + "swords": "Espadas", + "broadswords": "Espadones", + "axes": "Hachas", + "slings": "Hondas", + "spears": "Lanzas", + "maces": "Mazas", + "clubs": "Palos", + "fists": "Pelea", + "weapons": "Armas", + "weapon": "Ataque o arma", + "damage": "Daño", + "ammunition": "Nº.At.", + "size": "Tamaño", + "reload": "Recarga", + "range": "+20/Alcance/-20", + "spells-and-rituals": "Hechizos y Rituales", + "vis/ordo": "Vis", + "type/ceremony": "Tipo", + "expiration": "Caducidad", + "duration": "Duración", + "components-preparation-and-description/effect": "Componentes, preparación y descripción / Efecto", + "equipment": "Equipo", + "notes": "Notas", + "purse": "Ingresos y ahorros", + "money": "Dineros", + "monthly-income": "Ingresos Mensuales", + "weekly-expenses": "Gastos Semanales", + "possessions": "Posesiones", + "servants": "Servidores y Criados", + "value": "Valor", + "result": "Resultado" +} \ No newline at end of file diff --git a/Aquelarre/translations/ru.json b/Aquelarre/translations/ru.json new file mode 100644 index 0000000000..fe665a6223 --- /dev/null +++ b/Aquelarre/translations/ru.json @@ -0,0 +1,132 @@ +{ + "name": "Nombre", + "age": "Edad", + "weight-and-height": "Peso y Altura", + "kingdom": "Reino", + "ethnic-group": "Grupo Ëtnico", + "social-position": "Posición Social", + "profession": "Profesión", + "fathers-profession": "Profesión Paterna", + "character-traits-pride-and-shame": "Rasgos de Caracter Orgullos y Verguenzas", + "main-characteristics": "Características Principales", + "STRength": "FUE", + "AGIlity": "AGI", + "STAmina": "HAB", + "RESistance": "RES", + "PERception": "PER", + "COMunication": "COM", + "CULture": "CUL", + "APPearance": "ASP", + "strength-short": "STR", + "agility-short": "AGI", + "stamina-short": "STA", + "resistance-short": "RES", + "perception-short": "PER", + "communication-short": "COM", + "culture-short": "CUL", + "appearance-short": "APP", + "secondary-characteristics": "Características Secundárias", + "luck": "Suerte", + "willpower": "Templanza", + "rationality": "Racionalidad", + "irrationality": "Irracionalidad", + "faith-points": "Puntos de Fé", + "spell-points": "Pt. de Conjuro", + "initiative": "Iniciativa", + "damage-bonus": "Bonificador Daño", + "expierience-points": "Puntos de Aprendizaje", + "health": "Salud", + "life-points": "Puntos de Vida", + "condition": "Estado", + "armor": "Armadura", + "localization": "Localización", + "protection": "Protec.", + "head": "Cabeza", + "right-arm": "Brazo Der.", + "left-arm": "Brazo Izq.", + "chest": "Tronco", + "abdomen": "Abdomen", + "right-leg": "Pierna Der.", + "left-leg": "Pierna Izq.", + "shield": "Escudo", + "abilities": "Habilidades", + "alchemy": "Alquimia", + "artisanry": "Artesanía", + "astrology": "Astrología", + "riding": "Cabalgar", + "singing": "Cantar", + "commerce": "Comerciar", + "driving": "Conducir Carro", + "animal-knowledge": "Conocimiento Animal", + "area-knowledge": "Conocimiento de Área", + "magical-knowledge": "Conocimiento Mágico", + "mineral-knowledge": "Conocimiento Mineral", + "plant-knowledge": "Conocimiento Vegetal", + "running": "Correr", + "court": "Corte", + "tasting": "Degustar", + "discovering": "Descubrir", + "dressing-up": "Disfrazarse", + "eloquence": "Elocuencia", + "empathy": "Empatía", + "teaching": "Enseñar", + "sleight-of-hand": "Escamotear", + "listening": "Escuchar", + "dodging": "Esquivar", + "forcing-mechanisms": "Forzar Mecanismos", + "language": "Idioma", + "gaming": "Juego", + "throwing": "Lanzar", + "reading-and-writing": "Leer y Escribir", + "legends": "Leyendas", + "commanding": "Mando", + "medicine": "Medicina", + "memory": "Memoria", + "music": "Música", + "swimming": "Nadar", + "navigation": "Navegar", + "hiding": "Ocultar", + "tracking": "Rastrear", + "jumping": "Saltar", + "healing": "Sanar", + "seduction": "Seducción", + "stealth": "Sigilo", + "theology": "Teología", + "torture": "Tormento", + "climbing": "Trepar", + "bows": "Arcos", + "crossbows": "Ballestas", + "knives": "Cuchillos", + "shields": "Escudos", + "swords": "Espadas", + "broadswords": "Espadones", + "axes": "Hachas", + "slings": "Hondas", + "spears": "Lanzas", + "maces": "Mazas", + "clubs": "Palos", + "fists": "Pelea", + "weapons": "Armas", + "weapon": "Ataque o arma", + "damage": "Daño", + "ammunition": "Nº.At.", + "size": "Tamaño", + "reload": "Recarga", + "range": "+20/Alcance/-20", + "spells-and-rituals": "Hechizos y Rituales", + "vis/ordo": "Vis", + "type/ceremony": "Tipo", + "expiration": "Caducidad", + "duration": "Duración", + "components-preparation-and-description/effect": "Componentes, preparación y descripción / Efecto", + "equipment": "Equipo", + "notes": "Notas", + "purse": "Ingresos y ahorros", + "money": "Dineros", + "monthly-income": "Ingresos Mensuales", + "weekly-expenses": "Gastos Semanales", + "possessions": "Posesiones", + "servants": "Servidores y Criados", + "value": "Valor", + "result": "Resultado" +} \ No newline at end of file diff --git a/Aquelarre/translations/sl.json b/Aquelarre/translations/sl.json new file mode 100644 index 0000000000..fe665a6223 --- /dev/null +++ b/Aquelarre/translations/sl.json @@ -0,0 +1,132 @@ +{ + "name": "Nombre", + "age": "Edad", + "weight-and-height": "Peso y Altura", + "kingdom": "Reino", + "ethnic-group": "Grupo Ëtnico", + "social-position": "Posición Social", + "profession": "Profesión", + "fathers-profession": "Profesión Paterna", + "character-traits-pride-and-shame": "Rasgos de Caracter Orgullos y Verguenzas", + "main-characteristics": "Características Principales", + "STRength": "FUE", + "AGIlity": "AGI", + "STAmina": "HAB", + "RESistance": "RES", + "PERception": "PER", + "COMunication": "COM", + "CULture": "CUL", + "APPearance": "ASP", + "strength-short": "STR", + "agility-short": "AGI", + "stamina-short": "STA", + "resistance-short": "RES", + "perception-short": "PER", + "communication-short": "COM", + "culture-short": "CUL", + "appearance-short": "APP", + "secondary-characteristics": "Características Secundárias", + "luck": "Suerte", + "willpower": "Templanza", + "rationality": "Racionalidad", + "irrationality": "Irracionalidad", + "faith-points": "Puntos de Fé", + "spell-points": "Pt. de Conjuro", + "initiative": "Iniciativa", + "damage-bonus": "Bonificador Daño", + "expierience-points": "Puntos de Aprendizaje", + "health": "Salud", + "life-points": "Puntos de Vida", + "condition": "Estado", + "armor": "Armadura", + "localization": "Localización", + "protection": "Protec.", + "head": "Cabeza", + "right-arm": "Brazo Der.", + "left-arm": "Brazo Izq.", + "chest": "Tronco", + "abdomen": "Abdomen", + "right-leg": "Pierna Der.", + "left-leg": "Pierna Izq.", + "shield": "Escudo", + "abilities": "Habilidades", + "alchemy": "Alquimia", + "artisanry": "Artesanía", + "astrology": "Astrología", + "riding": "Cabalgar", + "singing": "Cantar", + "commerce": "Comerciar", + "driving": "Conducir Carro", + "animal-knowledge": "Conocimiento Animal", + "area-knowledge": "Conocimiento de Área", + "magical-knowledge": "Conocimiento Mágico", + "mineral-knowledge": "Conocimiento Mineral", + "plant-knowledge": "Conocimiento Vegetal", + "running": "Correr", + "court": "Corte", + "tasting": "Degustar", + "discovering": "Descubrir", + "dressing-up": "Disfrazarse", + "eloquence": "Elocuencia", + "empathy": "Empatía", + "teaching": "Enseñar", + "sleight-of-hand": "Escamotear", + "listening": "Escuchar", + "dodging": "Esquivar", + "forcing-mechanisms": "Forzar Mecanismos", + "language": "Idioma", + "gaming": "Juego", + "throwing": "Lanzar", + "reading-and-writing": "Leer y Escribir", + "legends": "Leyendas", + "commanding": "Mando", + "medicine": "Medicina", + "memory": "Memoria", + "music": "Música", + "swimming": "Nadar", + "navigation": "Navegar", + "hiding": "Ocultar", + "tracking": "Rastrear", + "jumping": "Saltar", + "healing": "Sanar", + "seduction": "Seducción", + "stealth": "Sigilo", + "theology": "Teología", + "torture": "Tormento", + "climbing": "Trepar", + "bows": "Arcos", + "crossbows": "Ballestas", + "knives": "Cuchillos", + "shields": "Escudos", + "swords": "Espadas", + "broadswords": "Espadones", + "axes": "Hachas", + "slings": "Hondas", + "spears": "Lanzas", + "maces": "Mazas", + "clubs": "Palos", + "fists": "Pelea", + "weapons": "Armas", + "weapon": "Ataque o arma", + "damage": "Daño", + "ammunition": "Nº.At.", + "size": "Tamaño", + "reload": "Recarga", + "range": "+20/Alcance/-20", + "spells-and-rituals": "Hechizos y Rituales", + "vis/ordo": "Vis", + "type/ceremony": "Tipo", + "expiration": "Caducidad", + "duration": "Duración", + "components-preparation-and-description/effect": "Componentes, preparación y descripción / Efecto", + "equipment": "Equipo", + "notes": "Notas", + "purse": "Ingresos y ahorros", + "money": "Dineros", + "monthly-income": "Ingresos Mensuales", + "weekly-expenses": "Gastos Semanales", + "possessions": "Posesiones", + "servants": "Servidores y Criados", + "value": "Valor", + "result": "Resultado" +} \ No newline at end of file diff --git a/Aquelarre/translations/sv.json b/Aquelarre/translations/sv.json new file mode 100644 index 0000000000..fe665a6223 --- /dev/null +++ b/Aquelarre/translations/sv.json @@ -0,0 +1,132 @@ +{ + "name": "Nombre", + "age": "Edad", + "weight-and-height": "Peso y Altura", + "kingdom": "Reino", + "ethnic-group": "Grupo Ëtnico", + "social-position": "Posición Social", + "profession": "Profesión", + "fathers-profession": "Profesión Paterna", + "character-traits-pride-and-shame": "Rasgos de Caracter Orgullos y Verguenzas", + "main-characteristics": "Características Principales", + "STRength": "FUE", + "AGIlity": "AGI", + "STAmina": "HAB", + "RESistance": "RES", + "PERception": "PER", + "COMunication": "COM", + "CULture": "CUL", + "APPearance": "ASP", + "strength-short": "STR", + "agility-short": "AGI", + "stamina-short": "STA", + "resistance-short": "RES", + "perception-short": "PER", + "communication-short": "COM", + "culture-short": "CUL", + "appearance-short": "APP", + "secondary-characteristics": "Características Secundárias", + "luck": "Suerte", + "willpower": "Templanza", + "rationality": "Racionalidad", + "irrationality": "Irracionalidad", + "faith-points": "Puntos de Fé", + "spell-points": "Pt. de Conjuro", + "initiative": "Iniciativa", + "damage-bonus": "Bonificador Daño", + "expierience-points": "Puntos de Aprendizaje", + "health": "Salud", + "life-points": "Puntos de Vida", + "condition": "Estado", + "armor": "Armadura", + "localization": "Localización", + "protection": "Protec.", + "head": "Cabeza", + "right-arm": "Brazo Der.", + "left-arm": "Brazo Izq.", + "chest": "Tronco", + "abdomen": "Abdomen", + "right-leg": "Pierna Der.", + "left-leg": "Pierna Izq.", + "shield": "Escudo", + "abilities": "Habilidades", + "alchemy": "Alquimia", + "artisanry": "Artesanía", + "astrology": "Astrología", + "riding": "Cabalgar", + "singing": "Cantar", + "commerce": "Comerciar", + "driving": "Conducir Carro", + "animal-knowledge": "Conocimiento Animal", + "area-knowledge": "Conocimiento de Área", + "magical-knowledge": "Conocimiento Mágico", + "mineral-knowledge": "Conocimiento Mineral", + "plant-knowledge": "Conocimiento Vegetal", + "running": "Correr", + "court": "Corte", + "tasting": "Degustar", + "discovering": "Descubrir", + "dressing-up": "Disfrazarse", + "eloquence": "Elocuencia", + "empathy": "Empatía", + "teaching": "Enseñar", + "sleight-of-hand": "Escamotear", + "listening": "Escuchar", + "dodging": "Esquivar", + "forcing-mechanisms": "Forzar Mecanismos", + "language": "Idioma", + "gaming": "Juego", + "throwing": "Lanzar", + "reading-and-writing": "Leer y Escribir", + "legends": "Leyendas", + "commanding": "Mando", + "medicine": "Medicina", + "memory": "Memoria", + "music": "Música", + "swimming": "Nadar", + "navigation": "Navegar", + "hiding": "Ocultar", + "tracking": "Rastrear", + "jumping": "Saltar", + "healing": "Sanar", + "seduction": "Seducción", + "stealth": "Sigilo", + "theology": "Teología", + "torture": "Tormento", + "climbing": "Trepar", + "bows": "Arcos", + "crossbows": "Ballestas", + "knives": "Cuchillos", + "shields": "Escudos", + "swords": "Espadas", + "broadswords": "Espadones", + "axes": "Hachas", + "slings": "Hondas", + "spears": "Lanzas", + "maces": "Mazas", + "clubs": "Palos", + "fists": "Pelea", + "weapons": "Armas", + "weapon": "Ataque o arma", + "damage": "Daño", + "ammunition": "Nº.At.", + "size": "Tamaño", + "reload": "Recarga", + "range": "+20/Alcance/-20", + "spells-and-rituals": "Hechizos y Rituales", + "vis/ordo": "Vis", + "type/ceremony": "Tipo", + "expiration": "Caducidad", + "duration": "Duración", + "components-preparation-and-description/effect": "Componentes, preparación y descripción / Efecto", + "equipment": "Equipo", + "notes": "Notas", + "purse": "Ingresos y ahorros", + "money": "Dineros", + "monthly-income": "Ingresos Mensuales", + "weekly-expenses": "Gastos Semanales", + "possessions": "Posesiones", + "servants": "Servidores y Criados", + "value": "Valor", + "result": "Resultado" +} \ No newline at end of file diff --git a/Aquelarre/translations/tr.json b/Aquelarre/translations/tr.json new file mode 100644 index 0000000000..fe665a6223 --- /dev/null +++ b/Aquelarre/translations/tr.json @@ -0,0 +1,132 @@ +{ + "name": "Nombre", + "age": "Edad", + "weight-and-height": "Peso y Altura", + "kingdom": "Reino", + "ethnic-group": "Grupo Ëtnico", + "social-position": "Posición Social", + "profession": "Profesión", + "fathers-profession": "Profesión Paterna", + "character-traits-pride-and-shame": "Rasgos de Caracter Orgullos y Verguenzas", + "main-characteristics": "Características Principales", + "STRength": "FUE", + "AGIlity": "AGI", + "STAmina": "HAB", + "RESistance": "RES", + "PERception": "PER", + "COMunication": "COM", + "CULture": "CUL", + "APPearance": "ASP", + "strength-short": "STR", + "agility-short": "AGI", + "stamina-short": "STA", + "resistance-short": "RES", + "perception-short": "PER", + "communication-short": "COM", + "culture-short": "CUL", + "appearance-short": "APP", + "secondary-characteristics": "Características Secundárias", + "luck": "Suerte", + "willpower": "Templanza", + "rationality": "Racionalidad", + "irrationality": "Irracionalidad", + "faith-points": "Puntos de Fé", + "spell-points": "Pt. de Conjuro", + "initiative": "Iniciativa", + "damage-bonus": "Bonificador Daño", + "expierience-points": "Puntos de Aprendizaje", + "health": "Salud", + "life-points": "Puntos de Vida", + "condition": "Estado", + "armor": "Armadura", + "localization": "Localización", + "protection": "Protec.", + "head": "Cabeza", + "right-arm": "Brazo Der.", + "left-arm": "Brazo Izq.", + "chest": "Tronco", + "abdomen": "Abdomen", + "right-leg": "Pierna Der.", + "left-leg": "Pierna Izq.", + "shield": "Escudo", + "abilities": "Habilidades", + "alchemy": "Alquimia", + "artisanry": "Artesanía", + "astrology": "Astrología", + "riding": "Cabalgar", + "singing": "Cantar", + "commerce": "Comerciar", + "driving": "Conducir Carro", + "animal-knowledge": "Conocimiento Animal", + "area-knowledge": "Conocimiento de Área", + "magical-knowledge": "Conocimiento Mágico", + "mineral-knowledge": "Conocimiento Mineral", + "plant-knowledge": "Conocimiento Vegetal", + "running": "Correr", + "court": "Corte", + "tasting": "Degustar", + "discovering": "Descubrir", + "dressing-up": "Disfrazarse", + "eloquence": "Elocuencia", + "empathy": "Empatía", + "teaching": "Enseñar", + "sleight-of-hand": "Escamotear", + "listening": "Escuchar", + "dodging": "Esquivar", + "forcing-mechanisms": "Forzar Mecanismos", + "language": "Idioma", + "gaming": "Juego", + "throwing": "Lanzar", + "reading-and-writing": "Leer y Escribir", + "legends": "Leyendas", + "commanding": "Mando", + "medicine": "Medicina", + "memory": "Memoria", + "music": "Música", + "swimming": "Nadar", + "navigation": "Navegar", + "hiding": "Ocultar", + "tracking": "Rastrear", + "jumping": "Saltar", + "healing": "Sanar", + "seduction": "Seducción", + "stealth": "Sigilo", + "theology": "Teología", + "torture": "Tormento", + "climbing": "Trepar", + "bows": "Arcos", + "crossbows": "Ballestas", + "knives": "Cuchillos", + "shields": "Escudos", + "swords": "Espadas", + "broadswords": "Espadones", + "axes": "Hachas", + "slings": "Hondas", + "spears": "Lanzas", + "maces": "Mazas", + "clubs": "Palos", + "fists": "Pelea", + "weapons": "Armas", + "weapon": "Ataque o arma", + "damage": "Daño", + "ammunition": "Nº.At.", + "size": "Tamaño", + "reload": "Recarga", + "range": "+20/Alcance/-20", + "spells-and-rituals": "Hechizos y Rituales", + "vis/ordo": "Vis", + "type/ceremony": "Tipo", + "expiration": "Caducidad", + "duration": "Duración", + "components-preparation-and-description/effect": "Componentes, preparación y descripción / Efecto", + "equipment": "Equipo", + "notes": "Notas", + "purse": "Ingresos y ahorros", + "money": "Dineros", + "monthly-income": "Ingresos Mensuales", + "weekly-expenses": "Gastos Semanales", + "possessions": "Posesiones", + "servants": "Servidores y Criados", + "value": "Valor", + "result": "Resultado" +} \ No newline at end of file diff --git a/Aquelarre/translations/uk.json b/Aquelarre/translations/uk.json new file mode 100644 index 0000000000..fe665a6223 --- /dev/null +++ b/Aquelarre/translations/uk.json @@ -0,0 +1,132 @@ +{ + "name": "Nombre", + "age": "Edad", + "weight-and-height": "Peso y Altura", + "kingdom": "Reino", + "ethnic-group": "Grupo Ëtnico", + "social-position": "Posición Social", + "profession": "Profesión", + "fathers-profession": "Profesión Paterna", + "character-traits-pride-and-shame": "Rasgos de Caracter Orgullos y Verguenzas", + "main-characteristics": "Características Principales", + "STRength": "FUE", + "AGIlity": "AGI", + "STAmina": "HAB", + "RESistance": "RES", + "PERception": "PER", + "COMunication": "COM", + "CULture": "CUL", + "APPearance": "ASP", + "strength-short": "STR", + "agility-short": "AGI", + "stamina-short": "STA", + "resistance-short": "RES", + "perception-short": "PER", + "communication-short": "COM", + "culture-short": "CUL", + "appearance-short": "APP", + "secondary-characteristics": "Características Secundárias", + "luck": "Suerte", + "willpower": "Templanza", + "rationality": "Racionalidad", + "irrationality": "Irracionalidad", + "faith-points": "Puntos de Fé", + "spell-points": "Pt. de Conjuro", + "initiative": "Iniciativa", + "damage-bonus": "Bonificador Daño", + "expierience-points": "Puntos de Aprendizaje", + "health": "Salud", + "life-points": "Puntos de Vida", + "condition": "Estado", + "armor": "Armadura", + "localization": "Localización", + "protection": "Protec.", + "head": "Cabeza", + "right-arm": "Brazo Der.", + "left-arm": "Brazo Izq.", + "chest": "Tronco", + "abdomen": "Abdomen", + "right-leg": "Pierna Der.", + "left-leg": "Pierna Izq.", + "shield": "Escudo", + "abilities": "Habilidades", + "alchemy": "Alquimia", + "artisanry": "Artesanía", + "astrology": "Astrología", + "riding": "Cabalgar", + "singing": "Cantar", + "commerce": "Comerciar", + "driving": "Conducir Carro", + "animal-knowledge": "Conocimiento Animal", + "area-knowledge": "Conocimiento de Área", + "magical-knowledge": "Conocimiento Mágico", + "mineral-knowledge": "Conocimiento Mineral", + "plant-knowledge": "Conocimiento Vegetal", + "running": "Correr", + "court": "Corte", + "tasting": "Degustar", + "discovering": "Descubrir", + "dressing-up": "Disfrazarse", + "eloquence": "Elocuencia", + "empathy": "Empatía", + "teaching": "Enseñar", + "sleight-of-hand": "Escamotear", + "listening": "Escuchar", + "dodging": "Esquivar", + "forcing-mechanisms": "Forzar Mecanismos", + "language": "Idioma", + "gaming": "Juego", + "throwing": "Lanzar", + "reading-and-writing": "Leer y Escribir", + "legends": "Leyendas", + "commanding": "Mando", + "medicine": "Medicina", + "memory": "Memoria", + "music": "Música", + "swimming": "Nadar", + "navigation": "Navegar", + "hiding": "Ocultar", + "tracking": "Rastrear", + "jumping": "Saltar", + "healing": "Sanar", + "seduction": "Seducción", + "stealth": "Sigilo", + "theology": "Teología", + "torture": "Tormento", + "climbing": "Trepar", + "bows": "Arcos", + "crossbows": "Ballestas", + "knives": "Cuchillos", + "shields": "Escudos", + "swords": "Espadas", + "broadswords": "Espadones", + "axes": "Hachas", + "slings": "Hondas", + "spears": "Lanzas", + "maces": "Mazas", + "clubs": "Palos", + "fists": "Pelea", + "weapons": "Armas", + "weapon": "Ataque o arma", + "damage": "Daño", + "ammunition": "Nº.At.", + "size": "Tamaño", + "reload": "Recarga", + "range": "+20/Alcance/-20", + "spells-and-rituals": "Hechizos y Rituales", + "vis/ordo": "Vis", + "type/ceremony": "Tipo", + "expiration": "Caducidad", + "duration": "Duración", + "components-preparation-and-description/effect": "Componentes, preparación y descripción / Efecto", + "equipment": "Equipo", + "notes": "Notas", + "purse": "Ingresos y ahorros", + "money": "Dineros", + "monthly-income": "Ingresos Mensuales", + "weekly-expenses": "Gastos Semanales", + "possessions": "Posesiones", + "servants": "Servidores y Criados", + "value": "Valor", + "result": "Resultado" +} \ No newline at end of file diff --git a/Aquelarre/translations/zh.json b/Aquelarre/translations/zh.json new file mode 100644 index 0000000000..fe665a6223 --- /dev/null +++ b/Aquelarre/translations/zh.json @@ -0,0 +1,132 @@ +{ + "name": "Nombre", + "age": "Edad", + "weight-and-height": "Peso y Altura", + "kingdom": "Reino", + "ethnic-group": "Grupo Ëtnico", + "social-position": "Posición Social", + "profession": "Profesión", + "fathers-profession": "Profesión Paterna", + "character-traits-pride-and-shame": "Rasgos de Caracter Orgullos y Verguenzas", + "main-characteristics": "Características Principales", + "STRength": "FUE", + "AGIlity": "AGI", + "STAmina": "HAB", + "RESistance": "RES", + "PERception": "PER", + "COMunication": "COM", + "CULture": "CUL", + "APPearance": "ASP", + "strength-short": "STR", + "agility-short": "AGI", + "stamina-short": "STA", + "resistance-short": "RES", + "perception-short": "PER", + "communication-short": "COM", + "culture-short": "CUL", + "appearance-short": "APP", + "secondary-characteristics": "Características Secundárias", + "luck": "Suerte", + "willpower": "Templanza", + "rationality": "Racionalidad", + "irrationality": "Irracionalidad", + "faith-points": "Puntos de Fé", + "spell-points": "Pt. de Conjuro", + "initiative": "Iniciativa", + "damage-bonus": "Bonificador Daño", + "expierience-points": "Puntos de Aprendizaje", + "health": "Salud", + "life-points": "Puntos de Vida", + "condition": "Estado", + "armor": "Armadura", + "localization": "Localización", + "protection": "Protec.", + "head": "Cabeza", + "right-arm": "Brazo Der.", + "left-arm": "Brazo Izq.", + "chest": "Tronco", + "abdomen": "Abdomen", + "right-leg": "Pierna Der.", + "left-leg": "Pierna Izq.", + "shield": "Escudo", + "abilities": "Habilidades", + "alchemy": "Alquimia", + "artisanry": "Artesanía", + "astrology": "Astrología", + "riding": "Cabalgar", + "singing": "Cantar", + "commerce": "Comerciar", + "driving": "Conducir Carro", + "animal-knowledge": "Conocimiento Animal", + "area-knowledge": "Conocimiento de Área", + "magical-knowledge": "Conocimiento Mágico", + "mineral-knowledge": "Conocimiento Mineral", + "plant-knowledge": "Conocimiento Vegetal", + "running": "Correr", + "court": "Corte", + "tasting": "Degustar", + "discovering": "Descubrir", + "dressing-up": "Disfrazarse", + "eloquence": "Elocuencia", + "empathy": "Empatía", + "teaching": "Enseñar", + "sleight-of-hand": "Escamotear", + "listening": "Escuchar", + "dodging": "Esquivar", + "forcing-mechanisms": "Forzar Mecanismos", + "language": "Idioma", + "gaming": "Juego", + "throwing": "Lanzar", + "reading-and-writing": "Leer y Escribir", + "legends": "Leyendas", + "commanding": "Mando", + "medicine": "Medicina", + "memory": "Memoria", + "music": "Música", + "swimming": "Nadar", + "navigation": "Navegar", + "hiding": "Ocultar", + "tracking": "Rastrear", + "jumping": "Saltar", + "healing": "Sanar", + "seduction": "Seducción", + "stealth": "Sigilo", + "theology": "Teología", + "torture": "Tormento", + "climbing": "Trepar", + "bows": "Arcos", + "crossbows": "Ballestas", + "knives": "Cuchillos", + "shields": "Escudos", + "swords": "Espadas", + "broadswords": "Espadones", + "axes": "Hachas", + "slings": "Hondas", + "spears": "Lanzas", + "maces": "Mazas", + "clubs": "Palos", + "fists": "Pelea", + "weapons": "Armas", + "weapon": "Ataque o arma", + "damage": "Daño", + "ammunition": "Nº.At.", + "size": "Tamaño", + "reload": "Recarga", + "range": "+20/Alcance/-20", + "spells-and-rituals": "Hechizos y Rituales", + "vis/ordo": "Vis", + "type/ceremony": "Tipo", + "expiration": "Caducidad", + "duration": "Duración", + "components-preparation-and-description/effect": "Componentes, preparación y descripción / Efecto", + "equipment": "Equipo", + "notes": "Notas", + "purse": "Ingresos y ahorros", + "money": "Dineros", + "monthly-income": "Ingresos Mensuales", + "weekly-expenses": "Gastos Semanales", + "possessions": "Posesiones", + "servants": "Servidores y Criados", + "value": "Valor", + "result": "Resultado" +} \ No newline at end of file diff --git a/BESM4eExtras/BESM4eExtras.css b/BESM4eExtras/BESM4eExtras.css new file mode 100644 index 0000000000..d854939fde --- /dev/null +++ b/BESM4eExtras/BESM4eExtras.css @@ -0,0 +1,6226 @@ +/* === VERSION === */ +/* 1.0.0 */ + +/* === GENERAL === */ +.charsheet { + min-width: 850px; + height: auto; + width: auto; + background: #dcdcdc; +} + +.sheet-rotate90 { + transform: rotate(-90deg); +} + +.sheet-section { + float: left; + width: 100%; + margin: 4px 0; + padding: 1px; + box-sizing: border-box; +} + +.sheet-half { + max-width: 50%; +} + +.sheet-quarter { + max-width: 25%; +} + +.sheet-3quarter { + max-width: 75%; +} + +.sheet-break { + clear: both; +} + +select { text-align-last:center; } + +textarea { + margin: 0; + width: 100%; + height: 400px; + resize: vertical; + box-sizing: border-box; + background: #fcfcfc; +} + +/* Section Overrides */ + +.sheet-header { + margin-bottom: 4px; + padding: 2px 4px; + color: white; + font-weight: bold; +} + +span.sheet-variable-header { + font-size: 32px; + font-weight: bold; +} + +button.sheet-d6button[type=roll]::before{ + font-family: 'dicefontd6'; + content: "F " !important; + font-size: 24px; +} + +button.sheet-d6button-large[type=roll]::before{ + font-family: 'dicefontd6'; + content: "F " !important; + font-size: 32px; +} + +.sheet-border{ + border: 1px solid; + border-radius: 5px; +} + +.sheet-padframe { + padding-top: 5px; + padding-bottom: 5px; +} + +input.sheet-dynamic { + opacity: 0; + float: left; } + +input.sheet-dynamic:checked ~ div.sheet-body { + display: none; } + +.sheet-font-bold { + font-weight: bold; +} + +/*============= TABS =============*/ + +div.sheet-tab-content + +{ display: none; } + + +/****************** Status Bars ******************/ + +div.sheet-social, +div.sheet-sanity, +div.sheet-energyspent, +div.sheet-health { + border-radius: 3px; + width: 98%; + color: black; + text-align: center; + font-weight: normal; +} + +/* Health */ +input.sheet-health[value="10"] ~ div.sheet-health { + background: white; +} +input.sheet-health[value="10"] ~ div.sheet-health:before { + content:"Healthy"; + } +input.sheet-health[value="9"] ~ div.sheet-health { + background: linear-gradient(to left, white 90%, green 10%); +} + input.sheet-health[value="9"] ~ div.sheet-health:before { + content:"Lightly Wounded"; + } +input.sheet-health[value="8"] ~ div.sheet-health { + background: linear-gradient(to left, white 80%, green 20%); +} + input.sheet-health[value="8"] ~ div.sheet-health:before { + content:"Lightly Wounded"; + } +input.sheet-health[value="7"] ~ div.sheet-health { + background: linear-gradient(to left, white 70%, green 30%); +} + input.sheet-health[value="7"] ~ div.sheet-health:before { + content: "Lightly Wounded"; + } +input.sheet-health[value="6"] ~ div.sheet-health { + background: linear-gradient(to left, white 60%, yellow 40%); +} + input.sheet-health[value="6"] ~ div.sheet-health:before { + content: "Seriously Wounded"; + } +input.sheet-health[value="5"] ~ div.sheet-health { + background: linear-gradient(to left, white 50%, yellow 50%); +} + input.sheet-health[value="5"] ~ div.sheet-health:before { + content: "Seriously Wounded"; +} +input.sheet-health[value="4"] ~ div.sheet-health { + background: linear-gradient(to left, white 40%, yellow 60%); +} + input.sheet-health[value="4"] ~ div.sheet-health:before { + content: "Seriously Wounded"; +} +input.sheet-health[value="3"] ~ div.sheet-health { + background: linear-gradient(to left, white 30%, orange 70%); +} + input.sheet-health[value="3"] ~ div.sheet-health:before { + content: "Critically Wounded"; +} +input.sheet-health[value="2"] ~ div.sheet-health { + background: linear-gradient(to left, white 20%, orange 80%); +} + input.sheet-health[value="2"] ~ div.sheet-health:before { + content: "Critically Wounded"; +} +input.sheet-health[value="1"] ~ div.sheet-health { + background: linear-gradient(to left, white 10%, orange 90%); +} + input.sheet-health[value="1"] ~ div.sheet-health:before { + content: "Critically Wounded"; +} +input.sheet-health[value="0"] ~ div.sheet-health { + background: red; + color: white; +} + input.sheet-health[value="0"] ~ div.sheet-health:before { + content: "Mortally Wounded"; +} + +/* Energy */ +input.sheet-energyspent[value="10"] ~ div.sheet-energyspent { + background: white; +} +input.sheet-energyspent[value="10"] ~ div.sheet-energyspent:before { + content:"Rested"; + } +input.sheet-energyspent[value="9"] ~ div.sheet-energyspent { + background: linear-gradient(to left, white 90%, green 10%); +} + input.sheet-energyspent[value="9"] ~ div.sheet-energyspent:before { + content:"Active"; + } +input.sheet-energyspent[value="8"] ~ div.sheet-energyspent { + background: linear-gradient(to left, white 80%, green 20%); +} + input.sheet-energyspent[value="8"] ~ div.sheet-energyspent:before { + content:"Active"; + } +input.sheet-energyspent[value="7"] ~ div.sheet-energyspent { + background: linear-gradient(to left, white 70%, green 30%); +} + input.sheet-energyspent[value="7"] ~ div.sheet-energyspent:before { + content: "Active"; + } +input.sheet-energyspent[value="6"] ~ div.sheet-energyspent { + background: linear-gradient(to left, white 60%, yellow 40%); +} + input.sheet-energyspent[value="6"] ~ div.sheet-energyspent:before { + content: "Weary"; + } +input.sheet-energyspent[value="5"] ~ div.sheet-energyspent { + background: linear-gradient(to left, white 50%, yellow 50%); +} + input.sheet-energyspent[value="5"] ~ div.sheet-energyspent:before { + content: "Weary"; +} +input.sheet-energyspent[value="4"] ~ div.sheet-energyspent { + background: linear-gradient(to left, white 40%, yellow 60%); +} + input.sheet-energyspent[value="4"] ~ div.sheet-energyspent:before { + content: "Weary"; +} +input.sheet-energyspent[value="3"] ~ div.sheet-energyspent { + background: linear-gradient(to left, white 30%, orange 70%); +} + input.sheet-energyspent[value="3"] ~ div.sheet-energyspent:before { + content: "Winded"; +} +input.sheet-energyspent[value="2"] ~ div.sheet-energyspent { + background: linear-gradient(to left, white 20%, orange 80%); +} + input.sheet-energyspent[value="2"] ~ div.sheet-energyspent:before { + content: "Winded"; +} +input.sheet-energyspent[value="1"] ~ div.sheet-energyspent { + background: linear-gradient(to left, white 10%, orange 90%); +} + input.sheet-energyspent[value="1"] ~ div.sheet-energyspent:before { + content: "Winded"; +} +input.sheet-energyspent[value="0"] ~ div.sheet-energyspent { + background: red; + color: white; +} + input.sheet-energyspent[value="0"] ~ div.sheet-energyspent:before { + content: "Exhausted"; +} + +/* Sanity */ +input.sheet-sanity[value="10"] ~ div.sheet-sanity { + background: white; +} +input.sheet-sanity[value="10"] ~ div.sheet-sanity:before { + content:"Well"; + } +input.sheet-sanity[value="9"] ~ div.sheet-sanity { + background: linear-gradient(to left, white 90%, green 10%); +} + input.sheet-sanity[value="9"] ~ div.sheet-sanity:before { + content:"Unwell"; + } +input.sheet-sanity[value="8"] ~ div.sheet-sanity { + background: linear-gradient(to left, white 80%, green 20%); +} + input.sheet-sanity[value="8"] ~ div.sheet-sanity:before { + content:"Unwell"; + } +input.sheet-sanity[value="7"] ~ div.sheet-sanity { + background: linear-gradient(to left, white 70%, green 30%); +} + input.sheet-sanity[value="7"] ~ div.sheet-sanity:before { + content: "Unwell"; + } +input.sheet-sanity[value="6"] ~ div.sheet-sanity { + background: linear-gradient(to left, white 60%, yellow 40%); +} + input.sheet-sanity[value="6"] ~ div.sheet-sanity:before { + content: "Unstable"; + } +input.sheet-sanity[value="5"] ~ div.sheet-sanity { + background: linear-gradient(to left, white 50%, yellow 50%); +} + input.sheet-sanity[value="5"] ~ div.sheet-sanity:before { + content: "Unstable"; +} +input.sheet-sanity[value="4"] ~ div.sheet-sanity { + background: linear-gradient(to left, white 40%, yellow 60%); +} + input.sheet-sanity[value="4"] ~ div.sheet-sanity:before { + content: "Unstable"; +} +input.sheet-sanity[value="3"] ~ div.sheet-sanity { + background: linear-gradient(to left, white 30%, orange 70%); +} + input.sheet-sanity[value="3"] ~ div.sheet-sanity:before { + content: "Pathological"; +} +input.sheet-sanity[value="2"] ~ div.sheet-sanity { + background: linear-gradient(to left, white 20%, orange 80%); +} + input.sheet-sanity[value="2"] ~ div.sheet-sanity:before { + content: "Pathological"; +} +input.sheet-sanity[value="1"] ~ div.sheet-sanity { + background: linear-gradient(to left, white 10%, orange 90%); +} + input.sheet-sanity[value="1"] ~ div.sheet-sanity:before { + content: "Pathological"; +} +input.sheet-sanity[value="0"] ~ div.sheet-sanity { + background: red; + color: white; +} + input.sheet-sanity[value="0"] ~ div.sheet-sanity:before { + content: "Insane"; +} + +/* Social */ +input.sheet-social[value="10"] ~ div.sheet-social { + background: white; +} +input.sheet-social[value="10"] ~ div.sheet-social:before { + content:"Confident"; + } +input.sheet-social[value="9"] ~ div.sheet-social { + background: linear-gradient(to left, white 90%, green 10%); +} + input.sheet-social[value="9"] ~ div.sheet-social:before { + content:"Shaken"; + } +input.sheet-social[value="8"] ~ div.sheet-social { + background: linear-gradient(to left, white 80%, green 20%); +} + input.sheet-social[value="8"] ~ div.sheet-social:before { + content:"Shaken"; + } +input.sheet-social[value="7"] ~ div.sheet-social { + background: linear-gradient(to left, white 70%, green 30%); +} + input.sheet-social[value="7"] ~ div.sheet-social:before { + content: "Shaken"; + } +input.sheet-social[value="6"] ~ div.sheet-social { + background: linear-gradient(to left, white 60%, yellow 40%); +} + input.sheet-social[value="6"] ~ div.sheet-social:before { + content: "Unsure"; + } +input.sheet-social[value="5"] ~ div.sheet-social { + background: linear-gradient(to left, white 50%, yellow 50%); +} + input.sheet-social[value="5"] ~ div.sheet-social:before { + content: "Unsure"; +} +input.sheet-social[value="4"] ~ div.sheet-social { + background: linear-gradient(to left, white 40%, yellow 60%); +} + input.sheet-social[value="4"] ~ div.sheet-social:before { + content: "Unsure"; +} +input.sheet-social[value="3"] ~ div.sheet-social { + background: linear-gradient(to left, white 30%, orange 70%); +} + input.sheet-social[value="3"] ~ div.sheet-social:before { + content: "Insecure"; +} +input.sheet-social[value="2"] ~ div.sheet-social { + background: linear-gradient(to left, white 20%, orange 80%); +} + input.sheet-social[value="2"] ~ div.sheet-social:before { + content: "Insecure"; +} +input.sheet-social[value="1"] ~ div.sheet-social { + background: linear-gradient(to left, white 10%, orange 90%); +} + input.sheet-social[value="1"] ~ div.sheet-social:before { + content: "Insecure"; +} +input.sheet-social[value="0"] ~ div.sheet-social { + background: red; + color: white; +} + input.sheet-social[value="0"] ~ div.sheet-social:before { + content: "Spiraling"; +} + +/* END status bar formatting */ + +.sheet-block-a, +.sheet-block-switch:checked ~ .sheet-block-b { + display: block; +} + +.sheet-block-b, +.sheet-block-switch:checked ~ .sheet-block-a { + display: none; +} + +textarea.sheet-description { + height: 57px; + width: 100%; +} + +input[name="attr_isflux"] { + opacity: 0; + width: 12px; + height: 12px; + position: relative; + left: -9999px; + cursor: pointer; + z-index: 1; +} + +input[name="attr_armshanded_toggle"] { + opacity: 0; + width: 16px; + height: 16px; + position: relative; + top: 5px; + left: 6px; + margin: -10px; + cursor: pointer; + z-index: 1; +} + + +input[name="attr_armsmainranged_toggle"] { + opacity: 0; +} + +input[name="attr_armsoffranged_toggle"] { + opacity: 0; + width: 16px; + height: 16px; + position: relative; + top: 5px; + left: 6px; + margin: -10px; + cursor: pointer; + z-index: 1; +} + +input[name="attr_armshandedranged_toggle"] { + opacity: 0; + width: 16px; + height: 16px; + position: relative; + top: 5px; + left: 6px; + margin: -10px; + cursor: pointer; + z-index: 1; +} + +input[name*="poollevelelevation"], +input[name="attr_static_racetemplates_dropdown_state"]{ + opacity: 0; + position: absolute; + left: -9999px; + cursor: pointer; + z-index: -9999; +} + +input[name="attr_attrdefecttoggle"] { + opacity: 0; + width: 16px; + height: 16px; + position: relative; + top: 5px; + left: -9999px; + margin: -10px; + cursor: pointer; + z-index: 1; +} + +.sheet-fontsize-12px >:first-child { + font-size: 12px; +} + + +.sheet-rolltemplate-initiative div.sheet-template-container { + border: 5px solid #c94c4c !important; + border-radius: 3px 3px 3px 3px; +} + +.sheet-rolltemplate-initiative .sheet-template-header { + background-color: #eea29a; + color: #000; + padding: 2px; + border-bottom: 1px solid black; + line-height: 1.6em; + font-size: 1.2em; +} + +.sheet-rolltemplate-initiative div { + background-color: #eea29a; + padding: 5px; + border-bottom: 1px solid black; +} + +.sheet-rolltemplate-combatvalue div.sheet-template-container { + border: 5px solid #c94c4c !important; + border-radius: 3px 3px 3px 3px; +} + +.sheet-rolltemplate-combatvalue .sheet-template-header { + background-color: #eea29a; + color: #000; + padding: 2px; + border-bottom: 1px solid black; + line-height: 1.6em; + font-size: 1.2em; +} + +.sheet-rolltemplate-combatvalue div { + background-color: #eea29a; + padding: 5px; + border-bottom: 1px solid black; +} + +.sheet-rolltemplate-attack div.sheet-template-container { + border: 5px solid #c94c4c !important; + border-radius: 3px 3px 3px 3px; +} + +.sheet-rolltemplate-attack .sheet-template-header { + background-color: #eea29a; + color: #000; + padding: 2px; + border-bottom: 1px solid black; + line-height: 1.6em; + font-size: 1.2em; +} + +.sheet-rolltemplate-attack div { + background-color: #eea29a; + padding: 5px; + border-bottom: 1px solid black; +} + +.sheet-rolltemplate-attack .inlinerollresult { + display: inline-block; + min-width: 1.5em; + text-align: center; + border: 2px solid rgba(167, 168, 170,1); +} + +.sheet-rolltemplate-attack .inlinerollresult.fullcrit { + border: 2px solid #3FB315; +} + +.sheet-rolltemplate-attack .inlinerollresult.fullfail { + border: 2px solid #B31515; +} + +.sheet-rolltemplate-attack .inlinerollresult.importantroll { + border: 2px solid #4A57ED; +} + + +.sheet-rolltemplate-h2hattack div.sheet-template-container { + border: 5px solid #c94c4c !important; + border-radius: 3px 3px 3px 3px; +} + +.sheet-rolltemplate-h2hattack .sheet-template-header { + background-color: #eea29a; + color: #000; + padding: 2px; + border-bottom: 1px solid black; + line-height: 1.6em; + font-size: 1.2em; +} + +.sheet-rolltemplate-h2hattack div { + background-color: #eea29a; + padding: 5px; + border-bottom: 1px solid black; +} + +.sheet-rolltemplate-defend div.sheet-template-container { + border: 5px solid #c94c4c !important; + border-radius: 3px 3px 3px 3px; +} + +.sheet-rolltemplate-defend .sheet-template-header { + background-color: #eea29a; + color: #000; + padding: 2px; + border-bottom: 1px solid black; + line-height: 1.6em; + font-size: 1.2em; +} + +.sheet-rolltemplate-defend div { + background-color: #eea29a; + padding: 5px; + border-bottom: 1px solid black; +} + +.sheet-rolltemplate-defend .inlinerollresult { + display: inline-block; + min-width: 1.5em; + text-align: center; + border: 2px solid rgba(167, 168, 170,1); +} + +.sheet-rolltemplate-defend .inlinerollresult.fullcrit { + border: 2px solid #3FB315; +} + +.sheet-rolltemplate-defend .inlinerollresult.fullfail { + border: 2px solid #B31515; +} + +.sheet-rolltemplate-defend .inlinerollresult.importantroll { + border: 2px solid #4A57ED; +} + + +.sheet-rolltemplate-h2hdefend div.sheet-template-container { + border: 5px solid #c94c4c !important; + border-radius: 3px 3px 3px 3px; +} + +.sheet-rolltemplate-h2hdefend .sheet-template-header { + background-color: #eea29a; + color: #000; + padding: 2px; + border-bottom: 1px solid black; + line-height: 1.6em; + font-size: 1.2em; +} + +.sheet-rolltemplate-h2hdefend div { + background-color: #eea29a; + padding: 5px; + border-bottom: 1px solid black; +} + +.sheet-rolltemplate-rangeddefend div.sheet-template-container { + border: 5px solid #c94c4c !important; + border-radius: 3px 3px 3px 3px; +} + +.sheet-rolltemplate-rangeddefend .sheet-template-header { + background-color: #eea29a; + color: #000; + padding: 2px; + border-bottom: 1px solid black; + line-height: 1.6em; + font-size: 1.2em; +} + +.sheet-rolltemplate-rangeddefend div { + background-color: #eea29a; + padding: 5px; + border-bottom: 1px solid black; +} + +.sheet-rolltemplate-wounded div.sheet-template-container { + border: 5px solid #c94c4c !important; + border-radius: 3px 3px 3px 3px; +} + +.sheet-rolltemplate-wounded .sheet-template-header { + background-color: #eea29a; + color: #000; + padding: 2px; + border-bottom: 1px solid black; + line-height: 1.6em; + font-size: 1.2em; +} + +.sheet-rolltemplate-wounded div { + background-color: #eea29a; + padding: 5px; + border-bottom: 1px solid black; +} + +.sheet-rolltemplate-defended div.sheet-template-container { + border: 5px solid #c94c4c !important; + border-radius: 3px 3px 3px 3px; +} + +.sheet-rolltemplate-defended .sheet-template-header { + background-color: #eea29a; + color: #000; + padding: 2px; + border-bottom: 1px solid black; + line-height: 1.6em; + font-size: 1.2em; +} + +.sheet-rolltemplate-defended div { + background-color: #eea29a; + padding: 5px; + border-bottom: 1px solid black; +} + +.sheet-rolltemplate-stunsave div.sheet-template-container { + border: 5px solid #86af49 !important; + border-radius: 3px 3px 3px 3px; +} + +.sheet-rolltemplate-stunsave .sheet-template-header { + background-color: #b5e7a0; + color: #000; + padding: 2px; + border-bottom: 1px solid black; + line-height: 1.6em; + font-size: 1.2em; +} + +.sheet-rolltemplate-stunsave div { + background-color: #b5e7a0; + padding: 5px; + border-bottom: 1px solid black; +} + +.sheet-rolltemplate-deathsave div.sheet-template-container { + border: 5px solid #86af49 !important; + border-radius: 3px 3px 3px 3px; +} + +.sheet-rolltemplate-deathsave .sheet-template-header { + background-color: #b5e7a0; + color: #000; + padding: 2px; + border-bottom: 1px solid black; + line-height: 1.6em; + font-size: 1.2em; +} + +.sheet-rolltemplate-deathsave div { + background-color: #b5e7a0; + padding: 5px; + border-bottom: 1px solid black; +} + +.sheet-rolltemplate-statroll div.sheet-template-container { + border: 5px solid #86af49 !important; + border-radius: 3px 3px 3px 3px; +} + +.sheet-rolltemplate-statroll .sheet-template-header { + background-color: #b5e7a0; + color: #000; + padding: 2px; + border-bottom: 1px solid black; + line-height: 1.6em; + font-size: 1.2em; +} + +.sheet-rolltemplate-statroll div { + background-color: #b5e7a0; + padding: 5px; + border-bottom: 1px solid black; +} + +.sheet-rolltemplate-skillroll div.sheet-template-container { + border: 5px solid #f2ae72 !important; + border-radius: 3px 3px 3px 3px; +} + +.sheet-rolltemplate-skillroll .sheet-template-header { + background-color: #f2e394; + color: #000; + padding: 2px; + border-bottom: 1px solid black; + line-height: 1.6em; + font-size: 1.2em; +} + +.sheet-rolltemplate-skillroll div { + background-color: #f2e394; + padding: 5px; + border-bottom: 1px solid black; +} + +input.sheet-templateradio[type=radio]{ + + opacity: 0; + position: absolute; + right: -999px +} + +.sheet-template-padr { + padding-right: 98px; +} + +/* Flux fake checkbox */ + +input.sheet-activate[type="checkbox"] +{ + opacity: 0; + width: 12px; + height: 12px; + position: relative; + cursor: pointer; + z-index: 1; + margin-top: -35px; + margin-left: -18px; +} + +input.sheet-activate[type="checkbox"] + span::before +{ + display: inline-block; + font-weight: bold; + border-radius: 4px; + font-family: "Pictos"; + cursor: pointer; + position: absolute; + margin-right: 4px; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: middle; + content: "L"; + font-size: 20px; + color: Grey; + margin-top: -13px; + margin-left: -15px; +} + +input.sheet-activate[type="checkbox"]:checked + span::before +{ + font-family: "Pictos"; + content: "L"; + color: Green; +} + +/* END flux formatting */ + +span.sheet-targeted-inactive{ + font-family: "Pictos Custom"; + color: Black; + cursor: not-allowed; +} + +.sheet-tooltip { + outline: none; + cursor: help; +} +.sheet-tooltip strong { line-height: 30px; } +.sheet-tooltip:hover span { + display: block; + position: absolute; +} +.sheet-tooltip:hover { text-decoration: none; } +.sheet-tooltip span { + display: none; + border-radius: 4px; + box-shadow: 2px 2px 3px #ccc; + z-index: 10; + padding: 7px 10px; + margin-top: -30px; + margin-left: 28px; + width: 300px; + line-height: 16px; + border: 1px solid; +} + +.repcontrol[data-groupname="repeating_skill"] > .repcontrol_add, +input[class="templateradio"], +input[name="attr_damagetypeenable"], +input[name="attr_rollable"], +input[name="attr_visible"], +input[name="attr_static_attrgroup_1_static"], +input[name="attr_static_attrgroup_2_static"], +input[name="attr_static_attrgroup_3_static"], +input[name="attr_static_attrgroup_4_static"], +input[name="attr_static_attrgroup_5_static"], +input[name="attr_static_attrgroup_6_static"], +input[name="attr_static_attrgroup_7_static"], +input[name="attr_static_attrgroup_8_static"], +input[name="attr_static_attrgroup_9_static"], +input[name="attr_static_attrgroup_10_static"], +input[name="attr_static_attrgroup_1_dynamic"], +input[name="attr_static_attrgroup_2_dynamic"], +input[name="attr_static_attrgroup_3_dynamic"], +input[name="attr_static_attrgroup_4_dynamic"], +input[name="attr_static_attrgroup_5_dynamic"], +input[name="attr_static_attrgroup_6_dynamic"], +input[name="attr_static_attrgroup_7_dynamic"], +input[name="attr_static_attrgroup_8_dynamic"], +input[name="attr_static_attrgroup_9_dynamic"], +input[name="attr_static_attrgroup_10_dynamic"] { + opacity: 0; + position: absolute; + right: -999px +} + +.repcontrol[data-groupname="repeating_skilltemplate"] { + display: none; +} + +span.sheet-dualwield-label { + position: relative; + margin-left: -16px; + left: -32%; +} + +input.sheet-dualwield-checkbox:checked + span + div { + margin-bottom: 4px; + padding: 2px 4px; + background: grey; + color: white; + font-weight: bold; +} + + +/*Configure the tab buttons*/ +.sheet-skillgroup1, +.sheet-skillgroup2, +.sheet-skillgroup3, +.sheet-skillgroup4, +.sheet-skillgroup5, +.sheet-attrgroup1, +.sheet-attrgroup2, +.sheet-attrgroup3, +.sheet-attrgroup4, +.sheet-attrgroup5, +.sheet-attrgroup6, +.sheet-attrgroup7, +.sheet-attrgroup8, +.sheet-attrgroup9, +.sheet-attrgroup10 { + display: none; +} + +/* show the selected tab */ +.sheet-tabstoggle[value="attrgroup1"] ~ div.sheet-attrgroup1, +.sheet-tabstoggle[value="attrgroup2"] ~ div.sheet-attrgroup2, +.sheet-tabstoggle[value="attrgroup3"] ~ div.sheet-attrgroup3, +.sheet-tabstoggle[value="attrgroup4"] ~ div.sheet-attrgroup4, +.sheet-tabstoggle[value="attrgroup5"] ~ div.sheet-attrgroup5, +.sheet-tabstoggle[value="attrgroup6"] ~ div.sheet-attrgroup6, +.sheet-tabstoggle[value="attrgroup7"] ~ div.sheet-attrgroup7, +.sheet-tabstoggle[value="attrgroup8"] ~ div.sheet-attrgroup8, +.sheet-tabstoggle[value="attrgroup9"] ~ div.sheet-attrgroup9, +.sheet-tabstoggle[value="attrgroup10"] ~ div.sheet-attrgroup10 { + display: block; +} + +.sheet-skilltabstoggle[value="skillgroup1"] ~ div.sheet-skillgroup1, +.sheet-skilltabstoggle[value="skillgroup2"] ~ div.sheet-skillgroup2, +.sheet-skilltabstoggle[value="skillgroup3"] ~ div.sheet-skillgroup3, +.sheet-skilltabstoggle[value="skillgroup4"] ~ div.sheet-skillgroup4, +.sheet-skilltabstoggle[value="skillgroup5"] ~ div.sheet-skillgroup5 { + display: block; +} + +input.sheet-defecttab1:checked ~ div.sheet-defecttab1, +input.sheet-defecttab2:checked ~ div.sheet-defecttab2, +input.sheet-defecttab3:checked ~ div.sheet-defecttab3 { + display: block; +} + +input.sheet-enhancementtab1:checked ~ div.sheet-enhancementtab1, +input.sheet-enhancementtab2:checked ~ div.sheet-enhancementtab2, +input.sheet-enhancementtab3:checked ~ div.sheet-enhancementtab3, +input.sheet-enhancementtab4:checked ~ div.sheet-enhancementtab4, +input.sheet-enhancementtab5:checked ~ div.sheet-enhancementtab5, +input.sheet-enhancementtab6:checked ~ div.sheet-enhancementtab6, +input.sheet-enhancementtab7:checked ~ div.sheet-enhancementtab7, +input.sheet-enhancementtab8:checked ~ div.sheet-enhancementtab8, +input.sheet-enhancementtab9:checked ~ div.sheet-enhancementtab9, +input.sheet-enhancementtab10:checked ~ div.sheet-enhancementtab10, +input.sheet-enhancementtab11:checked ~ div.sheet-enhancementtab11, +input.sheet-enhancementtab12:checked ~ div.sheet-enhancementtab12, +input.sheet-enhancementtab13:checked ~ div.sheet-enhancementtab13, +input.sheet-enhancementtab14:checked ~ div.sheet-enhancementtab14, +input.sheet-enhancementtab15:checked ~ div.sheet-enhancementtab15, +input.sheet-enhancementtab16:checked ~ div.sheet-enhancementtab16, +input.sheet-enhancementtab17:checked ~ div.sheet-enhancementtab17, +input.sheet-enhancementtab18:checked ~ div.sheet-enhancementtab18, +input.sheet-enhancementtab19:checked ~ div.sheet-enhancementtab19, +input.sheet-enhancementtab20:checked ~ div.sheet-enhancementtab20, +input.sheet-enhancementtab21:checked ~ div.sheet-enhancementtab21, +input.sheet-enhancementtab22:checked ~ div.sheet-enhancementtab22, +input.sheet-enhancementtab23:checked ~ div.sheet-enhancementtab23, +input.sheet-enhancementtab24:checked ~ div.sheet-enhancementtab24, +input.sheet-enhancementtab25:checked ~ div.sheet-enhancementtab25, +input.sheet-enhancementtab26:checked ~ div.sheet-enhancementtab26, +input.sheet-enhancementtab27:checked ~ div.sheet-enhancementtab27, +input.sheet-enhancementtab28:checked ~ div.sheet-enhancementtab28, +input.sheet-enhancementtab29:checked ~ div.sheet-enhancementtab29, +input.sheet-enhancementtab30:checked ~ div.sheet-enhancementtab30, +input.sheet-enhancementtab31:checked ~ div.sheet-enhancementtab31, +input.sheet-enhancementtab32:checked ~ div.sheet-enhancementtab32, +input.sheet-enhancementtab33:checked ~ div.sheet-enhancementtab33, +input.sheet-enhancementtab34:checked ~ div.sheet-enhancementtab34, +input.sheet-enhancementtab35:checked ~ div.sheet-enhancementtab35, +input.sheet-enhancementtab36:checked ~ div.sheet-enhancementtab36, +input.sheet-enhancementtab37:checked ~ div.sheet-enhancementtab37, +input.sheet-enhancementtab38:checked ~ div.sheet-enhancementtab38, +input.sheet-enhancementtab39:checked ~ div.sheet-enhancementtab39, +input.sheet-enhancementtab40:checked ~ div.sheet-enhancementtab40 +{ + display: block; +} + +input.sheet-limitertab1:checked ~ div.sheet-limitertab1, +input.sheet-limitertab2:checked ~ div.sheet-limitertab2, +input.sheet-limitertab3:checked ~ div.sheet-limitertab3, +input.sheet-limitertab4:checked ~ div.sheet-limitertab4, +input.sheet-limitertab5:checked ~ div.sheet-limitertab5, +input.sheet-limitertab6:checked ~ div.sheet-limitertab6, +input.sheet-limitertab7:checked ~ div.sheet-limitertab7, +input.sheet-limitertab8:checked ~ div.sheet-limitertab8, +input.sheet-limitertab9:checked ~ div.sheet-limitertab9, +input.sheet-limitertab10:checked ~ div.sheet-limitertab10, +input.sheet-limitertab11:checked ~ div.sheet-limitertab11, +input.sheet-limitertab12:checked ~ div.sheet-limitertab12, +input.sheet-limitertab13:checked ~ div.sheet-limitertab13, +input.sheet-limitertab14:checked ~ div.sheet-limitertab14, +input.sheet-limitertab15:checked ~ div.sheet-limitertab15, +input.sheet-limitertab16:checked ~ div.sheet-limitertab16, +input.sheet-limitertab17:checked ~ div.sheet-limitertab17, +input.sheet-limitertab18:checked ~ div.sheet-limitertab18, +input.sheet-limitertab19:checked ~ div.sheet-limitertab19, +input.sheet-limitertab20:checked ~ div.sheet-limitertab20, +input.sheet-limitertab21:checked ~ div.sheet-limitertab21, +input.sheet-limitertab22:checked ~ div.sheet-limitertab22, +input.sheet-limitertab23:checked ~ div.sheet-limitertab23, +input.sheet-limitertab24:checked ~ div.sheet-limitertab24, +input.sheet-limitertab25:checked ~ div.sheet-limitertab25, +input.sheet-limitertab26:checked ~ div.sheet-limitertab26, +input.sheet-limitertab27:checked ~ div.sheet-limitertab27, +input.sheet-limitertab28:checked ~ div.sheet-limitertab28, +input.sheet-limitertab29:checked ~ div.sheet-limitertab29, +input.sheet-limitertab30:checked ~ div.sheet-limitertab30, +input.sheet-limitertab31:checked ~ div.sheet-limitertab31, +input.sheet-limitertab32:checked ~ div.sheet-limitertab32, +input.sheet-limitertab33:checked ~ div.sheet-limitertab33, +input.sheet-limitertab34:checked ~ div.sheet-limitertab34, +input.sheet-limitertab35:checked ~ div.sheet-limitertab35, +input.sheet-limitertab36:checked ~ div.sheet-limitertab36, +input.sheet-limitertab37:checked ~ div.sheet-limitertab37, +input.sheet-limitertab38:checked ~ div.sheet-limitertab38, +input.sheet-limitertab39:checked ~ div.sheet-limitertab39, +input.sheet-limitertab40:checked ~ div.sheet-limitertab40 +{ + display: block; +} + +input.sheet-rolltab1:checked ~ div.sheet-rolltab1, +input.sheet-rolltab2:checked ~ div.sheet-rolltab2, +input.sheet-rolltab3:checked ~ div.sheet-rolltab3, +input.sheet-rolltab4:checked ~ div.sheet-rolltab4, +input.sheet-rolltab5:checked ~ div.sheet-rolltab5, +input.sheet-rolltab6:checked ~ div.sheet-rolltab6 { + display: block; +} + +input.sheet-enhancedsighttab1:checked ~ div.sheet-enhancedsighttab1, +input.sheet-enhancedsighttab2:checked ~ div.sheet-enhancedsighttab2, +input.sheet-enhancedsighttab3:checked ~ div.sheet-enhancedsighttab3, +input.sheet-enhancedsighttab4:checked ~ div.sheet-enhancedsighttab4, +input.sheet-enhancedsighttab5:checked ~ div.sheet-enhancedsighttab5, +input.sheet-enhancedsighttab6:checked ~ div.sheet-enhancedsighttab6, +input.sheet-enhancedhearingtab1:checked ~ div.sheet-enhancedhearingtab1, +input.sheet-enhancedhearingtab2:checked ~ div.sheet-enhancedhearingtab2, +input.sheet-enhancedhearingtab3:checked ~ div.sheet-enhancedhearingtab3, +input.sheet-enhancedhearingtab4:checked ~ div.sheet-enhancedhearingtab4, +input.sheet-enhancedhearingtab5:checked ~ div.sheet-enhancedhearingtab5, +input.sheet-enhancedhearingtab6:checked ~ div.sheet-enhancedhearingtab6, +input.sheet-enhancedtouchtab1:checked ~ div.sheet-enhancedtouchtab1, +input.sheet-enhancedtouchtab2:checked ~ div.sheet-enhancedtouchtab2, +input.sheet-enhancedtouchtab3:checked ~ div.sheet-enhancedtouchtab3, +input.sheet-enhancedtouchtab4:checked ~ div.sheet-enhancedtouchtab4, +input.sheet-enhancedtouchtab5:checked ~ div.sheet-enhancedtouchtab5, +input.sheet-enhancedtouchtab6:checked ~ div.sheet-enhancedtouchtab6, +input.sheet-enhancedsmelltab1:checked ~ div.sheet-enhancedsmelltab1, +input.sheet-enhancedsmelltab2:checked ~ div.sheet-enhancedsmelltab2, +input.sheet-enhancedsmelltab3:checked ~ div.sheet-enhancedsmelltab3, +input.sheet-enhancedsmelltab4:checked ~ div.sheet-enhancedsmelltab4, +input.sheet-enhancedsmelltab5:checked ~ div.sheet-enhancedsmelltab5, +input.sheet-enhancedsmelltab6:checked ~ div.sheet-enhancedsmelltab6, +input.sheet-enhancedtastetab1:checked ~ div.sheet-enhancedtastetab1, +input.sheet-enhancedtastetab2:checked ~ div.sheet-enhancedtastetab2, +input.sheet-enhancedtastetab3:checked ~ div.sheet-enhancedtastetab3, +input.sheet-enhancedtastetab4:checked ~ div.sheet-enhancedtastetab4, +input.sheet-enhancedtastetab5:checked ~ div.sheet-enhancedtastetab5, +input.sheet-enhancedtastetab6:checked ~ div.sheet-enhancedtastetab6 { + display: block; +} + +input.sheet-enhancedtastetab, +input.sheet-enhancedsmelltab, +input.sheet-enhancedtouchtab, +input.sheet-enhancedhearingtab, +input.sheet-enhancedsighttab, +input.sheet-rolltab, +input.sheet-tooltips, +input.sheet-theme, +input.sheet-activate, +input.sheet-lock, +input.sheet-templates, +input.sheet-enhancementtab, +input.sheet-limitertab{ + opacity: 0; + cursor: pointer; + position: absolute; + right: -999px +} + +/***************** Themes *****************/ + +/* Titles */ +input.sheet-theme[value="1"]:checked ~ div, +input.sheet-theme[value="1"]:checked ~ div > h3, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > span, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > span, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > span, +input.sheet-theme[value="1"]:checked ~ div > div > div > h5 > div > div > div > div > h3, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > h3, +input.sheet-theme[value="1"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > h3, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > h5 > div > div > div > div > div > div > h3, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > h3 +{ + + background: #c94c4c; + border-width: 3px; + border-color: #c94c4c; + color: #fff; + font-weight: bold; + text-align: center; +} +input.sheet-theme[value="2"]:checked ~ div, +input.sheet-theme[value="2"]:checked ~ div > h3, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > span, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > span, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > span, +input.sheet-theme[value="2"]:checked ~ div > div > div > h5 > div > div > div > div > h3, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > h3, +input.sheet-theme[value="2"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > h3, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > h5 > div > div > div > div > div > div > h3, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > h3 +{ + margin: auto; + background: #ED7D31; + border-width: 3px; + border-color: #ED7D31; + color: #fff; + font-weight: bold; + text-align: center; +} +input.sheet-theme[value="3"]:checked ~ div, +input.sheet-theme[value="3"]:checked ~ div > h3, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > span, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > span, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > span, +input.sheet-theme[value="3"]:checked ~ div > div > div > h5 > div > div > div > div > h3, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > h3, +input.sheet-theme[value="3"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > h3, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > h5 > div > div > div > div > div > div > h3, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > h3 +{ + margin: auto; + background: #FFC000; + border-width: 3px; + border-color: #FFC000; + color: #333333; + font-weight: bold; + text-align: center; +} +input.sheet-theme[value="4"]:checked ~ div, +input.sheet-theme[value="4"]:checked ~ div > h3, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > span, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > span, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > span, +input.sheet-theme[value="4"]:checked ~ div > div > div > h5 > div > div > div > div > h3, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > h3, +input.sheet-theme[value="4"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > h3, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > h5 > div > div > div > div > div > div > h3, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > h3 +{ + margin: auto; + background: #70AD47; + border-width: 3px; + border-color: #70AD47; + color: #fff; + font-weight: bold; + text-align: center; +} +input.sheet-theme[value="5"]:checked ~ div, +input.sheet-theme[value="5"]:checked ~ div > h3, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > span, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > span, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > span, +input.sheet-theme[value="5"]:checked ~ div > div > div > h5 > div > div > div > div > h3, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > h3, +input.sheet-theme[value="5"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > h3, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > h5 > div > div > div > div > div > div > h3, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > h3 +{ + margin: auto; + background: #4472C4; + border-width: 3px; + border-color: #4472C4; + color: #fff; + font-weight: bold; + text-align: center; +} +input.sheet-theme[value="6"]:checked ~ div, +input.sheet-theme[value="6"]:checked ~ div > h3, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > span, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > span, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > span, +input.sheet-theme[value="6"]:checked ~ div > div > div > h5 > div > div > div > div > h3, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > h3, +input.sheet-theme[value="6"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > h3, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > h5 > div > div > div > div > div > div > h3, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > h3 +{ + margin: auto; + background: #7030A0; + border-width: 3px; + border-color: #7030A0; + color: #fff; + font-weight: bold; + text-align: center; +} +input.sheet-theme[value="7"]:checked ~ div, +input.sheet-theme[value="7"]:checked ~ div > h3, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > span, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > span, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > span, +input.sheet-theme[value="7"]:checked ~ div > div > div > h5 > div > div > div > div > h3, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > h3, +input.sheet-theme[value="7"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > h3, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > h5 > div > div > div > div > div > div > h3, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > h3 +{ + margin: auto; + background: #767171; + border-width: 3px; + border-color: #767171; + color: #fff; + font-weight: bold; + text-align: center; +} +input.sheet-theme[value="8"]:checked ~ div, +input.sheet-theme[value="8"]:checked ~ div > h3, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > span, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > span, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > span, +input.sheet-theme[value="8"]:checked ~ div > div > div > h5 > div > div > div > div > h3, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > h3, +input.sheet-theme[value="8"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > h3, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > h5 > div > div > div > div > div > div > h3, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > h3 +{ + margin: auto; + background: #0D0D0D; + border-width: 3px; + border-color: #0D0D0D; + color: #fff; + font-weight: bold; + text-align: center; +} +input.sheet-theme[value="9"]:checked ~ div, +input.sheet-theme[value="9"]:checked ~ div > h3, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > span, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > span, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > span, +input.sheet-theme[value="9"]:checked ~ div > div > div > h5 > div > div > div > div > h3, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > h3, +input.sheet-theme[value="9"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > h3, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > h5 > div > div > div > div > div > div > h3, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h3, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > h3 +{ + margin: auto; + background: #BFBFBF; + border-width: 3px; + border-color: #BFBFBF; + color: #fff; + font-weight: bold; + text-align: center; +} + +/* Background */ +input.sheet-theme[value="1"]:checked ~ div > div, +input.sheet-theme[value="1"]:checked ~ div > div > div, +input.sheet-theme[value="1"]:checked ~ div > div > div > div, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div, +input.sheet-theme[value="1"]:checked ~ div > div > div > h5 > div > div > div, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > h5 > div > div > div, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > h4 > div > div > div, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div +{ + background: #eea29a; + border-width: 1px; + border-color: #c94c4c; +} +input.sheet-theme[value="2"]:checked ~ div > div, +input.sheet-theme[value="2"]:checked ~ div > div > div, +input.sheet-theme[value="2"]:checked ~ div > div > div > div, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div, +input.sheet-theme[value="2"]:checked ~ div > div > div > h5 > div > div > div, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > h5 > div > div > div, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > h4 > div > div > div, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div +{ + background: #F8CBAD; + border-width: 1px; + border-color: #ED7D31; +} +input.sheet-theme[value="3"]:checked ~ div > div, +input.sheet-theme[value="3"]:checked ~ div > div > div, +input.sheet-theme[value="3"]:checked ~ div > div > div > div, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div, +input.sheet-theme[value="3"]:checked ~ div > div > div > h5 > div > div > div, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > h5 > div > div > div, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > h4 > div > div > div, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div +{ + background: #FFE699; + border-width: 1px; + border-color: #FFC000; +} +input.sheet-theme[value="4"]:checked ~ div > div, +input.sheet-theme[value="4"]:checked ~ div > div > div, +input.sheet-theme[value="4"]:checked ~ div > div > div > div, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div, +input.sheet-theme[value="4"]:checked ~ div > div > div > h5 > div > div > div, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > h5 > div > div > div, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > h4 > div > div > div, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div +{ + background: #C5E0B4; + border-width: 1px; + border-color: #70AD47; +} +input.sheet-theme[value="5"]:checked ~ div > div, +input.sheet-theme[value="5"]:checked ~ div > div > div, +input.sheet-theme[value="5"]:checked ~ div > div > div > div, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div, +input.sheet-theme[value="5"]:checked ~ div > div > div > h5 > div > div > div, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > h5 > div > div > div, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > h4 > div > div > div, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div +{ + background: #B4C7E7; + border-width: 1px; + border-color: #4472C4; +} +input.sheet-theme[value="6"]:checked ~ div > div, +input.sheet-theme[value="6"]:checked ~ div > div > div, +input.sheet-theme[value="6"]:checked ~ div > div > div > div, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div, +input.sheet-theme[value="6"]:checked ~ div > div > div > h5 > div > div > div, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > h5 > div > div > div, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > h4 > div > div > div, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div +{ + background: #BD92DE; + border-width: 1px; + border-color: #7030A0; +} +input.sheet-theme[value="7"]:checked ~ div > div, +input.sheet-theme[value="7"]:checked ~ div > div > div, +input.sheet-theme[value="7"]:checked ~ div > div > div > div, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div, +input.sheet-theme[value="7"]:checked ~ div > div > div > h5 > div > div > div, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > h5 > div > div > div, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > h4 > div > div > div, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div +{ + background: #D0CECE; + border-width: 1px; + border-color: #767171; +} +input.sheet-theme[value="8"]:checked ~ div > div, +input.sheet-theme[value="8"]:checked ~ div > div > div, +input.sheet-theme[value="8"]:checked ~ div > div > div > div, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div, +input.sheet-theme[value="8"]:checked ~ div > div > div > h5 > div > div > div, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > h5 > div > div > div, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > h4 > div > div > div, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div +{ + background: #7F7F7F; + border-width: 1px; + border-color: #0D0D0D; +} +input.sheet-theme[value="9"]:checked ~ div > div, +input.sheet-theme[value="9"]:checked ~ div > div > div, +input.sheet-theme[value="9"]:checked ~ div > div > div > div, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div, +input.sheet-theme[value="9"]:checked ~ div > div > div > h5 > div > div > div, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > h5 > div > div > div, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > h4 > div > div > div, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div +{ + background: #F2F2F2; + border-width: 1px; + border-color: #BFBFBF; +} + +/* Action Buttons */ +input.sheet-theme[value="1"]:checked ~ div > div > div > div > h4, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > h4, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > h3 > span, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > h4, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > h4, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="1"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3, +input.sheet-theme[value="1"]:checked ~ div > div > div > h5 > div > div > div > div > span, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > h5 > div > div > div > div > span, +input.sheet-theme[value="1"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > h4, +input.sheet-theme[value="1"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > h4 > div > div > div > div > span, +/*Skill Template Tooltip*/ +input.sheet-theme[value="1"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3 > div > div > div > div > h3 > span, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > span, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div, +input.sheet-theme[value="1"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4 > div > div > div > div > span, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > h5 > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > span, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > span, +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > div, +input.sheet-theme[value="1"]:checked ~ div > div > div > button[type="action"], +input.sheet-theme[value="1"]:checked ~ div > div > div > div > button[type="action"], +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > button[type="action"], +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > h4 > div > div > button[type="action"], +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="1"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"] +{ + background: #d77979; + border-width: 1px; + border-color: #c94c4c; + color: #333333; + font-weight: normal; + border-radius: 5px; +} +input.sheet-theme[value="2"]:checked ~ div > div > div > div > h4, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > h4, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > h3 > span, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > h4, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > h4, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="2"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3, +input.sheet-theme[value="2"]:checked ~ div > div > div > h5 > div > div > div > div > span, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > h5 > div > div > div > div > span, +input.sheet-theme[value="2"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > h4, +input.sheet-theme[value="2"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > h4 > div > div > div > div > span, +/*Skill Template Tooltip*/ +input.sheet-theme[value="2"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3 > div > div > div > div > h3 > span, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > span, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div, +input.sheet-theme[value="2"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4 > div > div > div > div > span, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > h5 > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > span, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > span, +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > div, +input.sheet-theme[value="2"]:checked ~ div > div > div > button[type="action"], +input.sheet-theme[value="2"]:checked ~ div > div > div > div > button[type="action"], +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > button[type="action"], +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > h4 > div > div > button[type="action"], +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="2"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"] +{ + background: #F4B183; + border-width: 1px; + border-color: #ED7D31; + color: #333333; + font-weight: normal; + border-radius: 5px; +} +input.sheet-theme[value="3"]:checked ~ div > div > div > div > h4, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > h4, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > h3 > span, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > h4, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > h4, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="3"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3, +input.sheet-theme[value="3"]:checked ~ div > div > div > h5 > div > div > div > div > span, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > h5 > div > div > div > div > span, +input.sheet-theme[value="3"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > h4, +input.sheet-theme[value="3"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > h4 > div > div > div > div > span, +/*Skill Template Tooltip*/ +input.sheet-theme[value="3"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3 > div > div > div > div > h3 > span, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > span, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div, +input.sheet-theme[value="3"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4 > div > div > div > div > span, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > h5 > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > span, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > span, +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > div, +input.sheet-theme[value="3"]:checked ~ div > div > div > button[type="action"], +input.sheet-theme[value="3"]:checked ~ div > div > div > div > button[type="action"], +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > button[type="action"], +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > h4 > div > div > button[type="action"], +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="3"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"] +{ + background: #FFD966; + border-width: 1px; + border-color: #FFC000; + color: #333333; + font-weight: normal; + border-radius: 5px; +} +input.sheet-theme[value="4"]:checked ~ div > div > div > div > h4, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > h4, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > h3 > span, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > h4, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > h4, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="4"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3, +input.sheet-theme[value="4"]:checked ~ div > div > div > h5 > div > div > div > div > span, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > h5 > div > div > div > div > span, +input.sheet-theme[value="4"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > h4, +input.sheet-theme[value="4"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > h4 > div > div > div > div > span, +/*Skill Template Tooltip*/ +input.sheet-theme[value="4"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3 > div > div > div > div > h3 > span, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > span, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div, +input.sheet-theme[value="4"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4 > div > div > div > div > span, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > h5 > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > span, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > span, +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > div, +input.sheet-theme[value="4"]:checked ~ div > div > div > button[type="action"], +input.sheet-theme[value="4"]:checked ~ div > div > div > div > button[type="action"], +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > button[type="action"], +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > h4 > div > div > button[type="action"], +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="4"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"] +{ + background: #A9D18E; + border-width: 1px; + border-color: #70AD47; + color: #333333; + font-weight: normal; + border-radius: 5px; +} +input.sheet-theme[value="5"]:checked ~ div > div > div > div > h4, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > h4, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > h3 > span, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > h4, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > h4, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="5"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3, +input.sheet-theme[value="5"]:checked ~ div > div > div > h5 > div > div > div > div > span, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > h5 > div > div > div > div > span, +input.sheet-theme[value="5"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > h4, +input.sheet-theme[value="5"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > h4 > div > div > div > div > span, +/*Skill Template Tooltip*/ +input.sheet-theme[value="5"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3 > div > div > div > div > h3 > span, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > span, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div, +input.sheet-theme[value="5"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4 > div > div > div > div > span, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > h5 > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > span, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > span, +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > div, +input.sheet-theme[value="5"]:checked ~ div > div > div > button[type="action"], +input.sheet-theme[value="5"]:checked ~ div > div > div > div > button[type="action"], +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > button[type="action"], +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > h4 > div > div > button[type="action"], +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="5"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"] +{ + background: #8FAADC; + border-width: 1px; + border-color: #4472C4; + color: #333333; + font-weight: normal; + border-radius: 5px; +} +input.sheet-theme[value="6"]:checked ~ div > div > div > div > h4, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > h4, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > h3 > span, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > h4, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > h4, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="6"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3, +input.sheet-theme[value="6"]:checked ~ div > div > div > h5 > div > div > div > div > span, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > h5 > div > div > div > div > span, +input.sheet-theme[value="6"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > h4, +input.sheet-theme[value="6"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > h4 > div > div > div > div > span, +/*Skill Template Tooltip*/ +input.sheet-theme[value="6"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3 > div > div > div > div > h3 > span, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > span, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div, +input.sheet-theme[value="6"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4 > div > div > div > div > span, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > h5 > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > span, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > span, +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > div, +input.sheet-theme[value="6"]:checked ~ div > div > div > button[type="action"], +input.sheet-theme[value="6"]:checked ~ div > div > div > div > button[type="action"], +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > button[type="action"], +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > h4 > div > div > button[type="action"], +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="6"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"] +{ + background: #A162D0; + border-width: 1px; + border-color: #7030A0; + color: #333333; + font-weight: normal; + border-radius: 5px; +} +input.sheet-theme[value="7"]:checked ~ div > div > div > div > h4, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > h4, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > h3 > span, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > h4, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > h4, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="7"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3, +input.sheet-theme[value="7"]:checked ~ div > div > div > h5 > div > div > div > div > span, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > h5 > div > div > div > div > span, +input.sheet-theme[value="7"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > h4, +input.sheet-theme[value="7"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > h4 > div > div > div > div > span, +/*Skill Template Tooltip*/ +input.sheet-theme[value="7"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3 > div > div > div > div > h3 > span, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > span, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div, +input.sheet-theme[value="7"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4 > div > div > div > div > span, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > h5 > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > span, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > span, +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > div, +input.sheet-theme[value="7"]:checked ~ div > div > div > button[type="action"], +input.sheet-theme[value="7"]:checked ~ div > div > div > div > button[type="action"], +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > button[type="action"], +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > h4 > div > div > button[type="action"], +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="7"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"] +{ + background: #AFABAB; + border-width: 1px; + border-color: #767171; + color: #333333; + font-weight: normal; + border-radius: 5px; +} +input.sheet-theme[value="8"]:checked ~ div > div > div > div > h4, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > h4, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > h3 > span, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > h4, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > h4, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="8"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3, +input.sheet-theme[value="8"]:checked ~ div > div > div > h5 > div > div > div > div > span, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > h5 > div > div > div > div > span, +input.sheet-theme[value="8"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > h4, +input.sheet-theme[value="8"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > h4 > div > div > div > div > span, +/*Skill Template Tooltip*/ +input.sheet-theme[value="8"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3 > div > div > div > div > h3 > span, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > span, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div, +input.sheet-theme[value="8"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4 > div > div > div > div > span, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > h5 > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > span, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > span, +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > div, +input.sheet-theme[value="8"]:checked ~ div > div > div > button[type="action"], +input.sheet-theme[value="8"]:checked ~ div > div > div > div > button[type="action"], +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > button[type="action"], +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > h4 > div > div > button[type="action"], +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="8"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"] +{ + background: #595959; + border-width: 1px; + border-color: #0D0D0D; + color: #F2F2F2; + font-weight: normal; + border-radius: 5px; +} +input.sheet-theme[value="9"]:checked ~ div > div > div > div > h4, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > h4, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > h3 > span, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > h4, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > h4, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="9"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3, +input.sheet-theme[value="9"]:checked ~ div > div > div > h5 > div > div > div > div > span, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > h5 > div > div > div > div > span, +input.sheet-theme[value="9"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > h4, +input.sheet-theme[value="9"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > h4 > div > div > div > div > span, +/*Skill Template Tooltip*/ +input.sheet-theme[value="9"]:checked ~ div > div > div > h5 > div > div > div > div > div > h3 > div > div > div > div > h3 > span, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > span, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div, +input.sheet-theme[value="9"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > h4 > div > div > div > div > span, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > h5 > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > span, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > span, +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > h4 > div > div > div > div > div > div, +input.sheet-theme[value="9"]:checked ~ div > div > div > button[type="action"], +input.sheet-theme[value="9"]:checked ~ div > div > div > div > button[type="action"], +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > button[type="action"], +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > h4 > div > div > button[type="action"], +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="9"]:checked ~ div > div > div > h5 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > h4 > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > div > button[type="action"] +{ + background: #D9D9D9; + border-width: 1px; + border-color: #BFBFBF; + color: #333333; + font-weight: normal; + border-radius: 5px; +} + +/* Roll Buttons */ +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="1"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="1"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > div > div > button[type="roll"] +{ + background: #c94c4c; + border-width: 1px; + border-color: #000; + color: #fff; + font-weight: normal; + border-radius: 5px; +} +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="2"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="2"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > div > div > button[type="roll"] +{ + background: #ED7D31; + border-width: 1px; + border-color: #000; + color: #333333; + font-weight: normal; + border-radius: 5px; +} +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="3"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="3"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > div > div > button[type="roll"] +{ + background: #FFC000; + border-width: 1px; + border-color: #000; + color: #333333; + font-weight: normal; + border-radius: 5px; +} +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="4"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="4"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > div > div > button[type="roll"] +{ + background: #70AD47; + border-width: 1px; + border-color: #000; + color: #333333; + font-weight: normal; + border-radius: 5px; +} +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="5"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="5"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > div > div > button[type="roll"] +{ + background: #4472C4; + border-width: 1px; + border-color: #000; + color: #fff; + font-weight: normal; + border-radius: 5px; +} +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="6"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="6"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > div > div > button[type="roll"] +{ + background: #7030A0; + border-width: 1px; + border-color: #000; + color: #fff; + font-weight: normal; + border-radius: 5px; +} +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="7"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="7"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > div > div > button[type="roll"] +{ + background: #767171; + border-width: 1px; + border-color: #000; + color: #fff; + font-weight: normal; + border-radius: 5px; +} +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="8"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="8"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > div > div > button[type="roll"] +{ + background: #0D0D0D; + border-width: 1px; + border-color: #000; + color: #fff; + font-weight: normal; + border-radius: 5px; +} +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > button[type="roll"], +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > h4 > span > div > div > button[type="roll"], +input.sheet-theme[value="9"]:checked ~ div > div > div > div > h4 > div > div > div > div > div > div > div > div > div > div > button[type="action"], +input.sheet-theme[value="9"]:checked ~ div > div > div > div > div > div > div > div > div > h4 > div > div > button[type="roll"] +{ + background: #BFBFBF; + border-width: 1px; + border-color: #7F7F7F; + color: #fff; + font-weight: normal; + border-radius: 5px; +} + +span.sheet-targeted-damage-active { + text-align: center; + content: 't'; +} + +span.sheet-targeted-damage-deactivated { + text-align: center; + display: inline-block; + color: black; + content: 't'; +} + +span.sheet-targeted-attack-active { + text-align: center; + content: ']'; +} + +span.sheet-targeted-attack-deactivated { + text-align: center; + display: inline-block; + color: black; + content: ']'; +} + +span.sheet-targeted-defense-active { + text-align: center; + content: 'e'; +} + +span.sheet-targeted-defense-deactivated { + text-align: center; + display: inline-block; + color: black; + content: 'e'; +} + +span.sheet-activate-button { + text-align: center; + font-size: 24px; + content: 'Q'; +} + +span.sheet-deactivated { + text-align: center; + display: inline-block; + font-size: 24px; + color: black; + content: 'Q'; +} + +.sheet-theme-red, +.sheet-theme-orange, +.sheet-theme-yellow, +.sheet-theme-green, +.sheet-theme-blue, +.sheet-theme-purple, +.sheet-theme-grey, +.sheet-theme-dark, +.sheet-theme-light { + display: none; +} + +input.sheet-targeted[value="1"] + button.sheet-targeted > span.sheet-theme-red, +input.sheet-activate[value="1"] + button.sheet-activate > span.sheet-theme-red { + text-align: center; + display: inline-block; + color: #e00004; +} +input.sheet-targeted[value="2"] + button.sheet-targeted > span.sheet-theme-orange, +input.sheet-activate[value="2"] + button.sheet-activate > span.sheet-theme-orange { + text-align: center; + display: inline-block; + color: #FF6B00; +} +input.sheet-targeted[value="3"] + button.sheet-targeted > span.sheet-theme-yellow, +input.sheet-activate[value="3"] + button.sheet-activate > span.sheet-theme-yellow { + text-align: center; + display: inline-block; + color: #e4a207; +} +input.sheet-targeted[value="4"] + button.sheet-targeted > span.sheet-theme-green, +input.sheet-activate[value="4"] + button.sheet-activate > span.sheet-theme-green { + text-align: center; + display: inline-block; + color: #19af1e; +} +input.sheet-targeted[value="5"] + button.sheet-targeted > span.sheet-theme-blue, +input.sheet-activate[value="5"] + button.sheet-activate > span.sheet-theme-blue { + text-align: center; + display: inline-block;; + color: #065ee2; +} +input.sheet-targeted[value="6"] + button.sheet-targeted > span.sheet-theme-purple, +input.sheet-activate[value="6"] + button.sheet-activate > span.sheet-theme-purple { + text-align: center; + display: inline-block;; + color: #7800f0; +} +input.sheet-targeted[value="7"] + button.sheet-targeted > span.sheet-theme-grey, +input.sheet-activate[value="7"] + button.sheet-activate > span.sheet-theme-grey { + text-align: center; + display: inline-block; + color: #666666; +} +input.sheet-targeted[value="8"] + button.sheet-targeted > span.sheet-theme-dark, +input.sheet-activate[value="8"] + button.sheet-activate > span.sheet-theme-dark { + text-align: center; + display: inline-block; + color: #ad0101; +} +input.sheet-targeted[value="9"] + button.sheet-targeted > span.sheet-theme-light, +input.sheet-activate[value="9"] + button.sheet-activate > span.sheet-theme-light { + text-align: center; + display: inline-block; + color: #7F7F7F; +} + +/* Hide actual checkbox */ +input.sheet-lock[type="checkbox"], +input.sheet-activate[type="checkbox"] +{ + opacity: 0; + width: 16px; + height: 16px; + position: relative; + top: 2px; + left: 6px; + margin: -10px; + cursor: pointer; + z-index: 1; +} + +/* Fake checkbox */ +input.sheet-lock[type="checkbox"] + span::before +{ + margin-right: 4px; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: middle; + width: 16px; + height: 16px; + font-size: 24px; + font-family: pictos; + color: black; + content: ')'; +} +input.sheet-lock[type="checkbox"]:checked + span::before +{ + font-family: pictos; + content: '('; +} + +input.sheet-activate[type="checkbox"] + span::before +{ + margin-right: 4px; + line-height: 14px; + text-align: center; + display: inline-block; + vertical-align: middle; + width: 16px; + height: 16px; + padding: .6em 0 0 .5em; + font-size: 24px; + font-family: pictos; + color: black; + content: 'Q'; +} +input.sheet-activate[type="checkbox"]:checked .sheet-theme[value="1"]:checked + span::before +{ + font-family: pictos; + color: red; + content: 'Q'; +} + +span.sheet-protection { + display: inline-block; + vertical-align: middle; + margin-bottom: -12px; +} + +input.sheet-protection { + text-align: center; +} + +button.sheet-condition[type="action"] { + width: 77%; + padding: 12px; +} + +button.sheet-weapon[type="action"] { + width: 95%; +} + +button.sheet-allaspects-stat-inactive[type="action"], +button.sheet-allaspects-stat[type="action"], +button.sheet-major-stat[type="action"] { + width: 60%; + height: 3.5em; +} + +input.sheet-targeted:checked + button.sheet-targeted, +input.sheet-weapon:checked + button.sheet-weapon, +input.sheet-stats:checked + button.sheet-allaspects-stat, +input.sheet-stats:checked + button.sheet-major-stat { + -webkit-box-shadow: inset 0px 0px 5px; + -moz-box-shadow: inset 0px 0px 5px; + box-shadow: inset 0px 0px 5px; + outline: none; +} + +button.sheet-allaspects-stat-inactive[type="action"], +button.sheet-condition[type="action"], +h4.sheet-protection { + opacity: 0.65; +} + +input.sheet-protectionstate:checked + h4.sheet-protection, +input.sheet-condition:checked + button.sheet-condition { + opacity: 1; +} + +input.sheet-block-switch, +input.sheet-stats, +input.sheet-weapon, +input.sheet-protectionstate, +input.sheet-condition { + opacity: 0; + left: -9999px; + position: absolute; +} + +/* END button state formatting */ + +div.sheet-flex-container { + display: flex; + justify-content: flex-start; +} + +div.sheet-flex-container-evenlyspace { + display: flex; + justify-content: space-evenly; + flex-flow: row nowrap; + align-content: space-around; +} + +div.sheet-flex-container-spacearound { + display: flex; + justify-content: space-around; + flex-flow: row nowrap; + align-content: space-around; +} + +div.sheet-flex-container-column { + display: flex; + flex-flow: column nowrap; + align-content: space-around; +} + +div.sheet-flex-container-right { + display: flex; + flex-flow: row nowrap; + justify-content: flex-start; + align-content: space-between; +} + +div.sheet-flex-grow { + flex-grow: 1; +} + +div.sheet-flex-skillcontainer { + display: flex; + flex-flow: row nowrap; + justify-content: center; +} + +.sheet-flex-1 { + flex: 0 1 100%; + align-self: center; +} + +.sheet-flex-1-2 { + flex: 0 1 50%; + align-self: center; +} + +.sheet-flex-9-20 { + flex: 0 1 45%; + align-self: center; +} + +.sheet-flex-4-9 { + flex: 0 1 44.44444%; + align-self: center; +} + +.sheet-flex-1-3 { + flex: 0 1 33.33333%; + align-self: center; +} + +.sheet-flex-1-4 { + flex: 0 1 25%; + align-self: center; +} + +.sheet-flex-1-5 { + flex: 0 1 20%; + align-self: center; +} + +.sheet-flex-1-6 { + flex: 0 1 16.66667%; + align-self: center; +} + +.sheet-flex-2-13 { + flex: 0 1 15.3846%; + align-self: center; +} + +.sheet-flex-1-7 { + flex: 0 1 14.28571%; + align-self: center; +} + +.sheet-flex-1-8 { + flex: 0 1 12.5%; + align-self: center; +} + +.sheet-flex-1-9 { + flex: 0 1 11.11111%; + align-self: center; +} + +.sheet-flex-1-10 { + flex: 0 1 10%; + align-self: center; +} + +.sheet-flexstart-1-10 { + flex: 0 1 10%; + align-self: flex-start; +} + +.sheet-flex-1-12 { + flex: 0 1 8.33333%; + align-self: center; +} + +.sheet-flex-1-13 { + flex: 0 1 7.69231%; + align-self: center; +} + +.sheet-flex-1-15 { + flex: 0 1 6.66667%; + align-self: center; +} + +.sheet-flex-1-16 { + flex: 0 1 6.25%; + align-self: center; +} + +.sheet-flex-1-18 { + flex: 0 1 5.55556%; + align-self: center; +} + +.sheet-flex-1-20 { + flex: 0 1 5%; + align-self: center; +} + +.sheet-flex-1-24 { + flex: 0 1 4.16667%; + align-self: center; +} + +.sheet-flex-4-23 { + flex: 0 1 17.3913%; + align-self: center; +} + +.sheet-flex-2-11 { + flex: 0 1 18.18182%; + align-self: center; +} + +.sheet-flex-3-16 { + flex: 0 1 18.75%; + align-self: center; +} + +.sheet-flex-2-10 { + flex: 0 1 20%; + align-self: center; +} + +.sheet-flex-2-9 { + flex: 0 1 22.22222%; + align-self: center; +} + +.sheet-flex-4-17 { + flex: 0 1 23.52941%; + align-self: center; +} + +.sheet-flex-3-10 { + flex: 0 1 30%; + align-self: center; +} + +.sheet-flex-3-8 { + flex: 0 1 37.5%; + align-self: center; +} + +.sheet-flex-2-5 { + flex: 0 1 40%; + align-self: center; +} + +.sheet-flex-4-10 { + flex: 0 1 40%; + align-self: center; +} + +.sheet-flex-5-12 { + flex: 0 1 41.66667%; + align-self: center; +} + +.sheet-flex-9-20 { + flex: 0 1 45%; + align-self: center; +} + +.sheet-flex-8-15 { + flex: 0 1 53.33333%; + align-self: center; +} + +.sheet-flex-11-20 { + flex: 0 1 55%; + align-self: center; +} + +.sheet-flex-7-12 { + flex: 0 1 58.33333%; + align-self: center; +} + +.sheet-flex-3-5 { + flex: 0 1 60%; + align-self: center; +} + +.sheet-flex-6-10 { + flex: 0 1 60%; + align-self: center; +} + +.sheet-flex-13-20 { + flex: 0 1 65%; + align-self: center; +} + +.sheet-flex-2-3 { + flex: 0 1 66.66667%; + align-self: center; +} + +.sheet-flex-7-10 { + flex: 0 1 70%; + align-self: center; +} + +.sheet-flex-11-15 { + flex: 0 1 73.33333%; + align-self: center; +} + +.sheet-flex-3-4 { + flex: 0 1 75%; + align-self: center; +} + +.sheet-flex-4-5 { + flex: 0 1 80%; + align-self: center; +} + +.sheet-flex-13-16 { + flex: 0 1 81.25%; + align-self: center; +} + +.sheet-flex-5-6 { + flex: 0 1 83.33333%; + align-self: center; +} + +.sheet-flex-6-7 { + flex: 0 1 85.71429%; + align-self: center; +} + +.sheet-flex-8-9 { + flex: 0 1 88.88889%; + align-self: center; +} + +.sheet-flex-9-10 { + flex: 0 1 90%; + align-self: center; +} + +.sheet-flex-19-20 { + flex: 0 1 95%; + align-self: center; +} + +.sheet-flex-center { + align-items: center; +} +div.sheet-flex-skillchild-button { + flex: 0 1 7%; + align-self: center; +} + +/***************** New CSS *****************/ + +.sheet-rolltemplate-besmDefault .sheet-rt-card { + width: 95%; + background-color: #FFFFFF; + font-size: 11px; + -webkit-border-radius: 5px; + -moz-border-radius: 5px; + border-radius: 5px; + border: black 1px solid; + padding: 5px 0px; + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; +} + + +/* Generic header */ + +.sheet-rolltemplate-besmDefault .sheet-rt-header { + text-align: center; + position: relative; + color: #000; + margin: 0 -10px 10px -10px; + padding: 5px 0; + background-color: #5c5c5c; + background-image: linear-gradient(rgba(255, 255, 255, .3), rgba(255, 255, 255, 0)); + -moz-box-shadow: 0 2px 0 rgba(0, 0, 0, .3); + -webkit-box-shadow: 0 2px 0 rgba(0, 0, 0, .3); + box-shadow: 0 2px 0 rgba(0, 0, 0, .3); +} + +.sheet-rolltemplate-besmDefault .sheet-rt-header:before, +.sheet-rolltemplate-besmDefault .sheet-rt-header:after { + content: ''; + position: absolute; + border-style: solid; + border-color: transparent; + bottom: -10px; +} + +.sheet-rolltemplate-besmDefault .sheet-rt-header:before { + border-width: 0 10px 10px 0; + border-right-color: #222; + left: 0; +} + +.sheet-rolltemplate-besmDefault .sheet-rt-header:after { + border-width: 0 0 10px 10px; + border-left-color: #222; + right: 0; +} + +.sheet-rolltemplate-besmDefault .sheet-rt-title { + font-size: 1.5em; +} + +.sheet-rolltemplate-besmDefault .sheet-rt-subheader {} + + +/* Melee header*/ + +.sheet-rolltemplate-besmDefault .sheet-rt-header.sheet-weapon, +.sheet-rolltemplate-besmDefault .sheet-rt-header.sheet-attack +{ + background-color: #2C5D28; +} + +.sheet-rolltemplate-besmDefault .sheet-rt-header.sheet-weapon:before, +.sheet-rolltemplate-besmDefault .sheet-rt-header.sheet-attack:before +{ + border-right-color: #375035; +} + +.sheet-rolltemplate-besmDefault .sheet-rt-header.sheet-weapon:after, +.sheet-rolltemplate-besmDefault .sheet-rt-header.sheet-attack:after +{ + border-left-color: #375035; +} + + +/* Spell header */ + +.sheet-rolltemplate-besmDefault .sheet-rt-header.sheet-spell, +.sheet-rolltemplate-besmDefault .sheet-rt-header.sheet-defense +{ + background-color: #45285D; +} + +.sheet-rolltemplate-besmDefault .sheet-rt-header.sheet-spell:before, +.sheet-rolltemplate-besmDefault .sheet-rt-header.sheet-defense:before +{ + border-right-color: #443550; +} + +.sheet-rolltemplate-besmDefault .sheet-rt-header.sheet-spell:after, +.sheet-rolltemplate-besmDefault .sheet-rt-header.sheet-defense:after +{ + border-left-color: #443550; +} + + +/* Ability check header */ + +.sheet-rolltemplate-besmDefault .sheet-rt-header.sheet-ability { + background-color: #28595D; +} + +.sheet-rolltemplate-besmDefault .sheet-rt-header.sheet-ability:before { + border-right-color: #354E50; +} + +.sheet-rolltemplate-besmDefault .sheet-rt-header.sheet-ability:after { + border-left-color: #354E50; +} + + +/* Saving throw header */ + +.sheet-rolltemplate-besmDefault .sheet-rt-header.sheet-rolls { + background-color: #5D2828; +} + +.sheet-rolltemplate-besmDefault .sheet-rt-header.sheet-rolls:before { + border-right-color: #503535; +} + +.sheet-rolltemplate-besmDefault .sheet-rt-header.sheet-rolls:after { + border-left-color: #503535; +} + + +/* Death Save header */ + +.sheet-rolltemplate-besmDefault .sheet-rt-header.sheet-deathsave { + background-color: #240F0F; +} + +.sheet-rolltemplate-besmDefault .sheet-rt-header.sheet-deathsave:before { + border-right-color: #1F1414; +} + +.sheet-rolltemplate-besmDefault .sheet-rt-header.sheet-deathsave:after { + border-left-color: #1F1414; +} + +.sheet-rolltemplate-besmDefault .sheet-rt-key { + font-weight: bold; + font-family: Arial, Helvetica, sans-serif; + font-size: 1.1em; + -moz-text-decoration-color: #D64541; + text-decoration-color: #D64541; + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; + max-width: 120px; + padding: 2px 2px 2px 0px; +} + +.sheet-rolltemplate-besmDefault .sheet-rt-key-wide { + font-weight: bold; + font-family: Arial, Helvetica, sans-serif; + font-size: 1.1em; + -moz-text-decoration-color: #D64541; + text-decoration-color: #D64541; + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; + padding: 2px 2px 2px 0px +} + +.sheet-rolltemplate-besmDefault .sheet-rt-value { + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; + margin-top: 2px; +} + +.sheet-rolltemplate-besmDefault .sheet-ignored-roll .inlinerollresult { + opacity: 0.5; +} + +.sheet-rolltemplate-besmDefault .sheet-no-roll-highlight .inlinerollresult { + background-color: inherit; + border: 0; + padding: 0; + font-weight: normal; + cursor: help; + font-size: 1em; +} + +.sheet-rolltemplate-besmDefault .sheet-rt-value .sheet-no-roll-highlight .inlinerollresult .fullfail . .sheet-rolltemplate-besmDefault .sheet-rt-value .sheet-no-roll-highlight .inlinerollresult .fullcrit { + border: 0; +} + +.sheet-rolltemplate-besmDefault .sheet-main-content {} + +.sheet-rolltemplate-besmDefault .sheet-main-content hr.sheet-roll { + width: 80%; + margin-left: auto; + margin-right: auto; + color: #D64541; + background-color: #D64541; + height: 1px; +} + +.sheet-rolltemplate-besmDefault .sheet-rt-emote { + font-style: italic; + font-size: 11px; + font-family: Arial; + text-align: center; + border: green 1px dashed; + border-radius: 5px; + padding: 0px 5px; + margin: 0px 5px 5px 5px; +} + + +/*** ROLL TEMPLATE STYLING ENDS HERE **/ + + +/* overall wrapper to fix moving width issues with overflow on hidden sections */ + +.sheet-overall-wrapper { + max-width: 832px; +} + + +/* Tweak repeating section buttons so they have a bottom margin and dont overflow when in edit mode. */ + +div[class^="repcontrol"] { + margin-bottom: 5px; +} + +div[class="repcontainer editmode"] ~ div[class^="repcontrol"] button[class="btn repcontrol_add"] { + display: inline-block!important; + visibility: hidden; +} + + +/* player/npc button Settings */ + +div.sheet-player, +div.sheet-npc { + display: none; +} + +input.sheet-is-npc:checked ~ div.sheet-npc, +input.sheet-is-npc:not(:checked)~ div.sheet-player { + display: block; +} + +input.sheet-is-npc { + width: 20%; + height: 16px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; +} + +span.sheet-is-npc-tab::before { + content: "Player Sheet"; +} + +span.sheet-is-npc-tab { + text-align: center; + display: inline-block; + width: 20%; + height: 16px; + font-size: 9px; + background: #65763c; + color: white; + font-weight: bold; + border-radius: 4px; + margin-left: -20% +} + +input.sheet-is-npc:checked + span.sheet-is-npc-tab { + background: #93537c; + color: white; + border-radius: 4px; +} + +input.sheet-is-npc:checked + span.sheet-is-npc-tab::before { + content: "NPC Sheet" +} + + +/* END player/npc button Settings */ + +/* Main Sheet Tabs */ + +div[class^="sheet-section"] { + display: none; +} + +input.sheet-tab1:checked ~ div.sheet-section-screen, +input.sheet-tab2:checked ~ div.sheet-section-stats, +input.sheet-tab3:checked ~ div.sheet-section-attributes, +input.sheet-tab4:checked ~ div.sheet-section-skills, +input.sheet-tab5:checked ~ div.sheet-section-trappings { + display: block; +} + +input.sheet-tab99:checked ~ div[class^="sheet-section"] { + display: block; +} + +input.sheet-tab { + width: 87px; + height: 24px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; +} + +span.sheet-tab { + text-align: center; + display: inline-block; + font-size: 15px; + background: #595959; + color: white; + font-weight: bold; + border-radius: 4px; + width: 87px; + height: 24px; + cursor: pointer; + position: relative; + margin-left: -77px; + border: 2px solid #595959; +} + +input.sheet-tab1:checked + span.sheet-tab1, +input.sheet-tab2:checked + span.sheet-tab2, +input.sheet-tab3:checked + span.sheet-tab3, +input.sheet-tab4:checked + span.sheet-tab4, +input.sheet-tab5:checked + span.sheet-tab5, +input.sheet-tab99:checked + span.sheet-tab99 { + background: #BFBFBF; + color: black; + border-radius: 4px; + border: 2px solid #595959; +} + +/* END Main sheet tabs */ + + + +.sheet-size, +.sheet-race, +.sheet-class { + display: none; +} + +input.sheet-template:checked ~ div.sheet-size, +input.sheet-template:checked ~ div.sheet-race, +input.sheet-template:checked ~ div.sheet-class { + display: block; +} + +/* Borders for repeating section rows */ + +.sheet-repitem, +.repitem { + margin-bottom: 2px; +} + +.repcontrol { + margin: auto; + position: relative; } + +.repcontrol_move, +button.repcontrol_add { + float: left; +} + +.repcontainer .itemcontrol { + z-index: 1; } + +.repcontrol .btn { + visibility: hidden; + border: none; + background: none; + -webkit-box-shadow: none; + box-shadow: none; + padding-left: 4px; + padding-right: 4px; } + +.repcontrol .btn:focus { + outline: 0; } + +.repcontrol .repcontrol_edit:after { + content: '('; + visibility: visible; + font-family: pictos; + background-color: #fff; + border: 1px solid black; + border-radius: 2px; + font-size: 12px; + height: 12px; + width: 12px; + padding: 2px 4px 2px 4px; + color: black; } + +.editmode ~ .repcontrol .repcontrol_edit:after { + content: ')'; } + +.repcontrol .repcontrol_add:before { + content: '&'; + visibility: visible; + font-family: pictos; + background-color: #fff; + border: 1px solid black; + border-radius: 2px; + font-size: 12px; + height: 12px; + width: 12px; + padding: 2px 4px 2px 4px; + color: black; } + +.repcontrol[data-groupname="repeating_extraarm"] .repcontrol_edit:hover:after, +.repcontrol[data-groupname="repeating_extraarm"] .repcontrol_add:hover:before { + background-color: #EFEFEF; } + +.sheet-resources .repcontrol { + margin-top: -10px; } + +.itemcontrol { + z-index: 10; } + +.repcontrol[data-groupname="repeating_senses"] > .btn, +.repcontrol[data-groupname="repeating_sizetemplate"] > .btn, +.repcontrol[data-groupname="repeating_active"] > .btn, +.repcontrol[data-groupname="repeating_extraarm"] > .btn { + display: none; +} + +/* General sheet/rolltemplate wide Styles */ + +span, +button, +input, +select, +textarea, +.sheet-row [class *="sheet-col"], +[class *="sheet-col"] { + font-size: 14px; +} + +select, +input { + border: 1px solid; + border-radius: 5px; +} + +span { + font-size: 12px; + font-weight: normal; +} + +.sheet-spell-row-number, +.sheet-inventory-row-number, +.sheet-classaction-row-number { + text-align: center; + font-weight: bold; +} + +.sheet-small-label, +.sheet-rolltemplate-besmDefault .sheet-small-label { + font-size: 85%!important; + font-style: italic; + font-weight: bold; +} + +.sheet-last-updated, +.sheet-rolltemplate-besmDefault .sheet-last-updated { + font-size: 85%!important; + font-style: italic; + font-weight: bold; + margin: 0; +} + +.sheet-checkbox-row, +.sheet-rolltemplate-besmDefault .sheet-checkbox-row { + line-height: 28px; + text-align: center; +} + +.sheet-ro-checkbox, +.sheet-rolltemplate-besmDefault .sheet-ro-checkbox { + line-height: 28px; + text-align: center; +} + +.sheet-hd-row, +.sheet-rolltemplate-besmDefault .sheet-hd-row { + margin-top: 5px; + font-size: 11px!important; +} + +.sheet-pictos, +.sheet-rolltemplate-besmDefault .sheet-pictos { + font-family: "Pictos"; + font-size: 14px; +} + +.sheet-pictos-custom, +.sheet-rolltemplate-besmDefault .sheet-pictos-custom { + font-family: "Pictos Custom"; + font-size: 14px; +} + +.sheet-pictos-three, +.sheet-rolltemplate-besmDefault .sheet-pictos-three { + font-family: "Pictos Three"; + font-size: 14px; +} + +.sheet-d6-font, +.sheet-rolltemplate-besmDefault .sheet-d6-font { + font-family: "dicefontd6"; + font-size: 14px; +} + +.sheet-d8-font, +.sheet-rolltemplate-besmDefault .sheet-d8-font { + font-family: "dicefontd8"; + font-size: 14px; +} + +.sheet-d10-font, +.sheet-rolltemplate-besmDefault .sheet-d10-font { + font-family: "dicefontd10"; + font-size: 14px; +} + +.sheet-d20-font, +.sheet-rolltemplate-besmDefault .sheet-d20-font { + font-family: "dicefontd20"; + font-size: 14px; +} + +.sheet-padl, +.sheet-rolltemplate-besmDefault .sheet-padl { + padding-left: 10px; + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; +} + +.sheet-padr, +.sheet-rolltemplate-besmDefault .sheet-padr { + padding-right: 10px; + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; +} + +.sheet-padt, +.sheet-rolltemplate-besmDefault .sheet-padt { + padding-top: 12px; + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; +} + +.sheet-padb, +.sheet-rolltemplate-besmDefault .sheet-padb { + padding-bottom: 5px; + -webkit-box-sizing: border-box; + -moz-box-sizing: border-box; + box-sizing: border-box; +} + +.sheet-border-right, +.sheet-rolltemplate-besmDefault .sheet-border-right { + border-right: 1px solid #000; +} + +.sheet-border-left, +.sheet-rolltemplate-besmDefault .sheet-border-left { + border-left: 1px solid #000; +} + +.sheet-border-top, +.sheet-rolltemplate-besmDefault .sheet-border-top { + border-top: 1px solid #000; +} + +.sheet-border-bottom, +.sheet-rolltemplate-besmDefault .sheet-border-bottom { + border-bottom: 1px solid #000; +} + +.sheet-border-right-dotted, +.sheet-rolltemplate-besmDefault .sheet-border-right-dotted { + border-right: 1px dotted #000; +} + +.sheet-border-left-dotted, +.sheet-rolltemplate-besmDefault .sheet-border-left-dotted { + border-left: 1px dotted #000; +} + +.sheet-border-top-dotted, +.sheet-rolltemplate-besmDefault .sheet-border-top-dotted { + border-top: 1px dotted #000; +} + +.sheet-border-bottom-dotted, +.sheet-rolltemplate-besmDefault .sheet-border-bottom-dotted { + border-bottom: 1px dotted #000; +} + +.sheet-align-center, +.sheet-rolltemplate-besmDefault .sheet-align-center { + text-align: center; +} + +input[type=number], +input[type=text], +select { + width: 100%!important; + margin-bottom: 2px!important; +} + +input[type=number] { + text-align: center; +} + +input[type=text].sheet-underlined { + box-shadow: 0px -2px 0px 0px #000000 inset; +} + +input[type=number].sheet-underlined { + box-shadow: 0px -2px 0px 0px #000000 inset; +} + +button.sheet-core-save, +button.sheet-core-check, +button.sheet-initiative, +button.sheet-roll { + font-size: 12px!important; +} + +button.sheet-initiative { + height: 3em; +} + +hr, +.sheet-rolltemplate-besmDefault hr { + border: 0; + height: 1px; + background-image: -webkit-linear-gradient(left, rgba(0, 0, 0, 0), rgba(0, 0, 0, 75.75), rgba(0, 0, 0, 0)); + background-image: -moz-linear-gradient(left, rgba(0, 0, 0, 0), rgba(0, 0, 0, 75.75), rgba(0, 0, 0, 0)); + background-image: -ms-linear-gradient(left, rgba(0, 0, 0, 0), rgba(0, 0, 0, 75.75), rgba(0, 0, 0, 0)); + background-image: -o-linear-gradient(left, rgba(0, 0, 0, 0), rgba(0, 0, 0, 75.75), rgba(0, 0, 0, 0)); + margin: 5px 0; +} + +span.sheet-spacer, +.sheet-rolltemplate-besmDefault span.sheet-spacer { + display: block; + margin-top: 5px; +} + +.sheet-heading-row { + text-align: center; + font-weight: bold; +} + +.sheet-footer-row { + text-align: center; + font-weight: bold; + border-bottom: 1px solid #dddddd; + margin-bottom: 5px; +} + +.sheet-vert-middle, +.sheet-rolltemplate-besmDefault .sheet-vert-middle { + vertical-align: middle!important; +} + +.sheet-vert-bottom, +.sheet-rolltemplate-besmDefault .sheet-vert-bottom { + vertical-align: bottom!important; +} + +.sheet-center, +.sheet-rolltemplate-besmDefault .sheet-center { + text-align: center; +} + +.sheet-left, +.sheet-rolltemplate-besmDefault .sheet-left { + text-align: left; +} + +.sheet-right, +.sheet-rolltemplate-besmDefault .sheet-right { + text-align: right; +} + +textarea { + width: calc(100% - 10px); + height: 150px; + resize: none; +} + +.sheet-fluid-textarea { + height: 100%; +} + +.sheet-small-textarea { + height: 50px; +} + +.sheet-medium-textarea { + height: 100px; +} + +.sheet-large-textarea { + height: 300px; +} + +h4 { + color: black; + font-size: 12px; + text-align: left; + border-radius: 12px; + padding: 4px 5px 3px 9px; + +} + +input[disabled], +input[readonly] { + background-color: #eaffef; + border-color: #ddd; + cursor: not-allowed; + -moz-appearance: textfield; +} + +input[disabled].sheet-passive-skill-score { + background-color: #def6fc; + border-color: #ddd; + cursor: not-allowed; + -moz-appearance: textfield; +} + +input[disabled]::-webkit-inner-spin-button, +input[disabled]::-webkit-outer-spin-button { + -webkit-appearance: none; + margin: 0; +} + +.sheet-small-note { + text-align: center; + font-family: Arial; + font-size: 10px!important; +} + +select { + font-size: 100%; +} + +.sheet-important-text { + text-decoration: underline; + color: #ff0000; +} + +.sheet-grey-row { + background-color: #eee; +} + +.sheet-sub-header { + background-color: #cecece; + vertical-align: bottom; + border-radius: 12px; + margin-bottom: 3px; +} + +.sheet-footer { + background-color: rgba(250, 202, 78, 0.2); + vertical-align: bottom; + border-radius: 12px; + margin-top: 3px; +} + +.sheet-spell-header { + background-color: #c7d1bf; + vertical-align: bottom; + border-radius: 12px; + margin-bottom: 3px; +} + + +/* Header section */ + +img.sheet-icon { + width: 100px; + height: 100px; +} + + +/* Core stat section */ + +.sheet-core-stat-label { + background-color: #000000; + color: #ffffff; + font-size: 14px!important; + font-weight: bold; + text-transform: uppercase; + vertical-align: middle; + line-height: 28px; + text-align: center; +} + +.sheet-large-button { + padding: 5px; + height: 45px; + vertical-align: middle; +} + + +/* Death save checkboxes - FAIL */ + +input.sheet-death-save-fail { + width: 28%; + height: 20px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; + margin-top: 5px; + margin-bottom: 5px; +} + +span.sheet-death-save-fail-tab::before { + content: "???"; +} + +span.sheet-death-save-fail-tab { + text-align: center; + display: inline-block; + width: 28%; + height: 20px; + font-size: 13px; + font-weight: bold; + border-radius: 4px; + margin-left: -28%; + border: 1px solid; +} + +input.sheet-death-save-fail:checked + span.sheet-death-save-fail-tab { + background: #8c6075; + color: white; + border-radius: 4px; +} + +input.sheet-death-save-fail:checked + span.sheet-death-save-fail-tab::before { + content: "Failure"; +} + + +/* Death save checkboxes - success */ + +input.sheet-death-save-success { + width: 28%; + height: 20px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; + margin-top: 5px; + margin-bottom: 5px; +} + +span.sheet-death-save-success-tab::before { + content: "???"; +} + +span.sheet-death-save-success-tab { + text-align: center; + display: inline-block; + width: 28%; + height: 20px; + font-size: 13px; + font-weight: bold; + border-radius: 4px; + margin-left: -28%; + border: 1px solid; +} + +input.sheet-death-save-success:checked + span.sheet-death-save-success-tab { + background: #879a6a; + color: white; + border-radius: 4px; +} + +input.sheet-death-save-success:checked + span.sheet-death-save-success-tab::before { + content: "Success" +} + + +/* Skills section */ + +.sheet-skill-row { + margin: 1px 0; +} + +.sheet-skill-roll { + padding: 0 5px!important; + height: 29px; +} + +.sheet-skill-name { + margin-top: 5px; + font-size: 11px!important; +} + +.sheet-skill-checkbox { + margin-top: 5px; +} + +.sheet-margin-top { + margin-top: 5px; +} + +.sheet-margin-bottom { + margin-bottom: 5px; +} + +.sheet-margin-left { + margin-left: 5px; +} + +.sheet-margin-right { + margin-right: 5px; +} + +.sheet-skill-stat +{ + color: black; + font-size: 14px; +} + +.sheet-skill-background +{ + background: white; +} + +/* Testing modal window */ + +.sheet-ro-modal { + position: absolute; + font-family: Arial, Helvetica, sans-serif; + top: -58px; + right: 0; + bottom: 0; + left: 0; + background: rgba(0, 0, 0, 0.4); + z-index: 99999; + opacity: 0; + pointer-events: none; +} + +.sheet-here-i-am { + border-color: blue; + display: block; +} + +input.sheet-ro-checkbox:checked + span + div { + opacity: 1; + pointer-events: auto; +} + +input.sheet-ro-checkbox:checked + span + div > div { + width: auto; + height: auto; + position: relative; + margin: 10% auto; + padding: 5px 3px 13px 3px; + border-radius: 10px; + background: #f2e394; + overflow-y: auto; + overflow-x: hidden; +} + +input.sheet-ro-checkbox { + width: 16px; + height: 28px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; + line-height: 28px; + text-align: center; +} + +span.sheet-ro-label { + display: inline-block; + font-size: 24px; + font-weight: bold; + border-radius: 4px; + font-family: "Pictos"; + cursor: pointer; + position: relative; + margin-left: -16px; + color: black; +} + +span.sheet-template-label { + display: inline-block; + font-size: 24px; + font-weight: bold; + border-radius: 4px; + font-family: "Pictos Custom"; + cursor: pointer; + position: relative; + margin-left: -16px; + color: black; +} + +.sheet-ro-alignmid { + bottom: -.5em; +} + +.sheet-ro-header { + font-weight: bold; + margin-bottom: 10px; +} + +.sheet-ro-title { + font-size: 20px!important; +} + +.sheet-ro-close-wrapper { + text-align: right; +} + +input.sheet-ro-close-checkbox { + width: 18%; + height: 20px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; + left: -80px; +} + +span.sheet-attr-close-label::before, +span.sheet-ro-close-label::before { + content: "X"; +} + +span.sheet-ro-close-label { + text-align: center; + display: inline-block; + width: 6%; + height: 20px; + font-size: 20px; + font-weight: bold; + border-radius: 4px; + margin-left: -28%; + border: 1px solid; + padding-top: 4px; +} + +span.sheet-attr-close-label { + text-align: center; + display: inline-block; + width: 6%; + height: 26px; + font-size: 20px; + font-weight: bold; + border-radius: 4px; + margin-left: -28%; + border: 1px solid; +} + +/* Templates modal window */ + +.sheet-templates-modal { + position: absolute; + font-family: Arial, Helvetica, sans-serif; + top: -58px; + right: 0; + bottom: 0; + left: 0; + background: rgba(0, 0, 0, 0.4); + z-index: 99999; + opacity: 0; + pointer-events: none; +} + +input.sheet-templates-checkbox:checked + span + div { + opacity: 1; + pointer-events: auto; +} + +input.sheet-templates-checkbox:checked + span + div > div { + width: auto; + height: auto; + position: relative; + margin: 10% auto; + padding: 5px 3px 13px 3px; + border-radius: 10px; + background: #b7d7e8; + overflow-y: auto; + overflow-x: hidden; +} + +input.sheet-templates-checkbox { + width: 80px; + height: 18px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; + line-height: 28px; + text-align: center; + margin-left: 0; +} + +span.sheet-templates-checkbox, +span.sheet-templatebutton { + text-align: center; + margin-bottom: 4px; + display: inline-block; + font-size: 13px; + background: #87bdd8; + color: white; + font-weight: bold; + width: 80px; + height: 18px; + position: relative; + margin-left: -82px; +} + +span.sheet-templates-label { + display: inline-block; + font-size: 15px; + font-weight: bold; + border-radius: 4px; + font-family: "Pictos"; + cursor: pointer; + position: relative; + margin-left: -16px; +} + +.sheet-templates-header { + font-weight: bold; + margin-bottom: 10px; +} + +.sheet-templates-title { + font-size: 20px!important; +} + +.sheet-templates-close-wrapper { + text-align: right; +} + +input.sheet-templates-close-checkbox { + width: 18%; + height: 20px; + cursor: pointer; + position: relative; + opacity: 0; + z-index: 9999; + left: -80px; +} + +span.sheet-templates-close-label::before { + content: "X"; +} + +span.sheet-templates-close-label { + text-align: center; + display: inline-block; + width: 6%; + height: 25px; + font-size: 20px; + font-weight: bold; + border-radius: 4px; + margin-left: -28%; + border: 1px solid; +} + +span.sheet-templates-close-label { + background: #87bdd8; + color: black; + border-radius: 4px; + vertical-align: middle; +} + + +span.sheet-ignored-roll { + background: black; +} + +.sheet-ro-optionlabel { + font-weight: bold; +} + +.sheet-ro-option {} + + +/** test ends here */ + + +/* Custom Pure Grid CSS (24 cols) DO NOT EDIT BELOW THIS LINE OR RISK BREAKING FORMATTING */ + +.sheet-row, +.sheet-rolltemplate-besmDefault .sheet-row { + letter-spacing: -0.31em; + *letter-spacing: normal; + *word-spacing: -0.43em; + text-rendering: optimizespeed; +} + +.sheet-opera-only:-o-prefocus, +.sheet-row, +.sheet-rolltemplate-besmDefault .sheet-opera-only:-o-prefocus, +.sheet-rolltemplate-besmDefault .sheet-row { + word-spacing: -0.43em; +} + +.sheet-col, +.sheet-rolltemplate-besmDefault .sheet-col { + display: inline-block; + zoom: 1; + *display: inline; + letter-spacing: normal; + word-spacing: normal; + vertical-align: top; + text-rendering: auto; +} + +.sheet-rolltemplate-besmDefault .sheet-col-1, +.sheet-rolltemplate-besmDefault .sheet-col-1-2, +.sheet-rolltemplate-besmDefault .sheet-col-1-3, +.sheet-rolltemplate-besmDefault .sheet-col-2-3, +.sheet-rolltemplate-besmDefault .sheet-col-1-4, +.sheet-rolltemplate-besmDefault .sheet-col-3-4, +.sheet-rolltemplate-besmDefault .sheet-col-1-5, +.sheet-rolltemplate-besmDefault .sheet-col-2-5, +.sheet-rolltemplate-besmDefault .sheet-col-3-5, +.sheet-rolltemplate-besmDefault .sheet-col-4-5, +.sheet-rolltemplate-besmDefault .sheet-col-1-6, +.sheet-rolltemplate-besmDefault .sheet-col-5-6, +.sheet-rolltemplate-besmDefault .sheet-col-1-7, +.sheet-rolltemplate-besmDefault .sheet-col-2-7, +.sheet-rolltemplate-besmDefault .sheet-col-3-7, +.sheet-rolltemplate-besmDefault .sheet-col-4-7, +.sheet-rolltemplate-besmDefault .sheet-col-5-7, +.sheet-rolltemplate-besmDefault .sheet-col-6-7, +.sheet-rolltemplate-besmDefault .sheet-col-1-8, +.sheet-rolltemplate-besmDefault .sheet-col-3-8, +.sheet-rolltemplate-besmDefault .sheet-col-5-8, +.sheet-rolltemplate-besmDefault .sheet-col-7-8, +.sheet-rolltemplate-besmDefault .sheet-col-1-9, +.sheet-rolltemplate-besmDefault .sheet-col-2-9, +.sheet-rolltemplate-besmDefault .sheet-col-4-9, +.sheet-rolltemplate-besmDefault .sheet-col-5-9, +.sheet-rolltemplate-besmDefault .sheet-col-6-9, +.sheet-rolltemplate-besmDefault .sheet-col-7-9, +.sheet-rolltemplate-besmDefault .sheet-col-8-9, 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.sheet-offset-2-11 { + margin-left: 18.18182%; +} + +.sheet-col-3-11, +.sheet-rolltemplate-besmDefault .sheet-col-3-11 { + width: 27.27273%; +} + +.sheet-offset-3-11, +.sheet-rolltemplate-besmDefault .sheet-offset-3-11 { + margin-left: 27.27273%; +} + +.sheet-col-4-11, +.sheet-rolltemplate-besmDefault .sheet-col-4-11 { + width: 36.36364%; +} + +.sheet-offset-4-11, +.sheet-rolltemplate-besmDefault .sheet-offset-4-11 { + margin-left: 36.36364%; +} + +.sheet-col-5-11, +.sheet-rolltemplate-besmDefault .sheet-col-5-11 { + width: 45.45455%; +} + +.sheet-offset-5-11, +.sheet-rolltemplate-besmDefault .sheet-offset-5-11 { + margin-left: 45.45455%; +} + +.sheet-col-6-11, +.sheet-rolltemplate-besmDefault .sheet-col-6-11 { + width: 54.54545%; +} + +.sheet-offset-6-11, +.sheet-rolltemplate-besmDefault .sheet-offset-6-11 { + margin-left: 54.54545%; +} + +.sheet-col-7-11, +.sheet-rolltemplate-besmDefault .sheet-col-7-11 { + width: 63.63636%; +} + +.sheet-offset-7-11, +.sheet-rolltemplate-besmDefault .sheet-offset-7-11 { + margin-left: 63.63636%; +} + +.sheet-col-8-11, +.sheet-rolltemplate-besmDefault .sheet-col-8-11 { + width: 72.72727%; +} + +.sheet-offset-8-11, +.sheet-rolltemplate-besmDefault .sheet-offset-8-11 { + margin-left: 72.72727%; +} + +.sheet-col-9-11, +.sheet-rolltemplate-besmDefault .sheet-col-9-11 { + width: 81.81818%; +} + +.sheet-offset-9-11, +.sheet-rolltemplate-besmDefault .sheet-offset-9-11 { + margin-left: 81.81818%; +} + +.sheet-col-10-11, +.sheet-rolltemplate-besmDefault .sheet-col-10-11 { + width: 90.90909%; +} + +.sheet-offset-10-11, +.sheet-rolltemplate-besmDefault .sheet-offset-10-11 { + margin-left: 90.90909%; +} + +.sheet-col-1-12, +.sheet-rolltemplate-besmDefault .sheet-col-1-12 { + width: 8.33333%; +} + +.sheet-offset-1-12, +.sheet-rolltemplate-besmDefault .sheet-offset-1-12 { + margin-left: 8.33333%; +} + +.sheet-col-5-12, +.sheet-rolltemplate-besmDefault .sheet-col-5-12 { + width: 41.66667%; +} + +.sheet-offset-5-12, 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margin-left: 71.42857%; +} + +.sheet-col-16-21, +.sheet-rolltemplate-besmDefault .sheet-col-16-21 { + width: 76.19048%; +} + +.sheet-offset-16-21, +.sheet-rolltemplate-besmDefault .sheet-offset-16-21 { + margin-left: 76.19048%; +} + +.sheet-col-17-21, +.sheet-rolltemplate-besmDefault .sheet-col-17-21 { + width: 80.95238%; +} + +.sheet-offset-17-21, +.sheet-rolltemplate-besmDefault .sheet-offset-17-21 { + margin-left: 80.95238%; +} + +.sheet-col-18-21, +.sheet-rolltemplate-besmDefault .sheet-col-18-21 { + width: 85.71429%; +} + +.sheet-offset-18-21, +.sheet-rolltemplate-besmDefault .sheet-offset-18-21 { + margin-left: 85.71429%; +} + +.sheet-col-19-21, +.sheet-rolltemplate-besmDefault .sheet-col-19-21 { + width: 90.47619%; +} + +.sheet-offset-19-21, +.sheet-rolltemplate-besmDefault .sheet-offset-19-21 { + margin-left: 90.47619%; +} + +.sheet-col-20-21, +.sheet-rolltemplate-besmDefault .sheet-col-20-21 { + width: 95.2381%; +} + +.sheet-offset-20-21, +.sheet-rolltemplate-besmDefault .sheet-offset-20-21 { + margin-left: 95.2381%; +} + +.sheet-col-1-22, +.sheet-rolltemplate-besmDefault .sheet-col-1-22 { + width: 4.54545%; +} + +.sheet-offset-1-22, +.sheet-rolltemplate-besmDefault .sheet-offset-1-22 { + margin-left: 4.54545%; +} + +.sheet-col-3-22, +.sheet-rolltemplate-besmDefault .sheet-col-3-22 { + width: 13.63636%; +} + +.sheet-offset-3-22, +.sheet-rolltemplate-besmDefault .sheet-offset-3-22 { + margin-left: 13.63636%; +} + +.sheet-col-5-22, +.sheet-rolltemplate-besmDefault .sheet-col-5-22 { + width: 22.72727%; +} + +.sheet-offset-5-22, +.sheet-rolltemplate-besmDefault .sheet-offset-5-22 { + margin-left: 22.72727%; +} + +.sheet-col-7-22, +.sheet-rolltemplate-besmDefault .sheet-col-7-22 { + width: 31.81818%; +} + +.sheet-offset-7-22, +.sheet-rolltemplate-besmDefault .sheet-offset-7-22 { + margin-left: 31.81818%; +} + +.sheet-col-9-22, +.sheet-rolltemplate-besmDefault .sheet-col-9-22 { + width: 40.90909%; +} + +.sheet-offset-9-22, +.sheet-rolltemplate-besmDefault .sheet-offset-9-22 { + margin-left: 40.90909%; +} + +.sheet-col-13-22, +.sheet-rolltemplate-besmDefault .sheet-col-13-22 { + width: 59.09091%; +} + +.sheet-offset-13-22, +.sheet-rolltemplate-besmDefault .sheet-offset-13-22 { + margin-left: 59.09091%; +} + +.sheet-col-15-22, +.sheet-rolltemplate-besmDefault .sheet-col-15-22 { + width: 68.18182%; +} + +.sheet-offset-15-22, +.sheet-rolltemplate-besmDefault .sheet-offset-15-22 { + margin-left: 68.18182%; +} + +.sheet-col-17-22, +.sheet-rolltemplate-besmDefault .sheet-col-17-22 { + width: 77.27273%; +} + +.sheet-offset-17-22, +.sheet-rolltemplate-besmDefault .sheet-offset-17-22 { + margin-left: 77.27273%; +} + +.sheet-col-19-22, +.sheet-rolltemplate-besmDefault .sheet-col-19-22 { + width: 86.36364%; +} + +.sheet-offset-19-22, +.sheet-rolltemplate-besmDefault .sheet-offset-19-22 { + margin-left: 86.36364%; +} + +.sheet-col-21-22, +.sheet-rolltemplate-besmDefault .sheet-col-21-22 { + width: 95.45455%; +} + +.sheet-offset-21-22, 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+.sheet-rolltemplate-besmDefault .sheet-offset-5-23 { + margin-left: 21.73913%; +} + +.sheet-col-6-23, +.sheet-rolltemplate-besmDefault .sheet-col-6-23 { + width: 26.08696%; +} + +.sheet-offset-6-23, +.sheet-rolltemplate-besmDefault .sheet-offset-6-23 { + margin-left: 26.08696%; +} + +.sheet-col-7-23, +.sheet-rolltemplate-besmDefault .sheet-col-7-23 { + width: 30.43478%; +} + +.sheet-offset-7-23, +.sheet-rolltemplate-besmDefault .sheet-offset-7-23 { + margin-left: 30.43478%; +} + +.sheet-col-8-23, +.sheet-rolltemplate-besmDefault .sheet-col-8-23 { + width: 34.78261%; +} + +.sheet-offset-8-23, +.sheet-rolltemplate-besmDefault .sheet-offset-8-23 { + margin-left: 34.78261%; +} + +.sheet-col-9-23, +.sheet-rolltemplate-besmDefault .sheet-col-9-23 { + width: 39.13043%; +} + +.sheet-offset-9-23, +.sheet-rolltemplate-besmDefault .sheet-offset-9-23 { + margin-left: 39.13043%; +} + +.sheet-col-10-23, +.sheet-rolltemplate-besmDefault .sheet-col-10-23 { + width: 43.47826%; +} + +.sheet-offset-10-23, +.sheet-rolltemplate-besmDefault .sheet-offset-10-23 { + margin-left: 43.47826%; +} + +.sheet-col-11-23, +.sheet-rolltemplate-besmDefault .sheet-col-11-23 { + width: 47.82609%; +} + +.sheet-offset-11-23, +.sheet-rolltemplate-besmDefault .sheet-offset-11-23 { + margin-left: 47.82609%; +} + +.sheet-col-12-23, +.sheet-rolltemplate-besmDefault .sheet-col-12-23 { + width: 52.17391%; +} + +.sheet-offset-12-23, +.sheet-rolltemplate-besmDefault .sheet-offset-12-23 { + margin-left: 52.17391%; +} + +.sheet-col-13-23, +.sheet-rolltemplate-besmDefault .sheet-col-13-23 { + width: 56.52174%; +} + +.sheet-offset-13-23, +.sheet-rolltemplate-besmDefault .sheet-offset-13-23 { + margin-left: 56.52174%; +} + +.sheet-col-14-23, +.sheet-rolltemplate-besmDefault .sheet-col-14-23 { + width: 60.86957%; +} + +.sheet-offset-14-23, +.sheet-rolltemplate-besmDefault .sheet-offset-14-23 { + margin-left: 60.86957%; +} + +.sheet-col-15-23, +.sheet-rolltemplate-besmDefault .sheet-col-15-23 { + width: 65.21739%; +} + +.sheet-offset-15-23, +.sheet-rolltemplate-besmDefault .sheet-offset-15-23 { + margin-left: 65.21739%; +} + +.sheet-col-16-23, +.sheet-rolltemplate-besmDefault .sheet-col-16-23 { + width: 69.56522%; +} + +.sheet-offset-16-23, +.sheet-rolltemplate-besmDefault .sheet-offset-16-23 { + margin-left: 69.56522%; +} + +.sheet-col-17-23, +.sheet-rolltemplate-besmDefault .sheet-col-17-23 { + width: 73.91304%; +} + +.sheet-offset-17-23, +.sheet-rolltemplate-besmDefault .sheet-offset-17-23 { + margin-left: 73.91304%; +} + +.sheet-col-18-23, +.sheet-rolltemplate-besmDefault .sheet-col-18-23 { + width: 78.26087%; +} + +.sheet-offset-18-23, +.sheet-rolltemplate-besmDefault .sheet-offset-18-23 { + margin-left: 78.26087%; +} + +.sheet-col-19-23, +.sheet-rolltemplate-besmDefault .sheet-col-19-23 { + width: 82.6087%; +} + +.sheet-offset-19-23, +.sheet-rolltemplate-besmDefault .sheet-offset-19-23 { + margin-left: 82.6087%; +} + +.sheet-col-20-23, +.sheet-rolltemplate-besmDefault .sheet-col-20-23 { + width: 86.95652%; +} + +.sheet-offset-20-23, +.sheet-rolltemplate-besmDefault .sheet-offset-20-23 { + margin-left: 86.95652%; +} + +.sheet-col-21-23, +.sheet-rolltemplate-besmDefault .sheet-col-21-23 { + width: 91.30435%; +} + +.sheet-offset-21-23, +.sheet-rolltemplate-besmDefault .sheet-offset-21-23 { + margin-left: 91.30435%; +} + +.sheet-col-22-23, +.sheet-rolltemplate-besmDefault .sheet-col-22-23 { + width: 95.65217%; +} + +.sheet-offset-22-23, +.sheet-rolltemplate-besmDefault .sheet-offset-22-23 { + margin-left: 95.65217%; +} + +.sheet-col-1-24, +.sheet-rolltemplate-besmDefault .sheet-col-1-24 { + width: 4.16667%; +} + +.sheet-offset-1-24, +.sheet-rolltemplate-besmDefault .sheet-offset-1-24 { + margin-left: 4.16667%; +} + +.sheet-col-5-24, +.sheet-rolltemplate-besmDefault .sheet-col-5-24 { + width: 20.83333%; +} + +.sheet-offset-5-24, +.sheet-rolltemplate-besmDefault .sheet-offset-5-24 { + margin-left: 20.83333%; +} + +.sheet-col-7-24, +.sheet-rolltemplate-besmDefault .sheet-col-7-24 { + width: 29.16667%; +} + +.sheet-offset-7-24, +.sheet-rolltemplate-besmDefault .sheet-offset-7-24 { + margin-left: 29.16667%; +} + +.sheet-col-9-24, +.sheet-rolltemplate-besmDefault .sheet-col-9-24 { + width: 37.5%; +} + +.sheet-offset-9-24, +.sheet-rolltemplate-besmDefault .sheet-offset-9-24 { + margin-left: 37.5%; +} + +.sheet-col-11-24, +.sheet-rolltemplate-besmDefault .sheet-col-11-24 { + width: 45.83333%; +} + +.sheet-offset-11-24, +.sheet-rolltemplate-besmDefault .sheet-offset-11-24 { + margin-left: 45.83333%; +} + +.sheet-col-13-24, +.sheet-rolltemplate-besmDefault .sheet-col-13-24 { + width: 54.16667%; +} + +.sheet-offset-13-24, +.sheet-rolltemplate-besmDefault .sheet-offset-13-24 { + margin-left: 54.16667%; +} + +.sheet-col-15-24, +.sheet-rolltemplate-besmDefault .sheet-col-15-24 { + width: 62.5%; +} + +.sheet-offset-15-24, +.sheet-rolltemplate-besmDefault .sheet-offset-15-24 { + margin-left: 62.5%; +} + +.sheet-col-17-24, +.sheet-rolltemplate-besmDefault .sheet-col-17-24 { + width: 70.83333%; +} + +.sheet-offset-17-24, +.sheet-rolltemplate-besmDefault .sheet-offset-17-24 { + margin-left: 70.83333%; +} + +.sheet-col-19-24, +.sheet-rolltemplate-besmDefault .sheet-col-19-24 { + width: 79.16667%; +} + +.sheet-offset-19-24, +.sheet-rolltemplate-besmDefault .sheet-offset-19-24 { + margin-left: 79.16667%; +} + +.sheet-col-21-24, +.sheet-rolltemplate-besmDefault .sheet-col-21-24 { + width: 87.5%; +} + +.sheet-offset-21-24, +.sheet-rolltemplate-besmDefault .sheet-offset-21-24 { + margin-left: 87.5%; +} + +.sheet-col-23-24, +.sheet-rolltemplate-besmDefault .sheet-col-23-24 { + width: 95.83333%; +} + +.sheet-offset-23-24, +.sheet-rolltemplate-besmDefault .sheet-23-24 { + margin-left: 95.83333%; +} + +.sheet-row-r, +.sheet-rolltemplate-besmDefault .sheet-row-r { + letter-spacing: -0.31em; + *letter-spacing: normal; + word-spacing: -0.43em; +} + +.sheet-opera-only:-o-prefocus, +.sheet-row-r, +.sheet-rolltemplate-besmDefault .sheet-opera-only:-o-prefocus, +.sheet-rolltemplate-besmDefault .sheet-row-r { + word-spacing: -0.43em; +} + +.sheet-row-r img, +.sheet-rolltemplate-besmDefault .sheet-row-r img { + max-width: 100%; +} + + +/* End custom Pure grid css (24 cols) */ \ No newline at end of file diff --git a/BESM4eExtras/BESM4eExtras.html b/BESM4eExtras/BESM4eExtras.html new file mode 100644 index 0000000000..af7951ee60 --- /dev/null +++ b/BESM4eExtras/BESM4eExtras.html @@ -0,0 +1,11452 @@ +
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Character Sheet

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Sheet Options

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Theme + +

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Size Template

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Character Point Management

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Base + +

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Gained + +

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Spent + +

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Remaining + +

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+
+ +
+
+

Character Name + +

+

Total CP + +

+

Race + +

+

Class + +

+
+
+

Player Name + +

+

Size + +

+

Height + +

+

Mass + +

+
+
+
+ + +
+ + Screen + + Stats + + Attributes + + Skills + + Trappings + + Show All + + +

Player Screen

+
+
+
+
Status
+ +
+
+

+ +
+ +
+ +
+
+
+
+
+ +
+
Wounds
+
Health
+
Temp
+ +
+
+

+
+
+ +
+
+

+ +
+ +
+ +
+
+
+
+
+ +
+
Fatigue
+
Energy
+
Temp
+ +
+
+

+
+
+ +
+
+

+ +
+ +
+ +
+
+
+
+
+ +
+
Maddness
+
Sanity
+ +
+
+

+
+
+ +
+
+

+ +
+ +
+ + +
+
+
+
+ +
+
Shame
+
Society
+ +
+
+

+
+
+
+
+ +
+
+
Conditions
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+ +
+
+
+
+ +
+
+
Protection Layers
+
+
+ + + + + +
+ +

+
+ + +
+
+ +
+

+
+
+ +
+ + + +
+ +

+
+ + +
+
+ +
+

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

+
+ + +
+
+ +
+

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

+
+ + +
+
+ +
+

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

+
+ + +
+
+ +
+

+
+ +
+ +
+ + +
+ +

+
+ + +
+
+ +
+

+
+ +
+ +
+ + +
+ +

+
+ + +
+
+ +
+

+
+
+ +
+ + +
+ +

+
+ + +
+
+ +
+

+
+
+ + +
+
+ +
+ +
+
+ +
+
Armed Weapon
+
+
+
+

+ Maneuver +
+
+
+ +
+
+ +
+
+
+

+
+
+ +
+
+
+

+
+
+
+ +
+
+ [ +
+
+
+
+ +
+
+ +
+
+
+
+ + +
+
+
+
+
+
+
+
+ +
+
+ e +
+
+
+
+ +
+
+ +
+
+
+
+ + +
+
+
+
+
+
+
+
+ +
+
+ t +
+
+
+
+ +
+
+ +
+
+
+
+ + +
+
+
+
+
+
+
+

+
+
+
+
+

Actions +

+

Defenses +

+

Actions by Initiative +

+
+
+
Weapon Selection
+
+
+
+ + +
+
+
+
+ + +
+
+
+
+
+ + +
+
+
+
+ +
+
+
Rolls
+
+ +
+
+

Roll +
+
+
+
+
+

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

+
+
+
+ +
+
+ [ +
+
+
+
+ +
+
+ +
+
+
+
+ + +
+
+
+
+
+
+
+

+
+
+
+
+ +
+
+
+
+

+
+
+
+ +
+
+ +
+
+
+
+ + +
+
+
+
+
+
+ +
+
+ e +
+
+
+
+ +
+
+ +
+
+
+
+ + +
+
+
+
+
+
+
+
+ +
+
+ +
+
+
+
+ + +
+
+
+
+
+

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

+
+ +
+
+
+ + + + + + + + +
+
E
+
+
+
+
+
+
&
+
+
+
+
+
+
+
_
+
+
+
-
+
+
+
*
+
+
+
+
+ +
+
+
+ + + + + + + + +
+
m
+
+
+
+
+
+
&
+
+
+
+
+
+
+
_
+
+
+
-
+
+
+
*
+
+
+
+
+ +
+
+
+ + + + + + + + +
+
Y
+
+
+
+
+
+
&
+
+
+
+
+
+
+
_
+
+
+
-
+
+
+
*
+
+
+
+
+ +
+
+
+ + + + + + + + +
+
r
+
+
+
+
+
+
&
+
+
+
+
+
+
+
_
+
+
+
-
+
+
+
*
+
+
+
+
+ +
+
+
+ + + + + + + + +
+
c
+
+
+
+
+
+
&
+
+
+
+
+
+
+
_
+
+
+
-
+
+
+
*
+
+
+
+
+ +
+

+
+
+
+ +
+
+
+

+
+
+ + + +
+
+

+
+
+
+
+ +
+
+
+
+

+
+
+ +
+
+

+
+
+
+ +
+
+
+ +
+
+
+ + +
+
+ + +
+
+ + +
+
+
+
+
+
+ + +
+
+ + +
+
+ + +
+
+
+
+ +
+ +
+
+
+
+ + +
+
+ + +
+
+ + +
+
+
+
+ + +
+
+ + +
+
+ + +
+
+
+
+ + +
+
+ + +
+
+ + +
+
+
+
+ + +
+
+ + +
+
+ + +
+
+
+
+
+
+
+ +
+
+
Active Attributes
+
+
+
+
+
+
+ +
+

+
+
+ + + +
+
+

+
+
+

+
+
+ + + +
+
+   + + +
+
+

+
+
+
+
+
+
+
+
+ +

Stats

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

+ Walk + + +

+
+
+

+ Jump Up + + +

+
+
+

+ Swim + + +

+
+
+
+
+

+ Jog + + +

+
+
+

+ Jump + + +

+
+
+

+ Sprint Swim + + +

+
+
+
+
+

+ Run + + +

+
+
+

+ Leap + + +

+
+
+

+   +

+
+
+
+
+

+ Sprint + + +

+
+
+

+   +

+
+
+

+   +

+
+
+
+
+
+
+ y +
+
+
+ + +
+
+
+

Stat Management

+
+

Body + +

+

Mind + +

+

Soul + +

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

Attributes

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

+ Group Name + + +

+
+
+

+ Group Type + + +

+
+
+

+ Source + + +

+
+
+

+ Item + + +

+
+
+

+ Group Cost + + +

+
+ +
+
+ +
+
+
+ +
+

+
+ +
+ +

+
+
+ +
+
+

+ Max + + +

+
+
+
+
+

+ Max + + +

+
+
+
+
+

+ Remaining + + +

+
+
+

+ Stat + + +

+
+
+

+
+

+
+
+
+
+
+ +
+
+
+

+ Group Name + + +

+
+
+

+ Group Type + + +

+
+
+

+ Source + + +

+
+
+

+ Item + + +

+
+
+

+ Group Cost + + +

+
+ +
+
+ +
+
+
+ +
+

+
+ +
+ +

+
+
+ +
+
+

+ Max + + +

+
+
+
+
+

+ Max + + +

+
+
+
+
+

+ Remaining + + +

+
+
+

+ Stat + + +

+
+
+

+
+

+
+
+
+
+
+ +
+
+
+

+ Group Name + + +

+
+
+

+ Group Type + + +

+
+
+

+ Source + + +

+
+
+

+ Item + + +

+
+
+

+ Group Cost + + +

+
+ +
+
+ +
+
+
+ +
+

+
+ +
+ +

+
+
+ +
+
+

+ Max + + +

+
+
+
+
+

+ Max + + +

+
+
+
+
+

+ Remaining + + +

+
+
+

+ Stat + + +

+
+
+

+
+

+
+
+
+
+
+ +
+
+
+

+ Group Name + + +

+
+
+

+ Group Type + + +

+
+
+

+ Source + + +

+
+
+

+ Item + + +

+
+
+

+ Group Cost + + +

+
+ +
+
+ +
+
+
+ +
+

+
+ +
+ +

+
+
+ +
+
+

+ Max + + +

+
+
+
+
+

+ Max + + +

+
+
+
+
+

+ Remaining + + +

+
+
+

+ Stat + + +

+
+
+

+
+

+
+
+
+
+
+ +
+
+
+

+ Group Name + + +

+
+
+

+ Group Type + + +

+
+
+

+ Source + + +

+
+
+

+ Item + + +

+
+
+

+ Group Cost + + +

+
+ +
+
+ +
+
+
+ +
+

+
+ +
+ +

+
+
+ +
+
+

+ Max + + +

+
+
+
+
+

+ Max + + +

+
+
+
+
+

+ Remaining + + +

+
+
+

+ Stat + + +

+
+
+

+
+

+
+
+
+
+
+ +
+
+
+

+ Group Name + + +

+
+
+

+ Group Type + + +

+
+
+

+ Source + + +

+
+
+

+ Item + + +

+
+
+

+ Group Cost + + +

+
+ +
+
+ +
+
+
+ +
+

+
+ +
+ +

+
+
+ +
+
+

+ Max + + +

+
+
+
+
+

+ Max + + +

+
+
+
+
+

+ Remaining + + +

+
+
+

+ Stat + + +

+
+
+

+
+

+
+
+
+
+
+ +
+
+
+

+ Group Name + + +

+
+
+

+ Group Type + + +

+
+
+

+ Source + + +

+
+
+

+ Item + + +

+
+
+

+ Group Cost + + +

+
+ +
+
+ +
+
+
+ +
+

+
+ +
+ +

+
+
+ +
+
+

+ Max + + +

+
+
+
+
+

+ Max + + +

+
+
+
+
+

+ Remaining + + +

+
+
+

+ Stat + + +

+
+
+

+
+

+
+
+
+
+
+ +
+
+
+

+ Group Name + + +

+
+
+

+ Group Type + + +

+
+
+

+ Source + + +

+
+
+

+ Item + + +

+
+
+

+ Group Cost + + +

+
+ +
+
+ +
+
+
+ +
+

+
+ +
+ +

+
+
+ +
+
+

+ Max + + +

+
+
+
+
+

+ Max + + +

+
+
+
+
+

+ Remaining + + +

+
+
+

+ Stat + + +

+
+
+

+
+

+
+
+
+
+
+ +
+
+
+

+ Group Name + + +

+
+
+

+ Group Type + + +

+
+
+

+ Source + + +

+
+
+

+ Item + + +

+
+
+

+ Group Cost + + +

+
+ +
+
+ +
+
+
+ +
+

+
+ +
+ +

+
+
+ +
+
+

+ Max + + +

+
+
+
+
+

+ Max + + +

+
+
+
+
+

+ Remaining + + +

+
+
+

+ Stat + + +

+
+
+

+
+

+
+
+
+
+
+ +
+
+
+

+ Group Name + + +

+
+
+

+ Group Type + + +

+
+
+

+ Source + + +

+
+
+

+ Item + + +

+
+
+

+ Group Cost + + +

+
+ +
+
+ +
+
+
+ +
+

+
+ +
+ +

+
+
+ +
+
+

+ Max + + +

+
+
+
+
+

+ Max + + +

+
+
+
+
+

+ Remaining + + +

+
+
+

+ Stat + + +

+
+
+

+
+

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

+ Name + + +

+
+
+

+ Attribute + + +

+
+
+

+ Characteristic + + +

+
+ + + + + + + + + + +
+ +
+ +
+
+ y +
+
+
+ + +
+
+
+
+
+

+ Details +

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

+ +
+ +
+ + Level +
+ +
+
+ +
+
+
+
+
+
+
+
+
+
+   +
+
+ +

+
+ +
+

+ +
+ +
+ + (Level) + +
+
+   +
+
+

+
+ +
+

+ Cost + +

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

+ Armor Layer + +

+
+
+
+ +
+ +
+
+
+

+ Augmented Stat + +

+
+
+
+ +
+ +
+
+
+

+ Weapon Class + +

+
+
+
+ +
+ +
+
+
+

+ Defense Class + +

+
+
+
+ +
+ +
+
+
+

+ Damage Type + +

+
+
+
+ +
+ +
+
+
+

+ Continuing Type + +

+
+
+
+ +
+ +
+
+
+

+ Drain Type + +

+
+
+
+ +
+ +
+
+
+

+ Collection Type + +

+
+
+
+ +
+ +
+
+
+

+ Collection Type + +

+
+
+
+ +
+ +
+
+
+

+ See Into + +

+
+
+
+ +
+ +
+
+
+

+ Extra Arms + +

+
+
+
+ +
+ +
+
+
+

+ Immunity Role + +

+
+
+
+ +
+ +
+
+
+

+ Attribute Source + +

+
+
+
+ +
+ +
+
+
+

+ Conditions + +

+
+
+
+ +
+ +
+
+
+

+ Capacity Type + +

+
+
+
+
+ +
+
+
+

+ Enemy + +

+
+
+
+
+ +
+
+
+

+ Skill Group + +

+
+
+
+
+ +
+
+
+

+ Super Sense + +

+
+
+
+
+ +
+
+
+

+ Object + +

+
+
+
+
+ +
+
+
+

+ Unique Phenomena + +

+
+
+
+
+ +
+
+
+

+
+ +
+ Stat + +
+
+ Stat + +
+
+

+
+
+
+
+ +
+
+
+

+ Ammo + +

+
+
+
+
+ +
+
+
+

+ Charges + +

+
+
+
+
+ +
+
+
+

+ Endurance + +

+
+
+
+
+ +
+
+
+

+ Defect + +

+
+
+
+
+ +
+
+
+

+ Attack Form + +

+
+
+
+
+ +
+
+
+

+ Awkward Size + +

+
+
+
+
+ +
+
+
+

+ Damage + +

+
+
+
+
+ +
+
+
+

+ Initiate/Revert + +

+
+
+
+
+ +
+
+
+

+ Ownership Conditions + +

+
+
+
+
+ +
+
+
+

+ Restricted Area + +

+
+
+
+
+ +
+
+
+

+ Curse Disadvantage + +

+
+
+
+
+ +
+
+
+

+ Embarrassment/Shame + +

+
+
+
+
+ +
+
+
+

+ Triggered + +

+
+
+
+
+ +
+
+
+

+ Health Points + +

+
+
+
+
+ +
+
+
+

+ Inconvenience + +

+
+
+
+
+ +
+
+
+

+ Impairment + +

+
+
+
+
+ +
+
+
+

+ Impediment + +

+
+
+
+
+ +
+
+
+

+ Penalty + +

+
+
+
+
+ +
+
+
+

+ Penalty + +

+
+
+
+
+ +
+
+
+

+ Change Trigger + +

+
+
+
+
+ +
+
+
+

+ Discrimination + +

+
+
+
+
+ +
+
+
+

+ Fan Volume + +

+
+
+
+
+ +
+
+
+

+ Concealability + +

+
+
+
+
+ +
+
+
+

+ Frequency + +

+
+
+
+
+ +
+
+
+

+ Frequency + +

+
+
+
+
+ +
+
+
+

+ Disadvantage + +

+
+
+
+
+ +
+
+
+

+ Obligation + +

+
+
+
+
+ +
+
+
+

+ Encountered + +

+
+
+
+
+ +
+
+
+

+ Inconvenience + +

+
+
+
+
+ +
+
+
+

+ Managability + +

+
+
+
+
+ +
+
+
+

+ Damage Multiplier + +

+
+
+
+
+ +
+
+
+

+ Disadvantage + +

+
+
+
+
+ +
+
+
+

+ Stat + +

+
+
+
+
+ +
+
+
+

+ Penalty + +

+
+
+
+
+ +
+
+
+

+ Appearance + +

+
+
+
+
+ +
+
+
+

+ Discovery + +

+
+
+
+
+ +
+
+
+

+ Disadvantage + +

+
+
+
+
+ +
+
+
+

+ Requirement + +

+
+
+
+
+ +
+
+
+

+ Offensiveness + +

+
+
+
+
+ +
+
+
+

+ Defect + +

+
+
+
+
+ +
+
+
+

+ Sanity Points + +

+
+
+
+
+ +
+
+
+

+ Impact + +

+
+
+
+
+ +
+
+
+

+ Incentive + +

+
+
+
+
+ +
+
+
+

+ Target + +

+
+
+
+ +
+

+   +

+
+
+
+ +
+ +
+
+
+

Enhancements

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Limiters

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Skills

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+ Group Name + + +

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+ Group Type + + +

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+ Max + + +

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+ Remaining + + +

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+ Group Name + + +

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+ Group Type + + +

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+ Max + + +

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+ Remaining + + +

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+ Group Name + + +

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+ Group Type + + +

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+ Max + + +

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+ Remaining + + +

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+ Group Name + + +

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+ Group Type + + +

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+ Max + + +

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+ Remaining + + +

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+ Group Name + + +

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+ Group Type + + +

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+ Max + + +

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+ Remaining + + +

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+ Skill + + +

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+ Skill Specializations + + +

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+ Stat + + +

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+ Rank +
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+ Cost + + +

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+ Define Skill Specializations + + +

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Skill
+
Cost
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Trappings

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+ Intentory +
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+ Journal +
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+
{{title}}
+
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+ {{#attack}} +
{{character_name}} attacks {{target_name}} with {{pronoun}} {{weapon_name}}!
+
+
Maneuver
+
{{maneuver}}
+
+
+
ACV
+
{{acv}}
+
+
+
Roll
+
{{roll}}
+
+
+
Total
+
{{total}}
+
+
+
Damage
+ {{#rollTotal() roll 2}} +
{{damage2}}
+ {{/rollTotal() roll 2}} {{#rollTotal() roll 3}} +
{{damage3}}
+ {{/rollTotal() roll 3}} {{#rollTotal() roll 4}} +
{{damage4}}
+ {{/rollTotal() roll 4}} {{#rollTotal() roll 5}} +
{{damage5}}
+ {{/rollTotal() roll 5}} {{#rollTotal() roll 6}} +
{{damage6}}
+ {{/rollTotal() roll 6}} {{#rollTotal() roll 7}} +
{{damage7}}
+ {{/rollTotal() roll 7}} {{#rollTotal() roll 8}} +
{{damage8}}
+ {{/rollTotal() roll 8}} {{#rollTotal() roll 9}} +
{{damage9}}
+ {{/rollTotal() roll 9}} {{#rollTotal() roll 10}} +
{{damage10}}
+ {{/rollTotal() roll 10}} {{#rollTotal() roll 11}} +
{{damage11}}
+ {{/rollTotal() roll 11}} {{#rollTotal() roll 12}} +
{{damage12}}
+ {{/rollTotal() roll 12}} +
+ {{/attack}} {{#area}} +
+
Area
+
{{radius}} m radius
+
+ {{/area}} {{#duration}} +
+
Duration
+
{{time}}
+
+ {{/duration}} {{#range}} +
+
Range
+
{{distance}} {{kilometers}}m
+
+ {{/range}} {{#autofire}} +
+
Autofire - Attack
+
Number of Hits
+
+
+
>1-3
+
1
+
+
+
>4-6
+
2
+
+
+
>7-9
+
3
+
+
+
>10-12
+
4
+
+ {{/autofire}} {{#blight}} +
+
Blight
+
Body vs TN{{blight}}
+
+ {{/blight}} {{#contact}} +
+
Contact
+
+
+ {{/contact}} {{#contagious}} +
+
Contagious
+
+
+ {{/contagious}} {{#continuing}} +
+
Continuing Damage
+ {{#rollTotal() roll 2}} +
{{continuing2}}
+ {{/rollTotal() roll 2}} {{#rollTotal() roll 3}} +
{{continuing3}}
+ {{/rollTotal() roll 3}} {{#rollTotal() roll 4}} +
{{continuing4}}
+ {{/rollTotal() roll 4}} {{#rollTotal() roll 5}} +
{{continuing5}}
+ {{/rollTotal() roll 5}} {{#rollTotal() roll 6}} +
{{continuing6}}
+ {{/rollTotal() roll 6}} {{#rollTotal() roll 7}} +
{{continuing7}}
+ {{/rollTotal() roll 7}} {{#rollTotal() roll 8}} +
{{continuing8}}
+ {{/rollTotal() roll 8}} {{#rollTotal() roll 9}} +
{{continuing9}}
+ {{/rollTotal() roll 9}} {{#rollTotal() roll 10}} +
{{continuing10}}
+ {{/rollTotal() roll 10}} {{#rollTotal() roll 11}} +
{{continuing11}}
+ {{/rollTotal() roll 11}} {{#rollTotal() roll 12}} +
{{continuing12}}
+ {{/rollTotal() roll 12}} +
+ {{/continuing}} {{#drain}} +
+
Drain
+
{{draintype}} -{{drain}}
+
+ {{/drain}} {{#enervation}} +
+
Enervation
+
Energy -{{enervation}}
+
+ {{/enervation}} {{#flare}} +
+
Flare ({{sense}})
+
{{obstacle}} Obstacle vs. TN 12
+
+ {{/flare}} {{#flexible}} +
+
Flexible
+
+
+ {{/flexible}} {{#helper}} +
+
Helper
+
+
+ {{/helper}} {{#homing}} +
+
Homing
+
+
+ {{/homing}} {{#incapacitating}} +
+
Incapacitating
+
{{obstacle}} vs. TN 12
+
+ {{/incapacitating}} {{#inconspicuous}} +
+
Inconspicuous
+
+
+ {{/inconspicuous}} {{#incurable}} +
+
Incurable
+
{{recovery}}
+
+ {{/incurable}} {{#irritant}} +
+
Irritant
+
{{obstacle}} vs. TN 12
+
+ {{/irritant}} {{#knockback}} +
+
Knockback
+
x{{kb}}
+
+ {{/knockback}} {{#multidimensional}} +
+
Multidimensional
+
+
+ {{/multidimensional}} {{#pen}} +
+
{{penname}}
+
{{pentype}} -{{pen}}
+
+ {{/pen}} {{#psychic}} +
+
Psychic
+
+
+ {{/psychic}} {{#quake}} +
+
Quake
+
{{fissure}} m deep fissure
+
+ {{/quake}} {{#reach}} +
+
Reach
+
+
+ {{/reach}} {{#selective}} +
+
Selective
+
+
+ {{/selective}} {{#spreading}} +
+
Spreading
+
{{spreading}} additional target
+
+ {{/spreading}} {{#stunonly}} +
+
Stun Only
+
+
+ {{/stunonly}} {{#tangle}} +
+
Tangle
+
{{tangle}} HP
+
+ {{/tangle}} {{#targeted}} +
+
Targeted
+
x2 vs {{hasenemy}}
+
+ {{/targeted}} {{#vampiric}} +
+
Vampiric
+
{{stolenhealth}} health
+
+ {{/vampiric}} {{#ammo}} +
+
Ammo
+
{{ammunition}}
+
+ {{/ammo}} {{#backblast}} +
+
Backblast Affects
+
{{bystander}}
+
+
+
Backblast Damage
+ {{#rollTotal() roll 2}} +
{{continuing2}}
+ {{/rollTotal() roll 2}} {{#rollTotal() roll 3}} +
{{continuing3}}
+ {{/rollTotal() roll 3}} {{#rollTotal() roll 4}} +
{{continuing4}}
+ {{/rollTotal() roll 4}} {{#rollTotal() roll 5}} +
{{continuing5}}
+ {{/rollTotal() roll 5}} {{#rollTotal() roll 6}} +
{{continuing6}}
+ {{/rollTotal() roll 6}} {{#rollTotal() roll 7}} +
{{continuing7}}
+ {{/rollTotal() roll 7}} {{#rollTotal() roll 8}} +
{{continuing8}}
+ {{/rollTotal() roll 8}} {{#rollTotal() roll 9}} +
{{continuing9}}
+ {{/rollTotal() roll 9}} {{#rollTotal() roll 10}} +
{{continuing10}}
+ {{/rollTotal() roll 10}} {{#rollTotal() roll 11}} +
{{continuing11}}
+ {{/rollTotal() roll 11}} {{#rollTotal() roll 12}} +
{{continuing12}}
+ {{/rollTotal() roll 12}} +
+ {{/backblast}} {{#exclusive}} +
+
Exclusive
+
{{hasenemy}}
+
+ {{/exclusive}} {{#fieldless}} +
+
Fieldless
+
+
+ {{/fieldless}} {{#nostun}} +
+
No Stun
+
+
+ {{/nostun}} {{#nonpenetrating}} +
+
Non-penetrating
+
AR +{{wontpenetrate}}
+
+ {{/nonpenetrating}} {{#stoppable}} +
+
Stoppable
+
{{timetostop}}
+
+
+
Stoppable
+
{{stopdamage}}
+
+ {{/stoppable}} {{#toxic}} +
+
Toxic
+
{{escapable}}
+
+ {{/toxic}} {{#unreliable}} +
+
Unreliable
+
Die roll of {{failure}}
+
+ {{/unreliable}} {{#defense}} +
{{character_name}} defends{{#target_name}} {{target_name}}{{/target_name}} with {{pronoun}} {{weapon_name}}!
+
+
Maneuver
+
{{maneuver}}
+
+
+
DCV
+
{{dcv}}
+
+
+
Roll
+
{{roll}}
+
+
+
Total
+
{{total}}
+
+ {{#forcefield}} +
+
Forcefield
+
{{forcefield}}
+
+ {{/forcefield}} {{#armor1}} +
+
Primary Armor
+
{{armor1}}
+
+ {{/armor1}} {{#armor2}} +
+
Secondary Armor
+
{{armor2}}
+
+ {{/armor2}} {{#armor3}} +
+
Tertiary Armor
+
{{armor3}}
+
+ {{/armor3}} {{#mindshield}} +
+
Mind Shield
+
{{mindshield}}
+
+ {{/mindshield}} {{#absorption1}} +
+
Absorption - Health
+
{{absorption1}}
+
+ {{/absorption1}} {{#absorption2}} +
+
Absorption - Energy
+
{{absorption2}}
+
+ {{/absorption2}} {{#conversion}} +
+
Conversion
+
{{conversion}}
+
+ {{/conversion}} +
+
Shock Value
+
{{shock}}
+
+ {{/defense}} {{#doesnothing}} +
{{character_name}} does nothing...
+ {{#forcefield}} +
+
Forcefield
+
{{forcefield}}
+
+ {{/forcefield}} {{#shield}} +
+
Shield
+
{{shield}}
+
+ {{/shield}} {{#armor1}} +
+
Primary Armor
+
{{armor1}}
+
+ {{/armor1}} {{#armor2}} +
+
Secondary Armor
+
{{armor2}}
+
+ {{/armor2}} {{#armor3}} +
+
Tertiary Armor
+
{{armor3}}
+
+ {{/armor3}} {{#mindshield}} +
+
Mind Shield
+
{{mindshield}}
+
+ {{/mindshield}} {{#absorption1}} +
+
Absorption - Health
+
{{absorption1}}
+
+ {{/absorption1}} {{#absorption2}} +
+
Absorption - Energy
+
{{absorption2}}
+
+ {{/absorption2}} {{#conversion}} +
+
Conversion
+
{{conversion}}
+
+ {{/conversion}} +
+
Shock Value
+
{{shock}}
+
+ {{/doesnothing}} {{#twodsix}} +
{{character_name}} rolls 2d6...
+
+
Total
+
{{total}}
+
+ {{/twodsix}} {{#acvroll}} +
{{character_name}} rolls {{pronoun}} ACV
+
+
ACV
+
{{acv}}
+
+
+
Roll
+
{{roll}}
+
+
+
Total
+
{{total}}
+
+ {{/acvroll}} {{#dcvroll}} +
{{character_name}} rolls {{pronoun}} DCV
+
+
DCV
+
{{dcv}}
+
+
+
Roll
+
{{roll}}
+
+
+
Total
+
{{total}}
+
+ {{/dcvroll}} {{#initiative}} +
{{character_name}} rolls {{pronoun}} initiative
+
+
Base
+
{{acv}}
+
+
+
Roll
+
{{roll}}
+
+
+
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+
{{total}}
+
+ {{/initiative}} {{#perception}} +
{{character_name}} rolls {{pronoun}} perception
+
+
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+
{{perception}}
+
+
+
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+
{{roll}}
+
+
+
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+
{{total}}
+
+ {{/perception}} {{#statroll}} +
{{character_name}} rolls {{pronoun}} stat(s)
+
+
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+
{{base}}
+
+
+
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+
{{roll}}
+
+
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+
{{total}}
+
+ {{/statroll}} {{#skillroll}} +
{{character_name}} rolls {{pronoun}} skill
+
+
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+
{{base}}
+
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{{roll}}
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{{total}}
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+ {{/skillroll}} +
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+ + + + + +
\ No newline at end of file diff --git a/BESM4eExtras/preview.jpg b/BESM4eExtras/preview.jpg new file mode 100644 index 0000000000..cdb5cf73d5 Binary files /dev/null and b/BESM4eExtras/preview.jpg differ diff --git a/BESM4eExtras/sheet.json b/BESM4eExtras/sheet.json new file mode 100644 index 0000000000..02fd6d05cd --- /dev/null +++ b/BESM4eExtras/sheet.json @@ -0,0 +1,10 @@ +{ + "html": "BESM4eExtras.html", + "css": "BESM4eExtras.css", + "authors": "John Davis, aka John D", + "roll20userid": "1905396", + "preview": "preview.jpg", + "instructions": "Made for the BESM 4th Edition Extras rules.", + "legacy": true +} + diff --git a/Blades in the Dark/translations/ca.json b/Blades in the Dark/translations/ca.json index 68b56a8909..5038a2e7c8 100644 --- a/Blades in the Dark/translations/ca.json +++ b/Blades in the Dark/translations/ca.json @@ -11,81 +11,81 @@ "a_pistol_description": "Una arma de foc pesada, d'un sol tret amb càrrega de culata. Devastadora a 20 passes, recàrrega lenta.", "ability_description": "Descripció d'habilitat", "ability_name": "Nom d'habilitat", - "add_abilities": "Add abilities", + "add_abilities": "Afegeix habilitats", "add_contacts": "Afegir contactes", "add_friends": "Afegir amics", "add_items": "Afegir objecte", "add_type": "Afegir Tipus: 2", "add_upgrades": "Afegir millores", "adepts": "Adeptes", - "alcahest": "Alcahest", - "alchemicals": "Alchemicals", - "alchemicals_label": "Label for alchemicals section", - "alias": "Alias", - "alternate_iruvian_playbooks": "Unoffical alternate Iruvian playbooks", - "an_unusual_weapon": "An Unusual weapon", - "an_unusual_weapon_description": "A curiosity or tool turned into a weapon. A whip, a flail, a hatchet, a shovel, a length of chain, a razor-edged fan, steel-toed boots.", - "an_upgrade": "An upgrade", - "arcane_implements": "Arcane Implements", - "arcane_implements_description": "A vial of quicksilver. A pouch of black salt. A spirit anchor in the form of a small stone. A spirit bottle. A vial of electroplasm, designed to break and splatter on impact.", - "armor": "Armor", - "armor_description": "A thick leather tunic plus reinforced gloves and boots.", - "armor_uses": "Armor uses", + "alcahest": "Alkahest", + "alchemicals": "Alquímics", + "alchemicals_label": "Etiqueta per a la secció d'alquímics", + "alias": "Àlies", + "alternate_iruvian_playbooks": "Llibrets no oficials Iruvians", + "an_unusual_weapon": "Una arma inusual", + "an_unusual_weapon_description": "Raresa o eina convertida en arma. Un fuet, un mall, una destraleta, ua pala, un tall de cadena, un ventall afilat o botes de punta d'acer.", + "an_upgrade": "Una millora", + "arcane_implements": "Implements Arcans", + "arcane_implements_description": "Un vial de mercuri. Una bossa de sal negra. Una àncora espiritual en forma de petita pedra. Una ampolla espiritual. Un vial d'electroplasma, dissenyat per trencar-se i esquitxar en l'impacte.", + "armor": "Armadura", + "armor_description": "Una túnica de cuir gruixuda amb guants i botes reforçats.", + "armor_uses": "Uso d'armadura", "assassins": "Assassins", - "assault": "Assault", - "assist_a_teammate": "Assist a teammate", - "attune": "Attune", - "attune_description": "Attune to spirits and the ghost field; channel electroplasmic energy; perceive and communicate with ghosts; understand spectrology.", - "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", - "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", - "background": "Background", - "background_info": "Academic — Labor — Law — Trade — Military — Noble — Underworld", - "bandoliers": "Bandoliers", + "assault": "Assalt", + "assist_a_teammate": "Ajudar a un company d'equip", + "attune": "Harmonitzar", + "attune_description": "Harmonitzar amb els esperits i el camp fantasmal; canalitzar l'energia electroplasmàtica; percebre i comunicar-se amb fantasmes; entendre l'espectrologia.", + "autofill_reminder_crew": "Per generar habilitats de banda, millores, contactes i territoris, introduïu el nom del tipus de banda a dalt:", + "autofill_reminder_playbook": "Per generar habilitats, equip i contactes del llibret de personatge, introduïu el nom del llibret a dalt:", + "background": "Rerefons", + "background_info": "Acadèmic — Obrer — Llei — Comerç — Militar — Noble — Inframón", + "bandoliers": "Bandoleres", "bestial": "Bestial", - "binding_oil": "Binding Oil", - "boat": "Boat", - "boat_carriage_other": "Boat — Carriage — Other", - "bold": "bold", - "bolster": "Bolster your crew's reputation or develop a new one.", - "bonus_die": "Bonus Die", - "bonusdice": "Bonus dice", - "bound": "Bound", - "bravos": "Bravos", - "broken": "Broken", - "burglary_gear": "Burglary Gear", - "burglary_gear_description": "A set of lockpicks. A small pry-bar. Vials of oil to silence squeaky hinges. A coil of wire and fishing hooks. A small pouch of fine sand.", - "carriage": "Carriage", - "chaotic": "Chaotic", - "character_mode": "Character Mode", - "chat_image": "Image to show alongside chat rolls", - "choose_2_features": "choose 2 features", - "choose_3_functions": "choose 3 functions", - "claim_above_the_law": "Above\nthe Law", - "claim_above_the_law_description": "-1 Wanted Level\nif Citizens faction\nstatus is +3", - "claim_ancient_altar": "Ancient Altar", - "claim_ancient_altar_description": "+1d engagement\nfor occult plans", - "claim_ancient_gate": "Ancient Gate", - "claim_ancient_gate_description": "Safe passage in\nthe Deathlands", - "claim_ancient_obelisk": "Ancient Obelisk", - "claim_ancient_obelisk_description": "-1 stress cost for\nall arcane powers\nand rituals", - "claim_ancient_tower": "Ancient\nTower", - "claim_ancient_tower_description": "+1d to Consort\nw/ arcane entities\non site", - "claim_barracks": "Barracks", + "binding_oil": "Oli de lligament", + "boat": "Barca", + "boat_carriage_other": "Barca — Carro — Altres", + "bold": "agosarat", + "bolster": "Reforça la reputació de la teva banda o crea'n una de nova.", + "bonus_die": "Dau bonus", + "bonusdice": "Daus bonus", + "bound": "Vinculat", + "bravos": "Braus", + "broken": "Trencat", + "burglary_gear": "Equip de lladregot", + "burglary_gear_description": "Uns rossinyols. Una palanca petita. Vials d'oli per evitar que les frontisses grinyolin. Una bobina de filferro i hams de pesca. Una bossa petita de sorra fina.", + "carriage": "Carruatge", + "chaotic": "Caòtic", + "character_mode": "Mode personatge", + "chat_image": "Imatge per mostrar als costats del xat", + "choose_2_features": "tria 2 funcions", + "choose_3_functions": "triar 3 funcions", + "claim_above_the_law": "Per sobre de\nla Llei", + "claim_above_the_law_description": "-1 nivell de En cerca\nsi la facció Ciutadans\nestà a +3", + "claim_ancient_altar": "Altar Antic", + "claim_ancient_altar_description": "+1d de compromís\nper a plans ocults", + "claim_ancient_gate": "Portal Antic", + "claim_ancient_gate_description": "Pas segur a\nles Terres de la Mort", + "claim_ancient_obelisk": "Obelisc Antic", + "claim_ancient_obelisk_description": "-1 cost d'estrès a\ntots els poders \narcans i rituals", + "claim_ancient_tower": "Torre\nAntiga", + "claim_ancient_tower_description": "+1d a Harmonitzar\namb entitats\narcanes del lloc", + "claim_barracks": "Barraques", "claim_barracks_description": "+1 scale for your\nThugs cohorts", - "claim_bluecoat_confederates": "Bluecoat\nConfederates", - "claim_bluecoat_confederates_description": "+1d engagement\nfor assault plans", - "claim_bluecoat_confidants": "Bluecoat\nConfidants", - "claim_bluecoat_confidants_description": "-2 heat per score", - "claim_bluecoat_intimidation": "Bluecoat\nIntimidation", - "claim_bluecoat_intimidation_description": "-2 heat per score", - "claim_catacombs": "\nCatacombs", - "claim_catacombs_description": "+1d to Study or\nTinker on site", - "claim_city_records": "City Records", - "claim_city_records_description": "+1d engagement\nfor stealth plans", - "claim_cloister": "Cloister", - "claim_cloister_description": "+1 scale for your\nAdepts cohorts", - "claim_cover_identities": "Cover Identities", - "claim_cover_identities_description": "+1d engagement\nfor deception and\ntransport plans", + "claim_bluecoat_confederates": "Cassaques Blaves\ncòmplices", + "claim_bluecoat_confederates_description": "+1d de compromís\nper a plans d'assalt", + "claim_bluecoat_confidants": "Cassaques Blaves\nconfidents", + "claim_bluecoat_confidants_description": "-2 Risc per cop", + "claim_bluecoat_intimidation": "Casaques\ninimidades", + "claim_bluecoat_intimidation_description": "-2 Risc per cop", + "claim_catacombs": "Catacumbes", + "claim_catacombs_description": "+1d a Estudiar\no Trastejar allà", + "claim_city_records": "Registres de la ciutat", + "claim_city_records_description": "+1d Implicació\nper plans furtius", + "claim_cloister": "Claustre", + "claim_cloister_description": "+1 escala pels\ncohorts Adeptes\n", + "claim_cover_identities": "Identitats falses", + "claim_cover_identities_description": "+1d Implicació\nper plans d'engany\ni de transport", "claim_cover_operation": "Cover\nOperation", "claim_cover_operation_description": "-2 heat per score", "claim_covert_drops": "Covert Drops", @@ -116,9 +116,9 @@ "claim_hidden_paths_description": "+1d to Prowl back\nto your lair", "claim_infirmary": "Infirmary", "claim_infirmary_description": "+1d to healing\nrolls", - "claim_informants": "Informants", - "claim_informants_description": "+1d gather info\nfor scores", - "claim_interrogation_chamber": "Interrogation\nChamber", + "claim_informants": "Informadors", + "claim_informants_description": "+1d recopila informació\nper als cops", + "claim_interrogation_chamber": "Sala\nd'interrogatoris", "claim_interrogation_chamber_description": "+1d to Command\nand Sway on site", "claim_local_graft": "Local Graft", "claim_local_graft_description": "+2 coin for\nshow of force or\nsocialize", @@ -418,7 +418,7 @@ "edges": "Edges", "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", "elite": "Elite", - "engagement": "Engagement", + "engagement": "Implicació", "entanglement": "Entanglement", "expert": "Expert", "express_crew": "Express the goals, drives, inner conflict, or essential nature of the crew.", @@ -1044,7 +1044,7 @@ "risky": "Risky", "roll-inf": "roll", "roll": "roll", - "roll_engagement": "Roll Engagement", + "roll_engagement": "Tirar Implicació", "roll_for": "roll for", "roll_fortune": "Roll Fortune", "roll_their": "roll their", diff --git a/ChroniquesGalactiques/ReadMe.md b/ChroniquesGalactiques/ReadMe.md index 01f7747edf..d91b01e66d 100644 --- a/ChroniquesGalactiques/ReadMe.md +++ b/ChroniquesGalactiques/ReadMe.md @@ -10,10 +10,14 @@ Le jeu complet est paru dans le magazine [Casus Belli](http://www.black-book-edi # Version courante -V3.114.1 [Screenshot](cog_v3.png) +V3.115.0 [Screenshot](cog_v3.png) # Notes de version +## V3.115.0 (2021.11.12) + +- Ajout du nouveau pseudo-attribut permettant d'afficher le token par défaut sur la fiche + ## V3.114.1 (2021.04.28) - Correction d'un bug sur le titre de la capacité de rang 3 de la voie 3 dupliquée sur le rang 3 de la voie 8 diff --git a/ChroniquesGalactiques/cog.html b/ChroniquesGalactiques/cog.html index 90eb035d02..63b1341c6b 100644 --- a/ChroniquesGalactiques/cog.html +++ b/ChroniquesGalactiques/cog.html @@ -1,8 +1,8 @@
- - + + @@ -84,8 +84,9 @@
- +
diff --git a/ChroniquesGalactiques/sheet.json b/ChroniquesGalactiques/sheet.json index 0ef8acccc7..bb868d52a3 100644 --- a/ChroniquesGalactiques/sheet.json +++ b/ChroniquesGalactiques/sheet.json @@ -4,6 +4,6 @@ "authors": "StéphaneD", "roll20userid": "84776", "preview": "cog_v3.png", - "instructions": "Feuille de Personnage (incluant quelques jets) pour Chroniques Galactiques (Chroniques Oubliées Science-Fiction) paru dans le magazine Casus Belli 17,18 et 19 (http://www.black-book-editions.fr/catalogue.php?id=207). Version 3.114.1 (28/04/2021). [Lisez-moi](https://github.com/Roll20/roll20-character-sheets/blob/master/ChroniquesGalactiques/ReadMe.md).", + "instructions": "Feuille de Personnage (incluant quelques jets) pour Chroniques Galactiques (Chroniques Oubliées Science-Fiction) paru dans le magazine Casus Belli 17,18 et 19 (http://www.black-book-editions.fr/catalogue.php?id=207). Version 3.115.0 (12/11/2021). [Lisez-moi](https://github.com/Roll20/roll20-character-sheets/blob/master/ChroniquesGalactiques/ReadMe.md).", "legacy": true } diff --git a/ChroniquesOublieesContemporain/README.md b/ChroniquesOublieesContemporain/README.md index c0b0ec043e..223c60c04f 100644 --- a/ChroniquesOublieesContemporain/README.md +++ b/ChroniquesOublieesContemporain/README.md @@ -10,13 +10,17 @@ Le jeu complet est disponible sur le site de l'éditeur [Black Book Editions](ht # Version courante -3.9.2 [Screenshot](coc_v2.png) +v3.10.0 [Screenshot](coc_v2.png) # Notes de version +## v3.10.0 (2021-11-12) + +- Ajout du token par défaut sur la fiche de personnage + ## v3.9.2 (2021-04-27) -- Correction d'un bug sur le titre de la capacité de rang 4 de la voie n°2 +- Correction d'un bug sur le titre de la capacité de rang 2 de la voie n°4 - Correction du calcul du rang dans une voie : la case doit être cochée et soit le titre soit le texte de la capacité doit être renseigné ## v3.9.1 (2021-04-25) diff --git a/ChroniquesOublieesContemporain/coc.html b/ChroniquesOublieesContemporain/coc.html index 7653cdb582..f76ba5180c 100644 --- a/ChroniquesOublieesContemporain/coc.html +++ b/ChroniquesOublieesContemporain/coc.html @@ -1,8 +1,8 @@
- - + + @@ -82,14 +82,16 @@
- +
- +
diff --git a/ChroniquesOublieesContemporain/sheet.json b/ChroniquesOublieesContemporain/sheet.json index 0fe279c66e..1061b239e9 100644 --- a/ChroniquesOublieesContemporain/sheet.json +++ b/ChroniquesOublieesContemporain/sheet.json @@ -4,7 +4,7 @@ "authors": "StéphaneD", "roll20userid": "84776", "preview": "coc_v2.png", - "instructions": "Feuille de Personnage pour [Chroniques Oubliées Contemporain](http://www.black-book-editions.fr/produit.php?id=4349). Chroniques Oubliées Contemporain est le dérivé de Chroniques Oubliées Fantasy adapté pour jouer dans la période 1900-2100. Il permet de jouer des aventures du genre espionnage, commando militaire, enquêtes policières occultes, vampires contre garous, mutants, super-héros, épouvante, pulp, apocalypse zombie, cyberpunk, et plus.\n\n* Version 3.9.2 (27/04/2021)\n* [Lisez-moi](https://github.com/Roll20/roll20-character-sheets/blob/master/ChroniquesOublieesContemporain/README.md).", + "instructions": "Feuille de Personnage pour [Chroniques Oubliées Contemporain](http://www.black-book-editions.fr/produit.php?id=4349). Chroniques Oubliées Contemporain est le dérivé de Chroniques Oubliées Fantasy adapté pour jouer dans la période 1900-2100. Il permet de jouer des aventures du genre espionnage, commando militaire, enquêtes policières occultes, vampires contre garous, mutants, super-héros, épouvante, pulp, apocalypse zombie, cyberpunk, et plus. Version 3.10.0 (12/11/2021). [Lisez-moi](https://github.com/Roll20/roll20-character-sheets/blob/master/ChroniquesOublieesContemporain/README.md).", "useroptions": [ { "attribute": "coc_setting", diff --git a/CoeursVaillants/CoeursVaillants.css b/CoeursVaillants/CoeursVaillants.css new file mode 100644 index 0000000000..fb86245ae8 --- /dev/null +++ b/CoeursVaillants/CoeursVaillants.css @@ -0,0 +1,131 @@ +/* --------------------- */ +/* --------FORMS-------- */ +/* --------------------- */ +select.sheet-short { + width: 80px; +} +input.sheet-long { + width: 500px; +} +input.sheet-medium { + width: 90px; +} +input.sheet-short { + width: 60px; +} + +input.sheet-extrashort { + width: 40px; +} +textarea.sheet-text2col { + resize:none; + width: 500px; +} +textarea.sheet-text3col { + resize:none; + width: 95%; +} +/* --------------------- */ +/* --------TEXT--------- */ +/* --------------------- */ +label.sheet-avent2 { + font-size:10px; + margin-top:0px; + margin-bottom:0px; +} +/* --------------------- */ +/* -------BOUTONS------- */ +/* --------------------- */ +button[type="roll"]:not(.sheet-small){ + color: black; + height: 15px; + width: 15px; + margin-left: 15px; +} +button[type="roll"]:not(.sheet-small)::before{ + font-size: 14px; + display: flex; + align-items: center; + justify-content: center; +} +button.sheet-greenbutton, +button.sheet-greenbutton:hover, +button.sheet-greenbutton:active, +button.sheet-redbutton, +button.sheet-redbutton:hover, +button.sheet-redbutton:active +{ + background-image: none; +} +button.sheet-redbutton { + background-color: #ea9999; +} +button.sheet-greenbutton{ + background-color: #b6d7a8; +} +/* --------------------- */ +/* -----LAYOUT GRID----- */ +/* --------------------- */ +.charsheet .sheet-grid-section{ + display: grid; + grid-template-columns: 280px 280px 280px; + grid-template-rows: auto; + grid-template-areas: "header header logo " + "header header lvl " + "stat skill skill " + "stat combat combat " + "stat equip equip " + "meca comp svg " + "avent bonus bonus " + "avent2 bonus bonus " + "mat1 cercle1 cercle1" + "mat2 cercle2 cercle2" + "mat3 cercle3 cercle3" + "mat4 cercle4 cercle4"; + grid-gap: 5px; +} +.charsheet div.sheet-block{ + display: grid; + justify-content: center; + padding: 5px; + border: 1px solid black; +} +.charsheet div.sheet-header{grid-area: header;} +.charsheet div.sheet-logo{grid-area: logo;} +.charsheet div.sheet-lvl{grid-area: lvl;} +.charsheet div.sheet-stat{grid-area: stat;} +.charsheet div.sheet-skill{grid-area: skill;} +.charsheet div.sheet-combat{grid-area: combat;} +.charsheet div.sheet-equip{grid-area: equip;} +.charsheet div.sheet-meca{grid-area: meca;} +.charsheet div.sheet-comp{grid-area: comp;} +.charsheet div.sheet-svg{grid-area: svg;} +.charsheet div.sheet-avent{grid-area: avent;} +.charsheet div.sheet-avent2{grid-area: avent2;} +.charsheet div.sheet-bonus{grid-area: bonus;} +.charsheet div.sheet-mat1{grid-area: mat1;} +.charsheet div.sheet-cercle1{grid-area: cercle1;} +.charsheet div.sheet-mat2{grid-area: mat2;} +.charsheet div.sheet-cercle2{grid-area:cercle2;} +.charsheet div.sheet-mat3{grid-area:mat3;} +.charsheet div.sheet-cercle3{grid-area:cercle3;} +.charsheet div.sheet-mat4{grid-area:mat4;} +.charsheet div.sheet-cercle4{grid-area:cercle4;} +/* --------------------- */ +/* ----SWITCH PJ/PNJ---- */ +/* --------------------- */ +div.sheet-block_b { + display: none; +} +input.sheet-block_switch:checked ~ div.sheet-block_a { + display: none; +} +input.sheet-block_switch:checked ~ div.sheet-block_b { + display: inline; +} +input.sheet-block_switch:not(:checked) ~ span:after { + content:" PNJ"; +} +input.sheet-block_switch:checked ~ span:after { + content:" PJ"; +} \ No newline at end of file diff --git a/CoeursVaillants/CoeursVaillants.html b/CoeursVaillants/CoeursVaillants.html new file mode 100644 index 0000000000..4e845853a2 --- /dev/null +++ b/CoeursVaillants/CoeursVaillants.html @@ -0,0 +1,226 @@ + + +
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Bonus, capacités, talents, langues et notes

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\ No newline at end of file diff --git a/CoeursVaillants/CoeursVaillants.png b/CoeursVaillants/CoeursVaillants.png new file mode 100644 index 0000000000..fa8796a978 Binary files /dev/null and b/CoeursVaillants/CoeursVaillants.png differ diff --git a/CoeursVaillants/images/Logo.png b/CoeursVaillants/images/Logo.png new file mode 100644 index 0000000000..5fdecc2cf3 Binary files /dev/null and b/CoeursVaillants/images/Logo.png differ diff --git a/CoeursVaillants/sheet.json b/CoeursVaillants/sheet.json new file mode 100644 index 0000000000..79a0686e41 --- /dev/null +++ b/CoeursVaillants/sheet.json @@ -0,0 +1,9 @@ +{ + "html": "CoeursVaillants.html", + "css": "CoeursVaillants.css", + "authors": "Guillaume (Koshon) Potard", + "roll20userid": "6667985", + "preview": "CoeursVaillants.png", + "instructions": "Feuille de Personnage (avec jets) pour Coeurs Vaillants", + "legacy": true +} \ No newline at end of file diff --git a/Cyberpunk 2020/translations/es.json b/Cyberpunk 2020/translations/es.json index 882acaf11f..72217a7b64 100644 --- a/Cyberpunk 2020/translations/es.json +++ b/Cyberpunk 2020/translations/es.json @@ -11,8 +11,8 @@ "animal-kung-fu": "Kung Fu", "animal-kung-fu-3": "Kung Fu (3)", "anthropology": "Antropología", - "anti": "Anti-Person", - "anti-system": "Anti System", + "anti": "Antipersona", + "anti-system": "Antisistema", "archery": "Tiro con arco", "areo-tech": "Mecánica aeronáutica", "armor": "Armadura", @@ -31,7 +31,7 @@ "av-tech": "Mecánica de AV's", "av-tech-3": "Mecánica de AV's (3)", "awareness": "Advertir/Notar", - "base": "Base ", + "base": "Base", "basic-tech": "Mecánica Básica", "basic-tech-2": "Mecánica Básica (2)", "biology": "Biología/Genética", @@ -45,33 +45,33 @@ "brawling": "Pelea", "btm": "MTC", "called-shot": "Tiro de precisión localizado", - "capoeria": "Capoeria", + "capoeria": "Capoeira", "capoeria-3": "Capoeria (3)", "carried": "Transportado/Máximo", "carry": "Transportado", - "cellular": " Cellular", + "cellular": "Celular", "character": "Personaje", "character-points": "Puntos de Personaje", "charismatic-leadership": "Liderazgo carismático", "chemistry": "Química", "chip": "Chip", - "chipreader": " Chipreader", + "chipreader": "Lector de chips", "choi-li-fut": "Choi Li Fut", "choi-li-fut-3": "Choi Li Fut (3)", - "cipher": "Cipher", + "cipher": "Cifrado", "class": "Clase", "close": "Corta", "code-gate-strength": "Code Gate Strength", "combat": "Combate", - "combat-deck": " Combat Deck", + "combat-deck": "Consola de combate", "combat-sense": "Sentido del combate", - "comm": "Comm", - "command": "Command", - "command-points": "Command Points", + "comm": "Comunicación", + "command": "Mando", + "command-points": "Puntos de mando", "composition": "Composición", "concealability-abbrv": "Disim.", "control": "Dominar", - "controller": "Controller", + "controller": "Controlador", "cool": "FRI", "cool-skills": "Habilidades de Frialdad", "cost": "Coste", @@ -80,13 +80,13 @@ "credibility": "Credibilidad", "critical": "Crítico", "cryotank-operation": "Manejo de tanque criogénico", - "cyber": "Cyber", - "cyber-deck": "Cyber Deck", + "cyber": "Ciber", + "cyber-deck": "Ciberconsola", "cyber-tech": "Cibertecnología", "cyberdeck-design": "Diseño de ciberterminales", "cyberdeck-design-2": "Diseño de ciberterminales (2)", - "cyberdeck-specs": "Cyberdeck Specs", - "cyberlimb-deck": " Cyberlimb Deck", + "cyberdeck-specs": "Datos de la ciberconsola", + "cyberlimb-deck": "Consola de cibermiembro", "cybernetics": "Cibernética", "cyberpunk": "Cyberpunk 2020 Hoja de personaje", "cybertech": "Cybertecnología", @@ -94,15 +94,15 @@ "damage": "Daño", "damage-plus": "Daño+", "dance": "Baile", - "data-wall-strength": "Data Wall Strength", - "deck-model": "Deck Model", - "deck-speed": "Deck Speed", - "decryptor": "Decryptor", - "deduce-notice": "Deduce, Notice", + "data-wall-strength": "Fuerza del muro de datos", + "deck-model": "Modelo de la consola", + "deck-speed": "Velocidad de la consola", + "decryptor": "Descifrador", + "deduce-notice": "Deducir, Percibir", "demolitions": "Demoliciones", "demolitions-2": "Demoliciones (2)", - "demon": "Demon", - "detect": "Detect/Conceal", + "demon": "Demonio", + "detect": "Detectar/Ocultar", "diagnose-illness": "Diagnosticar enfermedades", "dirigible": "Dirigible", "dirigible-2": "Dirigible (2)", @@ -110,7 +110,7 @@ "dmg": "Daño", "dodge": "Esquivar y Eludir", "dodging-melee": "Esta esquivando (solo melé)", - "drive-pilot": "Drive/Pilot", + "drive-pilot": "Conducir/Pilotar", "driving": "Conducir", "edit": "Editar", "education": "Cultura", @@ -124,12 +124,12 @@ "endurance": "Resistencia", "eurobucks": "Eurodólares", "evasion": "Evasión", - "execute": "Execute", + "execute": "Ejecutar", "expert": "Experto", "expert-skills": "Habilidades de Experto", - "extra-chips": " Extra Chips", + "extra-chips": "Chips extra", "extreme": "Extrema", - "familiarity-points": "Familiarity Points", + "familiarity-points": "Puntos de familiaridad", "family": "Familia", "fast-draw": "Disparo apresurado", "fencing": "Esgrima", diff --git a/D&D_3-5/charsheet_3-5.html b/D&D_3-5/charsheet_3-5.html index e15e0dc809..2b2ae49f8b 100644 --- a/D&D_3-5/charsheet_3-5.html +++ b/D&D_3-5/charsheet_3-5.html @@ -2507,7 +2507,7 @@ var callRollTemplate = function(rollTemplateStringPart){
- + @@ -1988,53 +1992,53 @@

Characteristics

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@@ -3838,4 +3854,12 @@ on('change:repeating_ShipEssentialComponents',function(){ on('change:repeating_ShipSupplementalComponents',function(){ TAS.repeatingSimpleSum('ShipSupplementalComponents','ShipSupplementalComponentSpace','ShipSupplementalComponentsSpaceTotal'); }); +on("change:whispertab", function() { + // Check the current value of the hidden attribute. + getAttrs(["whispertab"], function(v) { + setAttrs({ + "whisper": v["whispertab"] == 0 ? "" : "/w gm " + }); + }); +}); diff --git a/Dark_Heresy_2ed/DarkHeresy2edPreview.png b/Dark_Heresy_2ed/DarkHeresy2edPreview.png index 34742ebaeb..1c195a7360 100644 Binary files a/Dark_Heresy_2ed/DarkHeresy2edPreview.png and b/Dark_Heresy_2ed/DarkHeresy2edPreview.png differ diff --git a/Dark_Heresy_2ed/DarkHeresy2edStyle.css b/Dark_Heresy_2ed/DarkHeresy2edStyle.css index 800b08b22b..69bd9b10fb 100644 --- a/Dark_Heresy_2ed/DarkHeresy2edStyle.css +++ b/Dark_Heresy_2ed/DarkHeresy2edStyle.css @@ -1,7 +1,7 @@ /*----------- Tabs Setup -------------*/ /*this hides the contents of each tab by default*/ -.charsheet div[class^="sheet-section"] { +.charsheet div[class^="sheet-section"] { display: none; } @@ -18,21 +18,23 @@ display: block; } -.charsheet input.sheet-tab99:checked ~ div[class^="sheet-section"] { +.charsheet input.sheet-tab99:checked ~ div[class^="sheet-section"] { display: block; } /*this hides the radio button for each tab, makes it 100px wide and 40px tall and makes sure it's above everything else*/ +.charsheet input.sheet-eltab, .charsheet input.sheet-tab { width: 100px; height: 40px; - cursor: pointer; + cursor: pointer; position: relative; opacity: 0; z-index: 9999; } /*this styles the span with the tab information and slides to the left, so it appears underneath the radio button*/ +.charsheet span.sheet-eltab, .charsheet span.sheet-tab { text-align: center; display: inline-block; @@ -51,6 +53,7 @@ } /*this modifies the span color once the radio button is selected so you know which tab is selected*/ +.charsheet input.sheet-eltab:checked + span.sheet-eltab, .charsheet input.sheet-tab1:checked + span.sheet-tab1, .charsheet input.sheet-tab2:checked + span.sheet-tab2, .charsheet input.sheet-tab3:checked + span.sheet-tab3, @@ -370,7 +373,7 @@ display: inline-block; } .charsheet .sheet-wrapper .sheet-armourblock label { text-align: center; -text-transform:uppercase; +text-transform:uppercase; } .charsheet .sheet-wrapper .sheet-armourblock input { text-align: center; @@ -424,7 +427,7 @@ overflow: hidden; .charsheet .sheet-wrapper .sheet-brackets { border-left: 1px solid #aaa; border-right: 1px solid #aaa; -border-radius: 12px; +border-radius: 12px; } .charsheet .sheet-wrapper .sheet-item.sheet-center { text-align: center; @@ -458,7 +461,7 @@ width: calc(40% - 3%); width: calc(50% - 3%); } .charsheet .sheet-wrapper .sheet-item.sheet-morebig { -width: calc(60% - 3%); +width: calc(60% - 3%); } .charsheet .sheet-wrapper .sheet-item.sheet-bigger { width: calc(70% - 3%); @@ -499,7 +502,7 @@ border-radius: 5px; border: none; height:65px; background-color: transparent; -white-space: normal; +white-space: normal; width: 100%; margin:auto; text-align:center; @@ -513,7 +516,7 @@ background-color:transparent; border:0; font-weight:bold; } -.charsheet .sheet-wrapper .sheet-characteristics input { +.charsheet .sheet-wrapper .sheet-characteristics input { display:block; border:1px solid gray; background-color:transparent; @@ -587,7 +590,7 @@ input:focus, textarea:focus /*=== Red Horizontal Line ===*/ -.sheet-dhhr +.sheet-dhhr { border-top: 0; margin-top: 0px; diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/README.MD b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/README.MD index 14557e1037..33a8bcf76a 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/README.MD +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/README.MD @@ -1,11 +1,11 @@ -# Official Das Schwarze Auge 5/The Dark Eye 5th system for Roll20 +# Official Das Schwarze Auge/The Dark Eye system for Roll20 ![TDE_Roll20](https://user-images.githubusercontent.com/75448500/133844250-62f177c1-af3a-4f1c-bdc1-114162286011.jpg) [Official feedback hub](https://github.com/Plushtoast/TDE-Roll20-Official) for the Roll 20 ulisses TDE character sheet & future compendium books ### Current Version: -1.0.1 Initial Release +1.0.2 Initial Release This system is intended for usage with [Roll20](http://https://roll20.net//) to play "Das Schwarze Auge" / "The Dark Eye" 5th edition. ## Game setup @@ -19,7 +19,7 @@ Our current plans: [Roadmap](https://github.com/Plushtoast/TDE-Roll20-Official/m Aventuria awaits, as TDE 5 is also available on Roll20. The system includes relevant mechanisms to play in the wonderous world of Aventuria and The Dark Eye and create your own adventures, characters and stories. -The core system includes a character sheet and allows you to add your advantages, disadvantages, cultures, professions, special skill, spells, liturgies, rituals and equipment as you see fit. +The character sheet includes TDE compendium integration and allows you to add your advantages, disadvantages, cultures, professions, special skill, spells, liturgies, rituals and equipment as you see fit. ## Discussion & Assistance If you want to discuss TDE for roll20 or need some assistance you can also join the Discord Servers: @@ -27,12 +27,13 @@ If you want to discuss TDE for roll20 or need some assistance you can also join ## Notable Features * Skills, attributes, liturgies, ceremonies, spells, rituals, weapon tests and many more can be rolled. -* Management of inventory with drag and drop and in-depth information on all items. -* Manual modification of rolls and test results. - +* Integration of the TDE Roll20 compendium +* Management of inventory with drag and drop and in-depth information on all items through compendium expansions. ## Official Modules -As of this moment several compendium expansions are in the making. We will inform you as soon as they will be available. +* Core Expansion (EN/DE) +* Aventurian Bestiary (EN/DE) +* Aventurian Armory (EN/DE) ## Feedback and improvements If there is a problem with the character sheet or any compendium books, please check the issue section [Issues](https://github.com/Plushtoast/TDE-Roll20-Official/issues) and open a new issue for us with as much detail as possible. diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/dsa5official.css b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/dsa5official.css index 713df179ee..573b07c506 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/dsa5official.css +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/dsa5official.css @@ -289,6 +289,17 @@ background-image: url(https://ulisses-digital.de/R20/dsa5/sheet/dsa5logo.webp) } +.ui-dialog .charsheet .boldRoll:before { + margin-right: 10px; + font-weight: 400 +} + +.ui-dialog .charsheet button.boldRoll[type=roll] { + font-family: Signika; + font-weight: 700; + font-size: 14px +} + .ui-dialog .charsheet input.inventartab1:checked~div.inventartab1, .ui-dialog .charsheet input.inventartab3:checked~div.inventartab3, .ui-dialog .charsheet input.inventartab4:checked~div.inventartab4, @@ -296,7 +307,6 @@ .ui-dialog .charsheet input.kampftab1:checked~div.kampftab1, .ui-dialog .charsheet input.kampftab2:checked~div.kampftab2, .ui-dialog .charsheet input.kampftab3:checked~div.kampftab3, -.ui-dialog .charsheet input.kampftab4:checked~div.kampftab4, .ui-dialog .charsheet input.tab10:checked~div.tab10, .ui-dialog .charsheet input.tab11:checked~div.tab11, .ui-dialog .charsheet input.tab12:checked~div.tab12, @@ -377,9 +387,9 @@ } .ui-dialog .charsheet .col25, -.ui-dialog .charsheet .talent-grid-over .row-section.talent-header>:nth-child(8), +.ui-dialog .charsheet .talent-grid-over .row-section.talent-header>:nth-child(9), .ui-dialog .charsheet .talent-grid-over .row-section>:first-child, -.ui-dialog .charsheet .talent-grid-over .row-section>:nth-child(12) { +.ui-dialog .charsheet .talent-grid-over .row-section>:nth-child(14) { flex: 25% } @@ -465,7 +475,7 @@ } .ui-dialog .charsheet .col45, -.ui-dialog .charsheet .talent-grid-over .row-section.talent-header>:nth-child(9) { +.ui-dialog .charsheet .talent-grid-over .row-section.talent-header>:nth-child(10) { flex: 45% } @@ -1341,6 +1351,288 @@ color: #0d0b0b } +.sheet-rolltemplate-DSA-Eigenschaft .sheet-dsa-rolltemplate .sheet-singleDie, +.sheet-rolltemplate-DSA-Fernkampf-AT .sheet-dsa-rolltemplate .sheet-singleDie, +.sheet-rolltemplate-DSA-Fernkampf-AT-Patzer .sheet-dsa-rolltemplate .sheet-singleDie, +.sheet-rolltemplate-DSA-Fernkampf-TP .sheet-dsa-rolltemplate .sheet-singleDie, +.sheet-rolltemplate-DSA-Initiative .sheet-dsa-rolltemplate .sheet-singleDie, +.sheet-rolltemplate-DSA-Liturgie .sheet-dsa-rolltemplate .sheet-singleDie, +.sheet-rolltemplate-DSA-Liturgie-Patzer .sheet-dsa-rolltemplate .sheet-singleDie, +.sheet-rolltemplate-DSA-Nahkampf-AT .sheet-dsa-rolltemplate .sheet-singleDie, +.sheet-rolltemplate-DSA-Nahkampf-ATPA-Patzer .sheet-dsa-rolltemplate .sheet-singleDie, +.sheet-rolltemplate-DSA-Nahkampf-Schild-Patzer .sheet-dsa-rolltemplate .sheet-singleDie, +.sheet-rolltemplate-DSA-Nahkampf-TP .sheet-dsa-rolltemplate .sheet-singleDie, +.sheet-rolltemplate-DSA-Nahkampf-VE .sheet-dsa-rolltemplate .sheet-singleDie, +.sheet-rolltemplate-DSA-Talente .sheet-dsa-rolltemplate .sheet-singleDie, +.sheet-rolltemplate-DSA-Zauber .sheet-dsa-rolltemplate .sheet-singleDie, +.sheet-rolltemplate-DSA-Zauber-Patzer .sheet-dsa-rolltemplate .sheet-singleDie, +.sheet-rolltemplate-DSA-selbstverletzt .sheet-dsa-rolltemplate .sheet-singleDie, +.sheet-rolltemplate-Routineprobe .sheet-dsa-rolltemplate .sheet-singleDie, +.sheet-rolltemplate-postLink .sheet-dsa-rolltemplate .sheet-singleDie { + position: relative; + display: inline-block +} + +.sheet-rolltemplate-DSA-Eigenschaft .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult, +.sheet-rolltemplate-DSA-Fernkampf-AT .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult, +.sheet-rolltemplate-DSA-Fernkampf-AT-Patzer .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult, +.sheet-rolltemplate-DSA-Fernkampf-TP .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult, +.sheet-rolltemplate-DSA-Initiative .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult, +.sheet-rolltemplate-DSA-Liturgie .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult, +.sheet-rolltemplate-DSA-Liturgie-Patzer .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult, +.sheet-rolltemplate-DSA-Nahkampf-AT .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult, +.sheet-rolltemplate-DSA-Nahkampf-ATPA-Patzer .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult, +.sheet-rolltemplate-DSA-Nahkampf-Schild-Patzer .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult, +.sheet-rolltemplate-DSA-Nahkampf-TP .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult, +.sheet-rolltemplate-DSA-Nahkampf-VE .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult, +.sheet-rolltemplate-DSA-Talente .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult, +.sheet-rolltemplate-DSA-Zauber .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult, +.sheet-rolltemplate-DSA-Zauber-Patzer .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult, +.sheet-rolltemplate-DSA-selbstverletzt .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult, +.sheet-rolltemplate-Routineprobe .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult, +.sheet-rolltemplate-postLink .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult { + position: absolute; + top: 0; + padding: 0; + line-height: 45px; + right: 0; + z-index: 1 +} + +.sheet-rolltemplate-DSA-Eigenschaft .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult .inlinerollresult, +.sheet-rolltemplate-DSA-Fernkampf-AT .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult .inlinerollresult, +.sheet-rolltemplate-DSA-Fernkampf-AT-Patzer .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult .inlinerollresult, +.sheet-rolltemplate-DSA-Fernkampf-TP .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult .inlinerollresult, +.sheet-rolltemplate-DSA-Initiative .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult .inlinerollresult, +.sheet-rolltemplate-DSA-Liturgie .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult .inlinerollresult, +.sheet-rolltemplate-DSA-Liturgie-Patzer .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult .inlinerollresult, +.sheet-rolltemplate-DSA-Nahkampf-AT .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult .inlinerollresult, +.sheet-rolltemplate-DSA-Nahkampf-ATPA-Patzer .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult .inlinerollresult, +.sheet-rolltemplate-DSA-Nahkampf-Schild-Patzer .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult .inlinerollresult, +.sheet-rolltemplate-DSA-Nahkampf-TP .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult .inlinerollresult, +.sheet-rolltemplate-DSA-Nahkampf-VE .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult .inlinerollresult, +.sheet-rolltemplate-DSA-Talente .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult .inlinerollresult, +.sheet-rolltemplate-DSA-Zauber .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult .inlinerollresult, +.sheet-rolltemplate-DSA-Zauber-Patzer .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult .inlinerollresult, +.sheet-rolltemplate-DSA-selbstverletzt .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult .inlinerollresult, +.sheet-rolltemplate-Routineprobe .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult .inlinerollresult, +.sheet-rolltemplate-postLink .sheet-dsa-rolltemplate .sheet-singleDie .sheet-overlayResult .inlinerollresult { + font-weight: 700; + text-shadow: 0 0 3px #fff +} + +.sheet-rolltemplate-DSA-Eigenschaft .sheet-dsa-rolltemplate .sheet-center, +.sheet-rolltemplate-DSA-Fernkampf-AT .sheet-dsa-rolltemplate .sheet-center, +.sheet-rolltemplate-DSA-Fernkampf-AT-Patzer .sheet-dsa-rolltemplate .sheet-center, +.sheet-rolltemplate-DSA-Fernkampf-TP .sheet-dsa-rolltemplate .sheet-center, +.sheet-rolltemplate-DSA-Initiative .sheet-dsa-rolltemplate .sheet-center, +.sheet-rolltemplate-DSA-Liturgie .sheet-dsa-rolltemplate .sheet-center, +.sheet-rolltemplate-DSA-Liturgie-Patzer .sheet-dsa-rolltemplate .sheet-center, +.sheet-rolltemplate-DSA-Nahkampf-AT .sheet-dsa-rolltemplate .sheet-center, +.sheet-rolltemplate-DSA-Nahkampf-ATPA-Patzer .sheet-dsa-rolltemplate .sheet-center, +.sheet-rolltemplate-DSA-Nahkampf-Schild-Patzer .sheet-dsa-rolltemplate .sheet-center, +.sheet-rolltemplate-DSA-Nahkampf-TP .sheet-dsa-rolltemplate .sheet-center, +.sheet-rolltemplate-DSA-Nahkampf-VE .sheet-dsa-rolltemplate .sheet-center, +.sheet-rolltemplate-DSA-Talente .sheet-dsa-rolltemplate .sheet-center, +.sheet-rolltemplate-DSA-Zauber .sheet-dsa-rolltemplate .sheet-center, +.sheet-rolltemplate-DSA-Zauber-Patzer .sheet-dsa-rolltemplate .sheet-center, +.sheet-rolltemplate-DSA-selbstverletzt .sheet-dsa-rolltemplate .sheet-center, +.sheet-rolltemplate-Routineprobe .sheet-dsa-rolltemplate .sheet-center, +.sheet-rolltemplate-postLink .sheet-dsa-rolltemplate .sheet-center { + text-align: center +} + +.sheet-rolltemplate-DSA-Eigenschaft .sheet-dsa-rolltemplate .sheet-d20, +.sheet-rolltemplate-DSA-Fernkampf-AT .sheet-dsa-rolltemplate .sheet-d20, +.sheet-rolltemplate-DSA-Fernkampf-AT-Patzer .sheet-dsa-rolltemplate .sheet-d20, +.sheet-rolltemplate-DSA-Fernkampf-TP .sheet-dsa-rolltemplate .sheet-d20, +.sheet-rolltemplate-DSA-Initiative .sheet-dsa-rolltemplate .sheet-d20, +.sheet-rolltemplate-DSA-Liturgie .sheet-dsa-rolltemplate .sheet-d20, +.sheet-rolltemplate-DSA-Liturgie-Patzer .sheet-dsa-rolltemplate .sheet-d20, 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-119,14 +119,14 @@
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@@ -194,44 +194,44 @@
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@@ -549,14 +549,14 @@
Gesamtwert - - - - - - - - + + + + + + + +
Roll @@ -776,14 +776,14 @@ Seelenkraft - +
Zähigkeit - +
@@ -999,8 +999,6 @@ - - @@ -1187,8 +1185,6 @@ - - @@ -1378,8 +1374,6 @@ - - @@ -1566,8 +1560,6 @@ - - @@ -1708,14 +1700,6 @@
- - - - - - - -
@@ -1744,18 +1728,22 @@ Probe
Modifikator Sonderfertigkeiten - Modifikator Sonderfertigkeiten + Modifikator Sonderfertigkeiten
Modifikator Effekt - Modifikator Effekt + Modifikator Effekt +
+
+ FW Mod + FW Mod
Anmerkung Status aktiviert
- +
reiten B - - - + + + + +
- +
fliegen B - - - + + + + +
- +
verbergen C - - - + + + + +
- +
schwimmen B - - - + + + + +
- +
sinnesschaerfe D - - - + + + + +
- +
zechen A - - - + + + + +
- +
singen A - - - + + + + +
- +
selbstbeherrschung D - - - + + + + +
- +
taschendiebstahl B - - - + + + + +
- +
gaukeleien A - - - + + + + +
- +
kraftakt B - - - + + + + +
- +
klettern B - - - + + + + +
- +
koerperbeherrschung D - - - + + + + +
- +
tanzen A - - - + + + + +
Probe
Modifikator Sonderfertigkeiten - Modifikator Sonderfertigkeiten + Modifikator Sonderfertigkeiten
Modifikator Effekt - Modifikator Effekt + Modifikator Effekt +
+
+ FW Mod + FW Mod
Anmerkung Status aktiviert
- +
ueberreden C - - - + + + + +
- +
bekehren B - - - + + + + +
- +
menschenkenntnis C - - - + + + + +
- +
verkleiden B - - - + + + + +
- +
willenskraft D - - - + + + + +
- +
gassenwissen C - - - + + + + +
- +
einschuechtern B - - - + + + + +
- +
betoeren B - - - + + + + +
- +
etikette B - - - + + + + +
Probe
Modifikator Sonderfertigkeiten - Modifikator Sonderfertigkeiten + Modifikator Sonderfertigkeiten
Modifikator Effekt - Modifikator Effekt + Modifikator Effekt +
+
+ FW Mod + FW Mod
Anmerkung Status aktiviert
- +
orientierung B - - - + + + + +
- +
tierkunde C - - - + + + + +
- +
wildnisleben C - - - + + + + +
- +
faehrtensuchen C - - - + + + + +
- +
fischen A - - - + + + + +
- +
fesseln A - - - + + + + +
- +
pflanzenkunde C - - - + + + + +
Probe
Modifikator Sonderfertigkeiten - Modifikator Sonderfertigkeiten + Modifikator Sonderfertigkeiten
Modifikator Effekt - Modifikator Effekt + Modifikator Effekt +
+
+ FW Mod + FW Mod
Anmerkung Status aktiviert
- +
sternkunde A - - - + + + + +
- +
rechnen A - - - + + + + +
- +
rechtskunde A - - - + + + + +
- +
geschichtswissen B - - - + + + + +
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mechanik B - - - + + + + +
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kriegskunst B - - - + + + + +
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geographie B - - - + + + + +
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goetterkulte B - - - + + + + +
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magiekunde C - - - + + + + +
- +
sphaerenkunde B - - - + + + + +
- +
glueckspiel A - - - + + + + +
Probe
Modifikator Sonderfertigkeiten - Modifikator Sonderfertigkeiten + Modifikator Sonderfertigkeiten
Modifikator Effekt - Modifikator Effekt + Modifikator Effekt +
+
+ FW Mod + FW Mod
Anmerkung Status aktiviert
- +
holzbearbeitung B - - - + + + + +
- +
stoffbearbeitung A - - - + + + + +
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steinbearbeitung A - - - + + + + +
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hkkrankheiten B - - - + + + + +
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metallbearbeitung C - - - + + + + +
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fahrzeuge A - - - + + + + +
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alchemie C - - - + + + + +
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lebensmittelbearbeitung A - - - + + + + +
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hkgift B - - - + + + + +
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schloesserknacken C - - - + + + + +
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malenzeichnen A - - - + + + + +
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musizieren A - - - + + + + +
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hkseele B - - - + + + + +
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hkwunden D - - - + + + + +
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boote B - - - + + + + +
KO - + + +
+ + Zauber-Patzer +
- Wirkungsdauer + Zauberdauer
- Dauer + Zauberdauer
@@ -10397,10 +10524,15 @@ - + + +
+ + Liturgie-Patzer +
- Wirkungsdauer + Zauberdauer
- Dauer + Zauberdauer
@@ -11424,76 +11556,74 @@ - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - + + + + + + + - - - - - - - - - - - - + + + + + + + + + + + + - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + - - + + @@ -11559,7 +11689,6 @@ -
@@ -11803,76 +11929,74 @@ - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + - - - - - - - - - + + + + + + + + + - - - - - - - + + + + + + + - - - - - - - - - - - - + + + + + + + + + + + + - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + - - + + @@ -11938,7 +12062,6 @@ -
- - - - - - - -
@@ -12158,8 +12270,6 @@ Nahkampf Fernkampf - - Patzer

Basiswerte

@@ -12260,7 +12370,7 @@ B - + B - + C - + B - + B - - + +
+
+ Fächer + + C + + + + +
Fechtwaffen C - - + + B - + C - - + + C - + B - +
- Peitschen + Peitschen B - + B - - + + C - - + + B - + C - - + +
+
+ Spießwaffen + + C + + + + +
Stangenwaffen C - - + +
+
Wurfwaffen C - + C - - + + C - - + + - +
@@ -12637,7 +12778,7 @@
- +
@@ -12744,12 +12885,11 @@ - Beidhändiger Kampf + Beidhändig -
+
@@ -13068,9 +13227,13 @@
+
+ +
+
@@ -13104,6 +13267,20 @@
+ +
+
+ Patzer +
+
+ + + + + + +
+
Modifikatoren @@ -13138,40 +13315,10 @@ Effekt-Mod. TP
+
- -
-
-

Patzer

-
- - Schaden durch Patzer - erleidet - SP durch einen Patzer - - Attacke/Parade-Patzer - -
-
- - Schild-Patzer - - Fernkampf-Patzer - -
-
- - Zauber-Patzer - - Liturgie-Patzer - - -
- -
-
@@ -13242,6 +13389,8 @@ + + @@ -13409,6 +13558,8 @@ + + @@ -14027,7 +14178,7 @@
{{#dauer}}
- Dauer: {{dauer}} + Dauer: {{dauer}}
{{/dauer}} {{#kosten}} @@ -14092,7 +14243,7 @@
{{#dauer}}
- Dauer: {{dauer}} + Dauer: {{dauer}}
{{/dauer}} {{#kosten}} @@ -14210,6 +14361,33 @@
+ +
+
+ {{name}} +
+
+
Eigenschaft
+
+
+
+ {{probe}} +
A
+
+
+
+ modifikatoren:: {{mod}}, {{status}} +
+
+ {{#rollGreater() probe -1}} + Ergebnis: {{#rollWasCrit() probe}}Kritischer{{/rollWasCrit() probe}}Gelungen + {{/rollGreater() probe -1}} + {{#rollLess() probe 0}} + Ergebnis: {{#rollWasFumble() probe}}Kritischer{{/rollWasFumble() probe}}Misslungen {{/rollLess() probe 0}} +
+
+
+
@@ -14238,15 +14416,35 @@
{{/^rollTotal() mod 0}}
- {{#rollGreater() wurf wert}} - Ergebnis: {{#rollWasFumble() wurf}}Kritischer{{/rollWasFumble() wurf}}Misslungen - {{freitext_misslungen}} - {{/rollGreater() wurf wert}} - {{#^rollGreater() wurf wert}} - Ergebnis: {{#rollWasCrit() wurf}}Kritischer{{/rollWasCrit() wurf}}Gelungen - {{freitext_gelungen}} - {{/^rollGreater() wurf wert}} -
+ Ergebnis: + {{#rollGreater() wurf 19}} + KritischerMisslungen + {{#freitext_misslungen}} +
{{freitext_misslungen}} + {{/freitext_misslungen}} + {{/rollGreater() wurf 19}} + {{#rollLess() wurf 2}} + KritischerGelungen + {{#freitext_gelungen}} +
{{freitext_gelungen}} + {{/freitext_gelungen}} + {{/rollLess() wurf 2}} + + {{#rollBetween() wurf 2 19}} + {{#rollGreater() wurf wert}} + Misslungen + {{#freitext_misslungen}} +
{{freitext_misslungen}} + {{/freitext_misslungen}} + {{/rollGreater() wurf wert}} + {{#^rollGreater() wurf wert}} + Gelungen + {{#freitext_gelungen}} +
{{freitext_gelungen}} + {{/freitext_gelungen}} + {{/^rollGreater() wurf wert}} + {{/rollBetween() wurf 2 19}} +
@@ -14267,15 +14465,35 @@
{{/^rollTotal() mod 0}}
- {{#rollGreater() wurf wert}} - Ergebnis: {{#rollWasFumble() wurf}}Kritischer{{/rollWasFumble() wurf}}Misslungen - {{freitext_misslungen}} - {{/rollGreater() wurf wert}} - {{#^rollGreater() wurf wert}} - Ergebnis: {{#rollWasCrit() wurf}}Kritischer{{/rollWasCrit() wurf}}Gelungen - {{freitext_gelungen}} - {{/^rollGreater() wurf wert}} -
+ Ergebnis: + {{#rollGreater() wurf 19}} + KritischerMisslungen + {{#freitext_misslungen}} +
{{freitext_misslungen}} + {{/freitext_misslungen}} + {{/rollGreater() wurf 19}} + {{#rollLess() wurf 2}} + KritischerGelungen + {{#freitext_gelungen}} +
{{freitext_gelungen}} + {{/freitext_gelungen}} + {{/rollLess() wurf 2}} + + {{#rollBetween() wurf 2 19}} + {{#rollGreater() wurf wert}} + Misslungen + {{#freitext_misslungen}} +
{{freitext_misslungen}} + {{/freitext_misslungen}} + {{/rollGreater() wurf wert}} + {{#^rollGreater() wurf wert}} + Gelungen + {{#freitext_gelungen}} +
{{freitext_gelungen}} + {{/freitext_gelungen}} + {{/^rollGreater() wurf wert}} + {{/rollBetween() wurf 2 19}} +
@@ -14296,15 +14514,35 @@
{{/^rollTotal() mod 0}}
- {{#rollGreater() wurf wert}} - Ergebnis: {{#rollWasFumble() wurf}}Kritischer{{/rollWasFumble() wurf}}Misslungen - {{freitext_misslungen}} - {{/rollGreater() wurf wert}} - {{#^rollGreater() wurf wert}} - Ergebnis: {{#rollWasCrit() wurf}}Kritischer{{/rollWasCrit() wurf}}Gelungen - {{freitext_gelungen}} - {{/^rollGreater() wurf wert}} -
+ Ergebnis: + {{#rollGreater() wurf 19}} + KritischerMisslungen + {{#freitext_misslungen}} +
{{freitext_misslungen}} + {{/freitext_misslungen}} + {{/rollGreater() wurf 19}} + {{#rollLess() wurf 2}} + KritischerGelungen + {{#freitext_gelungen}} +
{{freitext_gelungen}} + {{/freitext_gelungen}} + {{/rollLess() wurf 2}} + + {{#rollBetween() wurf 2 19}} + {{#rollGreater() wurf wert}} + Misslungen + {{#freitext_misslungen}} +
{{freitext_misslungen}} + {{/freitext_misslungen}} + {{/rollGreater() wurf wert}} + {{#^rollGreater() wurf wert}} + Gelungen + {{#freitext_gelungen}} +
{{freitext_gelungen}} + {{/freitext_gelungen}} + {{/^rollGreater() wurf wert}} + {{/rollBetween() wurf 2 19}} +
@@ -14343,7 +14581,7 @@

{{name}}

- +
{{name}}
@@ -14510,7 +14748,7 @@ Schaden durch Patzer
- Auswirkung: + Auswirkung: {{name}} erleidet{{wurf}}Schaden durch Patzer
@@ -14646,6 +14884,1109 @@ getSectionIDsAsync, setAttrsAsync } +})(); + const dsa5sheetFunctions = (() => { + const calcInitiative = () => { + getAttrs(["toggle_npc", "mut_gesamt", "gewandheit_gesamt", "ini_grundwert", "ini_modifikator", "belastung_gesamt", "ini_be_modifikator"], function(values) { + const toggle_npc = values.toggle_npc; + const ini_modifikator = parseInt(values.ini_modifikator) || 0; + const ini_basiswert = Math.round((parseInt(values.mut_gesamt) + parseInt(values.gewandheit_gesamt)) / 2); + const ini_be_modifikator = parseInt(values.ini_be_modifikator) || 0; + const belastung_gesamt = parseInt(values.belastung_gesamt) || 0; + const ini_grundwert = toggle_npc == 'character' ? ini_basiswert : (parseInt(values.ini_grundwert) || 0); + + const ini_gesamt = ini_grundwert + ini_modifikator + ini_be_modifikator - belastung_gesamt; + console.log("DSA5 - calc ini toggle " + toggle_npc + " ini_mod " + ini_modifikator + " grundwert " + ini_grundwert + " ini_basiswert " + ini_basiswert + " ini_be_modifikator " + ini_be_modifikator + " belastung_gesamt " + belastung_gesamt); + setAttrs({ + ini_gesamt, + ini_grundwert + }); + }); + } + + const calcGlaubeMod = () => { + getAttrs(["liturgiedauer_mod", "geste_mod", "reichweite_mod", "formel_mod", "kosten_mod", "fremdtradition_mod", "ritualplatz_mod", "aufrechterhaltung_mod", "zeit_mod", "kleidung_mod", "glaube_entrueckung_akt", "geraetschaften_mod", "glaube_sf_mod", "glaube_effekt_mod", "status_gesamt", "entrueckung_gesamt", "belastung_gesamt"], function(values) { + + const glaube_mod_summe = parseInt(values.liturgiedauer_mod || 0) + + parseInt(values.geste_mod || 0) + + parseInt(values.reichweite_mod || 0) + + parseInt(values.formel_mod || 0) + + parseInt(values.kosten_mod || 0) + + parseInt(values.fremdtradition_mod || 0) + + parseInt(values.ritualplatz_mod || 0) + + (-1 * parseInt(values.aufrechterhaltung_mod || 0)) + + parseInt(values.zeit_mod || 0) + + parseInt(values.kleidung_mod || 0) + + parseInt(values.geraetschaften_mod || 0); + const entrueckung_modifier = getEntruecktModifier(values.glaube_entrueckung_akt, parseInt(values.entrueckung_gesamt || 0)); + const status_modifier = Math.max(-5, parseInt(values.status_gesamt || 0) + parseInt(values.entrueckung_gesamt || 0) + entrueckung_modifier + parseInt(values.belastung_gesamt)); + const glaube_mod_gesamt = glaube_mod_summe + status_modifier; + + setAttrs({ + glaube_mod_summe, + glaube_mod_gesamt, + status_modifier_glaube: status_modifier + }); + }); + } + + const calcMagieMod = () => { + getAttrs(["zauberdauer_mod", "geste_mod", "reichweite_mod", "formel_mod", "kosten_mod", "fremdtradition_mod", "ritualplatz_mod", "aufrechterhaltung_mod", "zeit_mod", "kleidung_mod", "magie_entrueckung_akt", "geraetschaften_mod", "magie_sf_mod", "magie_effekt_mod", "status_gesamt", "entrueckung_gesamt", "belastung_gesamt"], function(values) { + + const magie_mod_summe = parseInt(values.zauberdauer_mod || 0) + + parseInt(values.geste_mod || 0) + + parseInt(values.reichweite_mod || 0) + + parseInt(values.formel_mod || 0) + + parseInt(values.kosten_mod || 0) + + parseInt(values.fremdtradition_mod || 0) + + parseInt(values.ritualplatz_mod || 0) + + (-1 * parseInt(values.aufrechterhaltung_mod || 0)) + + parseInt(values.zeit_mod || 0) + + parseInt(values.kleidung_mod || 0) + + parseInt(values.geraetschaften_mod || 0); + const entrueckung_modifier = getEntruecktModifier(values.magie_entrueckung_akt, parseInt(values.entrueckung_gesamt || 0)); + const status_modifier = Math.max(-5, parseInt(values.status_gesamt || 0) + parseInt(values.entrueckung_gesamt || 0) + entrueckung_modifier + parseInt(values.belastung_gesamt)); + const magie_mod_gesamt = magie_mod_summe + status_modifier; + + setAttrs({ + magie_mod_summe, + magie_mod_gesamt, + status_modifier_magie: status_modifier + }); + }); + } + + const calcTrageLast = async() => { + console.log("Updating Traglast") + const equipmentIds = await dsa5helpers.getSectionIDsAsync("inventory") + const rangeweaponIds = await dsa5helpers.getSectionIDsAsync("rangeweapon") + const armorIds = await dsa5helpers.getSectionIDsAsync("armor") + const meleeweaponIds = await dsa5helpers.getSectionIDsAsync("meleeweapon") + const attrs = [] + for (const id of equipmentIds) { + attrs.push(`repeating_inventory_${id}_weight`, `repeating_inventory_${id}_count`) + } + for (const id of rangeweaponIds) { + attrs.push(`repeating_rangeweapon_${id}_weight`) + } + for (const id of meleeweaponIds) { + attrs.push(`repeating_meleeweapon_${id}_weight`) + } + for (const id of armorIds) { + attrs.push(`repeating_armor_${id}_weight`, `repeating_armor_${id}_ruestung_auswahl`) + } + let traglast = 0.0 + const res = await dsa5helpers.getAttrsAsync(attrs) + for (const id of equipmentIds) { + traglast += Number(res[`repeating_inventory_${id}_weight`]) * Number(res[`repeating_inventory_${id}_count`]) + } + for (const id of rangeweaponIds) { + traglast += Number(res[`repeating_rangeweapon_${id}_weight`]) + } + for (const id of meleeweaponIds) { + traglast += Number(res[`repeating_meleeweapon_${id}_weight`]) + } + for (const id of armorIds) { + traglast += Number(res[`repeating_armor_${id}_weight`]) * (1 - Number(res[`repeating_armor_${id}_ruestung_auswahl`])) + } + traglast = Number(Math.round(traglast + 'e3') + 'e-3') + + setAttrs({ traglast }) + } + + const calcArmor = async() => { + let update = {} + const val = await dsa5helpers.getAttrsAsync(["toggle_npc"]) + if (val.toggle_npc == 'character') { + const idarray = await dsa5helpers.getSectionIDsAsync("armor") + const attrs = ["belastungsgewoehnung_mod"] + idarray.forEach(elem => { + attrs.push(...[`repeating_armor_${elem}_ruestung_auswahl`, `repeating_armor_${elem}_ruestung_rs`, `repeating_armor_${elem}_ruestung_preset`, `repeating_armor_${elem}_ruestung_be_mod`, `repeating_armor_${elem}_ruestung_ini_mod`, `repeating_armor_${elem}_ruestung_gs_mod`, `repeating_armor_${elem}_ruestung_rs_mod`]) + }); + const elems = idarray; + const values_inner = await dsa5helpers.getAttrsAsync(attrs) + let rs = 0; + let rs_be_mod = 0; + let be_gs_mod = 0; + let be_ini_mod = 0; + let belastungsgewoehnung_mod = Math.max(0, Number(values_inner.belastungsgewoehnung_mod) || 0) + for (let i = 0; i < elems.length; i++) { + const elem = elems[i] + + if (values_inner[`repeating_armor_${elem}_ruestung_auswahl`] == "1") { + const ruestung_rs = parseInt(values_inner[`repeating_armor_${elem}_ruestung_rs`]) || 0; + const ruestung_preset = parseInt(values_inner[`repeating_armor_${elem}_ruestung_preset`]) || 0; + const ruestung_be_mod = parseInt(values_inner[`repeating_armor_${elem}_ruestung_be_mod`]) || 0; + const ruestung_ini_mod = parseInt(values_inner[`repeating_armor_${elem}_ruestung_ini_mod`]) || 0; + const ruestung_gs_mod = parseInt(values_inner[`repeating_armor_${elem}_ruestung_gs_mod`]) || 0; + const ruestung_rs_mod = parseInt(values_inner[`repeating_armor_${elem}_ruestung_rs_mod`]) || 0; + + const be = [0, 0, 1, 1, 2, 2, 3, 3][ruestung_preset]; + const ini = ruestung_preset % 2; + const gs = ini; + + rs += ruestung_rs + ruestung_rs_mod; + rs_be_mod += be + ruestung_be_mod; + be_gs_mod += gs + ruestung_gs_mod; + be_ini_mod += gs + ruestung_ini_mod; + } + } + console.log("DSA5 - triggered: Change ruestung: " + "rs: " + rs + " rs_be_mod: " + rs_be_mod + " be_gs_mod: " + be_gs_mod + " be_ini_mod: " + be_ini_mod); + + update = { + rs: rs, + rs_be_mod: rs_be_mod - (rs_be_mod > 0 ? belastungsgewoehnung_mod : 0), + gs_be_modifikator: (be_gs_mod - (be_gs_mod > 0 ? belastungsgewoehnung_mod : 0)) * -1, + ini_be_modifikator: (be_ini_mod - (be_ini_mod > 0 ? belastungsgewoehnung_mod : 0)) * -1 + } + + } else { + const values = await dsa5helpers.getAttrsAsync(["rs_modifikator", "rs_grundwert"]) + const rs_modifikator = parseInt(values.rs_modifikator) || 0; + const rs_grundwert = parseInt(values.rs_grundwert) || 0; + const rs = rs_grundwert + rs_modifikator; + + update = { + rs: rs, + rs_grundwert: rs_grundwert, + rs_modifikator: rs_modifikator + } + } + console.log("DSA5 - Armor update done") + return update + } + + const updateWeaponSelection = (eventInfo, attribute, weapontype) => { + if (eventInfo.newValue == 1) { + const id = dsa5helpers.getRowId(eventInfo.sourceAttribute) + let update = { + [attribute]: id + } + + getSectionIDs(weapontype, function(idarray) { + for (let k of idarray) { + if (k != id) update[`repeating_${weapontype}_${k}_${attribute}`] = 0 + } + setAttrs(update) + }) + } else if (eventInfo.newValue === "0" && eventInfo.previousValue === "1") { + setAttrs({ + [attribute]: "-" + }) + } + } + + const recalcRangeWeapon = (ids) => { + let attrs = dsa5Module().dsa5.conditions.map(x => `${x}_gesamt`) + attrs.push(...dsa5Module().dsa5.combatskills.range.map(x => `at_${x}`)) + attrs.push(...dsa5Module().dsa5.combatskills.range.map(x => `${x}_entrueckung_akt`)) + attrs.push(...["fk_waffe", "gesamt_fk_mod", "gesamt_tp_mod", "fk_ladezeit_mod"]) + for (const id of ids) { + attrs.push(...[`repeating_rangeweapon_${id}_fkwaffe_typ`, `repeating_rangeweapon_${id}_fkwaffe_name`, `repeating_rangeweapon_${id}_fkwaffe_tp_anz_wuerfel`, `repeating_rangeweapon_${id}_fkwaffe_tp_wert`, `repeating_rangeweapon_${id}_fkwaffe_mun`, `repeating_rangeweapon_${id}_fkwaffe_ladezeit`, `repeating_rangeweapon_${id}_fkwaffe_rw`, `repeating_rangeweapon_${id}_fkwaffe_rw`, `repeating_rangeweapon_${id}_fkwaffe_tp_mod`, `repeating_rangeweapon_${id}_fkwaffe_fk_mod`, `repeating_rangeweapon_${id}_fkwaffe_tp_wuerfel`]) + } + + //TODO get data of selected weapon + getAttrs(attrs, function(values) { + let update = {} + + const id = values['fk_waffe'] + + if (!values[`repeating_rangeweapon_${id}_fkwaffe_typ`]) { + update = { + fk_roll: 0, + fk_tp_dice_roll: 0, + fk_tp_zusatz_roll: 0, + fk_reichweite: "-", + fk_ladezeit: 0, + fk_tp_dice_select: 0, + fk_name: "-", + fk_rw: "" + } + } else { + + let fkwaffe_typ = values[`repeating_rangeweapon_${id}_fkwaffe_typ`]; + let fkwaffe_tp_anz_wuerfel = parseInt(values[`repeating_rangeweapon_${id}_fkwaffe_tp_anz_wuerfel`]) || 1; + let fkwaffe_tp_wert = parseInt(values[`repeating_rangeweapon_${id}_fkwaffe_tp_wert`]) || 0; + //let fkwaffe_mun = parseInt(values[`repeating_rangeweapon_${id}_fkwaffe_mun`]) || 0; + let fkwaffe_ladezeit = parseInt(values[`repeating_rangeweapon_${id}_fkwaffe_ladezeit`]) || 0; + let fkwaffe_rw = values[`repeating_rangeweapon_${id}_fkwaffe_rw`]; + //let fkwaffe_tp_mod = parseInt(values[`repeating_rangeweapon_${id}_fkwaffe_tp_mod`]) || 0; + let fkwaffe_fk_mod = parseInt(values[`repeating_rangeweapon_${id}_fkwaffe_fk_mod`]) || 0; + let fk_tp_dice_select = values[`repeating_rangeweapon_${id}_fkwaffe_tp_wuerfel`]; + + let fk = 0; + let entrueckung_modifier = 0; + + if (dsa5Module().dsa5.combatskills.range.includes(fkwaffe_typ)) { + fk = parseInt(values[`at_${fkwaffe_typ}`]); + entrueckung_modifier = getEntruecktModifier(values[`${fkwaffe_typ}_entrueckung_akt`], parseInt(values.entrueckung_gesamt)); + } + let red = dsa5Module().dsa5.conditions.reduce((x, y) => { return x + parseInt(values[`${y}_gesamt`]) }, 0) + let status_modifier = ((-1 * red) + entrueckung_modifier); + if (status_modifier < -5) { status_modifier = -5; }; + //let gesamt_fk_mod = parseInt(values.gesamt_fk_mod) || 0; + //let gesamt_tp_mod = parseInt(values.gesamt_tp_mod) || 0; + let fk_roll = fk + fkwaffe_fk_mod + status_modifier; + let fk_tp_dice_roll = fkwaffe_tp_anz_wuerfel; + let fk_tp_zusatz_roll = fkwaffe_tp_wert; + let fk_reichweite = fkwaffe_rw; + let fk_ladezeit = fkwaffe_ladezeit + parseInt(values.fk_ladezeit_mod); + console.log("Updating", values[`repeating_rangeweapon_${id}_fkwaffe_name`]) + update = { + fk_roll: fk_roll, + fk_tp_dice_roll: fk_tp_dice_roll, + fk_tp_zusatz_roll: fk_tp_zusatz_roll, + fk_reichweite: fk_reichweite, + fk_ladezeit: fk_ladezeit, + fk_tp_dice_select: fk_tp_dice_select, + fk_rw: values[`repeating_rangeweapon_${id}_fkwaffe_rw`], + fk_name: values[`repeating_rangeweapon_${id}_fkwaffe_name`] + } + } + setAttrs(update); + }); + } + + const calcMainHand = (values, nkwaffe) => { + //if (!nkwaffe) return + + const waffe_typ = values[`repeating_meleeweapon_${nkwaffe}_waffe_typ`] || 'raufen'; + //let waffe_leiteigenschaft = values[`waffe_leiteigenschaft_${nk_waffe}`]; + //let waffe_leiteigenschaft_input = parseInt(values[`waffe_leiteigenschaft_input_${nk_waffe}`]) || 0; + const waffe_tp_bonus = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_tp_bonus`]) || 0; + const waffe_tp_anz_wuerfel = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_tp_anz_wuerfel`]) || 1; + const waffe_tp_wert = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_tp_wert`]) || 0; + const waffe_at = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_at`]) || 0; + const waffe_pa = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_pa`]) || 0; + const waffe_tp_mod = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_tp_mod`]) || 0; + const waffe_at_mod = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_at_mod`]) || 0; + const waffe_pa_mod = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_pa_mod`]) || 0; + const nk_tp_dice_select = values[`repeating_meleeweapon_${nkwaffe}_waffe_tp_wuerfel`] || "d6"; + + const at_situation_mod = parseInt(values.at_situation_mod) || 0; + const pa_situation_mod = parseInt(values.pa_situation_mod) || 0; + const tp_situation_mod = parseInt(values.tp_situation_mod) || 0; + + const vw_grundwert = parseInt(values.vw_grundwert) || 0; + const vw_modifikator = parseInt(values.vw_modifikator) || 0; + + let at = 0; + let pa = 0; + let entrueckung_modifier = 0; + + switch (waffe_typ) { + case "0": + break + case "kettenwaffen": + case "lanzen": + at = parseInt(values[`at_${waffe_typ}`]); + entrueckung_modifier = getEntruecktModifier(values[`${waffe_typ}_entrueckung_akt`], parseInt(values.entrueckung_gesamt)); + break; + default: + at = parseInt(values[`at_${waffe_typ}`]); + pa = parseInt(values[`pa_${waffe_typ}`]); + entrueckung_modifier = getEntruecktModifier(values[`${waffe_typ}_entrueckung_akt`], parseInt(values.entrueckung_gesamt)); + }; + const isShield = waffe_typ == "schilde" + const rw = Number(values[`repeating_meleeweapon_${nkwaffe}_waffe_rw`]) || 1 + if (isShield) { + at += _getEingeengtMod(Number(values["eingeengt"]), rw, false, true) + pa += _getEingeengtMod(Number(values["eingeengt"]), rw, true, true) + } else { + const eingeengtModAt = _getEingeengtMod(Number(values["eingeengt"]), rw, true, false) + at += eingeengtModAt + pa += eingeengtModAt + } + + let status_modifier = Math.max(-5, ((-1 * dsa5Module().dsa5.conditions.reduce((x, y) => { return x + parseInt(values[`${y}_gesamt`]) }, 0)) + entrueckung_modifier)); + + let beidhand_kampf_mod = Math.min(0, parseInt(values.beidhand_kampf) == 1 ? parseInt(values.beidhand_kampf_mod) : 0) + + let parade_malus = (-3 * (parseInt(values.parade_malus_select) || 0) + + (parseInt(values.parade_malus_select) || 0) * + (parseInt(values.parade_zweite_mod) || 0)); + let at_roll = at + waffe_at + waffe_at_mod + status_modifier + at_situation_mod + beidhand_kampf_mod + + (parseInt(values.at_sf_mod) || 0) + + (parseInt(values.at_effekt_mod) || 0) + let pa_roll = pa + waffe_pa + waffe_pa_mod + status_modifier + pa_situation_mod + parade_malus + + (parseInt(values.pa_sf_mod) || 0) + + (parseInt(values.pa_effekt_mod) || 0) + + beidhand_kampf_mod + + (parseInt(values.pa_schildpassiv_bonus) || 0); + let ausweichen_malus = (-3 * (parseInt(values.parade_malus_select) || 0) + + (parseInt(values.parade_malus_select) || 0) * (parseInt(values.ausweichen_zweite_mod) || 0)); + let aw_roll = parseInt(values.aw_gesamt) + status_modifier + pa_situation_mod + ausweichen_malus + + (parseInt(values.aw_sf_mod) || 0) + + (parseInt(values.aw_effekt_mod) || 0); + let passierschlag_roll = -4 + at + waffe_at + waffe_at_mod + status_modifier + at_situation_mod + + (parseInt(values.at_effekt_mod) || 0) + beidhand_kampf_mod; + let tp_dice_roll = waffe_tp_anz_wuerfel; + let tp_zusatz_roll = waffe_tp_wert + waffe_tp_bonus + waffe_tp_mod + + (parseInt(values.tp_sf_mod) || 0) + (parseInt(values.tp_effekt_mod) || 0) + tp_situation_mod; + let passierschlag_tp_zusatz_roll = waffe_tp_wert + waffe_tp_bonus + waffe_tp_mod + tp_situation_mod + + (parseInt(values.tp_effekt_mod) || 0) + let vw_roll = vw_grundwert + vw_modifikator + status_modifier + pa_situation_mod + parade_malus + + (parseInt(values.pa_sf_mod) || 0) + + (parseInt(values.pa_effekt_mod) || 0) + + return { + at_roll: at_roll, + pa_roll: pa_roll, + vw_roll: vw_roll, + + aw_roll: aw_roll, + passierschlag_roll: passierschlag_roll, + tp_dice_roll: tp_dice_roll, + tp_zusatz_roll: tp_zusatz_roll, + passierschlag_tp_zusatz_roll: passierschlag_tp_zusatz_roll, + kampfstatus_modifier: status_modifier, + parade_malus: parade_malus, + ausweichen_malus: ausweichen_malus, + nk_tp_dice_select: nk_tp_dice_select, + nk_name: values[`repeating_meleeweapon_${nkwaffe}_waffe_name`] || getTranslationByKey('raufen') + } + } + + const _getEingeengtMod = (eingeengt, weaponsize, parry = false, shield = false) => { + if (eingeengt == 1) { + if (shield) { + if (parry) { + return { + 1: -2, + 2: -3, + 3: -4 + }[weaponsize] + } else { + return { + 1: -2, + 2: -4, + 3: -6 + }[weaponsize] + } + } + + return { + 1: 0, + 2: -4, + 3: -8 + }[weaponsize] + } + return 0 + } + + const calcOffHand = (values, nkwaffe) => { + let schild_typ = values[`repeating_meleeweapon_${nkwaffe}_waffe_typ`] || 'raufen'; + //let schild_leiteigenschaft = values.schild_leiteigenschaft_1; + //let schild_leiteigenschaft_input = parseInt(values.schild_leiteigenschaft_input_1) || 0; + let schild_tp_bonus = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_tp_bonus`]) || 0; + let schild_tp_anz_wuerfel = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_tp_anz_wuerfel`]) || 1; + let schild_tp_wert = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_tp_wert`]) || 0; + let schild_at = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_at`]) || 0; + let schild_pa = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_pa`]) || 0; + let schild_tp_mod = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_tp_mod`]) || 0; + let schild_at_mod = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_at_mod`]) || 0; + let schild_pa_mod = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_pa_mod`]) || 0; + let nh_tp_dice_select = values[`repeating_meleeweapon_${nkwaffe}_waffe_tp_wuerfel`] || "d6"; + + let at_situation_mod = parseInt(values.at_situation_mod) || 0; + let pa_situation_mod = parseInt(values.pa_situation_mod) || 0; + let tp_situation_mod = parseInt(values.tp_situation_mod) || 0; + + let at = 0; + let pa = 0; + let entrueckung_modifier = 0; + + switch (schild_typ) { + case "kettenwaffen": + case "lanzen": + at = parseInt(values[`at_${schild_typ}`]); + entrueckung_modifier = getEntruecktModifier(values[`${schild_typ}_entrueckung_akt`], parseInt(values.entrueckung_gesamt)); + break; + case "0": + break; + default: + at = parseInt(values[`at_${schild_typ}`]); + pa = parseInt(values[`pa_${schild_typ}`]); + entrueckung_modifier = getEntruecktModifier(values[`${schild_typ}_entrueckung_akt`], parseInt(values.entrueckung_gesamt)); + }; + + const isShield = schild_typ == "schilde" + const rw = Number(values[`repeating_meleeweapon_${nkwaffe}_waffe_rw`]) || 1 + if (isShield) { + at += _getEingeengtMod(Number(values["eingeengt"]), rw, false, true) + pa += _getEingeengtMod(Number(values["eingeengt"]), rw, true, true) + } else { + const eingeengtModAt = _getEingeengtMod(Number(values["eingeengt"]), rw, true, false) + at += eingeengtModAt + pa += eingeengtModAt + } + + + let status_modifier = Math.max(-5, ((-1 * dsa5Module().dsa5.conditions.reduce((x, y) => { return x + parseInt(values[`${y}_gesamt`]) }, 0)) + entrueckung_modifier)); + + let beidhand_kampf_mod = Math.min(0, parseInt(values.beidhand_kampf) == 1 ? parseInt(values.beidhand_kampf_mod) : 0) + + let falsche_hand_mod = Math.min(0, parseInt(values.falsche_hand_mod)) + let parade_malus = (-3 * parseInt(values.parade_malus_select || 0)) + + (parseInt(values.parade_malus_select || 0) * parseInt(values.parade_zweite_mod)); + let at_nh_roll = at + schild_at + schild_at_mod + status_modifier + at_situation_mod + + (parseInt(values.at_sf_mod) || 0) + (parseInt(values.at_effekt_mod) || 0) + + beidhand_kampf_mod + falsche_hand_mod + let pa_schildpassiv_bonus = 0; + let pa_nh_roll = pa + schild_pa + schild_pa_mod + status_modifier + pa_situation_mod + parade_malus + + (parseInt(values.pa_sf_mod) || 0) + + (parseInt(values.pa_effekt_mod) || 0) + + beidhand_kampf_mod + falsche_hand_mod; + + if (isShield) { + pa_schildpassiv_bonus = schild_pa; + pa_nh_roll = pa + (schild_pa * 2) + schild_pa_mod + status_modifier + pa_situation_mod + parade_malus + + (parseInt(values.pa_sf_mod) || 0) + + (parseInt(values.pa_effekt_mod) || 0); + } + + let tp_nh_dice_roll = schild_tp_anz_wuerfel; + let tp_nh_zusatz_roll = schild_tp_wert + schild_tp_bonus + schild_tp_mod + tp_situation_mod + + (parseInt(values.tp_sf_mod) || 0) + + (parseInt(values.tp_effekt_mod) || 0) + return { + at_nh_roll: at_nh_roll, + pa_nh_roll: pa_nh_roll, + tp_nh_dice_roll: tp_nh_dice_roll, + tp_nh_zusatz_roll: tp_nh_zusatz_roll, + pa_schildpassiv_bonus: pa_schildpassiv_bonus, + nh_tp_dice_select: nh_tp_dice_select, + nh_name: values[`repeating_meleeweapon_${nkwaffe}_waffe_name`] || getTranslationByKey('raufen') + } + } + + const recalcWeapon = (ids) => { + let attrs = dsa5Module().dsa5.conditions.map(x => `${x}_gesamt`) + attrs.push(...dsa5Module().dsa5.combatskills.melee.map(x => `at_${x}`)) + attrs.push(...dsa5Module().dsa5.combatskills.melee.map(x => `pa_${x}`)) + attrs.push(...dsa5Module().dsa5.combatskills.melee.map(x => `${x}_entrueckung_akt`)) + attrs.push(...["nk_waffe", "nh_waffe", "falsche_hand_mod", "at_effekt_mod", "pa_effekt_mod", "aw_effekt_mod", "at_sf_mod", + "pa_sf_mod", "aw_sf_mod", "tp_sf_mod", "tp_effekt_mod", "at_situation_mod", "pa_situation_mod", "tp_situation_mod", + "parade_malus_select", "parade_zweite_mod", "ausweichen_zweite_mod", "aw_gesamt", "beidhand_kampf", "beidhand_kampf_mod", + "pa_schildpassiv_bonus", "vw_grundwert", "vw_modifikator", "eingeengt" + ]) + for (const id of ids) { + attrs.push(...["waffe_rw", "waffe_name", `waffe_typ`, `waffe_leiteigenschaft`, "waffe_nebenhand", `waffe_leiteigenschaft_input`, `waffe_tp_bonus`, `waffe_tp_anz_wuerfel`, `waffe_tp_wert`, `waffe_at`, `waffe_pa`, `waffe_tp_mod`, `waffe_at_mod`, `waffe_pa_mod`, `waffe_tp_wuerfel`].map(x => `repeating_meleeweapon_${id}_${x}`)) + } + //TODO get only data of selected weapon + getAttrs(attrs, function(values) { + let nk_waffe = values.nk_waffe; + let nh_waffe = values.nh_waffe; + let update = {} + update = calcMainHand(values, nk_waffe) + update = {...update, ...calcOffHand(values, nh_waffe) } + setAttrs(update, console.log("DSA5 - updated weapon")); + }); + } + + const updateTalentModifier = async(talents) => { + const attrs = dsa5Module().dsa5.conditions.map(x => `${x}_gesamt`) + attrs.push("zusatz_gesamt") + for (const skill of talents) { + attrs.push(...[`${skill}_sf_mod`, `${skill}_fw_mod`, `${skill}_effekt_mod`, `${skill}_be_akt`, `${skill}_betaeubung_akt`, `${skill}_furcht_akt`, `${skill}_paralyse_akt`, `${skill}_schmerz_akt`, `${skill}_trance_akt`, `${skill}_verwirrung_akt`, `${skill}_entrueckung_akt`, `${skill}_zusatz_akt`]) + } + + const values = await dsa5helpers.getAttrsAsync(attrs) + const update = {} + const belastung_gesamt = parseInt(values.belastung_gesamt) || 0; + const betaeubung_gesamt = parseInt(values.betaeubung_gesamt) || 0; + const entrueckung_gesamt = parseInt(values.entrueckung_gesamt) || 0; + const furcht_gesamt = parseInt(values.furcht_gesamt) || 0; + const paralyse_gesamt = parseInt(values.paralyse_gesamt) || 0; + const schmerz_gesamt = parseInt(values.schmerz_gesamt) || 0; + const trance_gesamt = parseInt(values.trance_gesamt) || 0; + const verwirrung_gesamt = parseInt(values.verwirrung_gesamt) || 0; + const zusatz_gesamt = parseInt(values.zusatz_gesamt) || 0; + for (const skill of talents) { + const sf_mod = parseInt(values[`${skill}_sf_mod`]) || 0; + const effekt_mod = parseInt(values[`${skill}_effekt_mod`]) || 0; + const belastung_akt = parseInt(values[`${skill}_be_akt`]) || 0; + const betaeubung_akt = parseInt(values[`${skill}_betaeubung_akt`]) || 0; + const furcht_akt = parseInt(values[`${skill}_furcht_akt`]) || 0; + const paralyse_akt = parseInt(values[`${skill}_paralyse_akt`]) || 0; + const schmerz_akt = parseInt(values[`${skill}_schmerz_akt`]) || 0; + const trance_akt = parseInt(values[`${skill}_trance_akt`]) || 0; + const verwirrung_akt = parseInt(values[`${skill}_verwirrung_akt`]) || 0; + const entrueckung_akt = values[`${skill}_entrueckung_akt`]; + const zusatz_akt = parseInt(values[`${skill}_zusatz_akt`]) || 0; + const entrueckung_modifier = getEntruecktModifier(entrueckung_akt, entrueckung_gesamt); + + const status_modifier = Math.max(-5, (-1 * ((belastung_gesamt * belastung_akt) + (betaeubung_gesamt * betaeubung_akt) + (furcht_gesamt * furcht_akt) + (paralyse_gesamt * paralyse_akt) + (schmerz_gesamt * schmerz_akt) + (trance_gesamt * trance_akt) + (verwirrung_gesamt * verwirrung_akt) + (zusatz_gesamt * zusatz_akt))) + entrueckung_modifier); + const gesamt_mod = status_modifier + sf_mod + effekt_mod + console.log(`DSA5 - triggered: updateTalentModifier: Talent: ${skill} ## modifier ${status_modifier} gesamt_mod ${gesamt_mod}`); + update[`${skill}_gesamt_mod`] = gesamt_mod; + } + return update + } + + const changeCondition = async(conditions) => { + let update = {} + let attrs = ["tragekraft_belastung"] + conditions.forEach(condition => { + attrs.push(`${condition}_basis`, `${condition}_mod`, `${condition}_gear`) + }) + const values = await dsa5helpers.getAttrsAsync(attrs) + conditions.forEach(condition => { + const basis = parseInt(values[`${condition}_basis`]) || 0; + const mod = parseInt(values[`${condition}_mod`]) || 0; + let gear = parseInt(values[`${condition}_gear`]) || 0; + if (condition == "belastung") gear += parseInt(values.tragekraft_belastung) || 0 + console.log(`Update condition ${condition} ${basis},${mod},${gear}`) + update[`${condition}_gesamt`] = Math.max(0, Math.min(4, basis + mod + gear)) + }) + return update + } + + const change_modifierV2 = async() => { + const specIds = await dsa5helpers.getSectionIDsAsync("sonderfertigkeit") + const efIds = await dsa5helpers.getSectionIDsAsync("effekt") + + let attrs = [] + for (const id of specIds) { + attrs.push( + `repeating_sonderfertigkeit_${id}_sonderfertigkeit_aktiviert`, + ...dsa5Module().dsa5.modifiers.map(x => `repeating_sonderfertigkeit_${id}_sonderfertigkeit_auswahl${x}`), + ...dsa5Module().dsa5.modifiers.map(x => `repeating_sonderfertigkeit_${id}_sonderfertigkeit_mod${x}`) + ) + } + for (const id of efIds) { + attrs.push( + `repeating_effekt_${id}_effekt_aktiviert`, + ...dsa5Module().dsa5.modifiers.map(x => `repeating_effekt_${id}_effekt_auswahl${x}`), + ...dsa5Module().dsa5.modifiers.map(x => `repeating_effekt_${id}_effekt_mod${x}`) + ) + } + const values = await dsa5helpers.getAttrsAsync(attrs) + let data = { + "add_modifikator": 0, + "mut_modifier": 0, + "klugheit_modifier": 0, + "intuition_modifier": 0, + "charisma_modifier": 0, + "fingerfertigkeit_modifier": 0, + "gewandheit_modifier": 0, + "konstitution_modifier": 0, + "koerperkraft_modifier": 0, + "le_modifikator": 0, + "ae_modifikator": 0, + "ke_modifikator": 0, + "sk_modifikator": 0, + "zk_modifikator": 0, + "ini_modifikator": 0, + "aw_modifikator": 0, + "gs_modifikator": 0, + "schips_modifikator": 0, + "le_regeneration_mod": 0, + "ae_regeneration_mod": 0, + "ke_regeneration_mod": 0, + "belastungsgewoehnung_mod": 0, + "tragekraft_mod": 0, + "at_sf_mod": 0, + "pa_sf_mod": 0, + "aw_sf_mod": 0, + "tp_sf_mod": 0, + "fk_sf_mod": 0, + "nh_at_sf_mod": 0, + "nh_pa_sf_mod": 0, + "nh_tp_sf_mod": 0, + "parade_zweite_mod": 0, + "ausweichen_zweite_mod": 0, + "beidhand_kampf_mod": -2, + "falsche_hand_mod": -4, + "belastung_gear": 0, + "betaebung_gear": 0, + "entrueckung_gear": 0, + "furcht_gear": 0, + "paralyse_gear": 0, + "schmerz_gear": 0, + "trance_gear": 0, + "verwirrung_gear": 0, + "erregung_gear": 0 + } + for (let skill of dsa5Module().dsa5.skills) { + data[`${skill}_sf_mod`] = 0 + data[`${skill}_effekt_mod`] = 0 + data[`${skill}_fw_mod`] = 0 + } + + dsa5Module().dsa5.modifiers.forEach(x => { + for (const id of specIds) { + if (Number(values[`repeating_sonderfertigkeit_${id}_sonderfertigkeit_aktiviert`]) == 1) { + if (_getAttrfromSelection(values[`repeating_sonderfertigkeit_${id}_sonderfertigkeit_auswahl${x}`]) in data) + data[_getAttrfromSelection(values[`repeating_sonderfertigkeit_${id}_sonderfertigkeit_auswahl${x}`])] += Number(values[`repeating_sonderfertigkeit_${id}_sonderfertigkeit_mod${x}`]) + else + console.warn(`change modifier unknown ${values[`repeating_sonderfertigkeit_${id}_sonderfertigkeit_auswahl${x}`]}`) + + } + } + for (const id of efIds) { + if (Number(values[`repeating_effekt_${id}_effekt_aktiviert`]) == 1) { + if (_getAttrfromSelection(values[`repeating_effekt_${id}_effekt_auswahl${x}`]) in data) + data[_getAttrfromSelection(values[`repeating_effekt_${id}_effekt_auswahl${x}`])] += Number(values[`repeating_effekt_${id}_effekt_mod${x}`]) + else + console.warn(`change modifier unknown ${values[`repeating_effekt_${id}_effekt_auswahl${x}`]}`) + + } + } + }) + //console.log(data) + setAttrs(data); + } + + const _getAttrfromSelection = (selection) => { + //selection = selection.replace(/fw_mod$/, "fw") + switch (selection) { + case "mu_mod": + case "kl_mod": + case "in_mod": + case "ch_mod": + case "ff_mod": + case "ge_mod": + case "ko_mod": + case "kk_mod": + return `${dsa5Module().dsa5.attributes[selection.replace(/_mod$/, "").toUpperCase()]}_modifier` + case "ae_regeneration_mod": + case "ke_regeneration_mod": + case "le_regeneration_mod": + return selection.replace(/_mod$/, "") + } + return selection + } + + const meleeweaponLeitwert = async () => { + const idarray = await dsa5helpers.getSectionIDsAsync("meleeweapon") + let update = {} + if (idarray.length > 0) { + const attrs = [] + for (let i = 0; i < idarray.length; i++) { + const elem = idarray[i] + attrs.push(`repeating_meleeweapon_${elem}_waffe_leiteigenschaft`, `repeating_meleeweapon_${elem}_waffe_leiteigenschaft_input`, "koerperkraft_gesamt", "gewandheit_gesamt") + } + const values = await dsa5helpers.getAttrsAsync(attrs) + for (let i = 0; i < idarray.length; i++) { + const elem = idarray[i] + const tp_leitwert = dsa5helpers.getLeitwert(values[`repeating_meleeweapon_${elem}_waffe_leiteigenschaft`], values, values[`repeating_meleeweapon_${elem}_waffe_leiteigenschaft_input`]); + update[`repeating_meleeweapon_${elem}_waffe_tp_bonus`] = tp_leitwert + } + } + + return update + } + + const calcCombatskill = async (skills) => { + const attrs = ["mut_gesamt", "gewandheit_gesamt", "koerperkraft_gesamt", "ktw_change_flag"] + for (const skill of skills) { + attrs.push(skill, `ktw_${skill}`) + } + const values = await dsa5helpers.getAttrsAsync(attrs) + const mut_gesamt = parseInt(values.mut_gesamt); + const ktw_change_flag = parseInt(values.ktw_change_flag) * -1; + let update = { ktw_change_flag } + for (const skill of skills) { + let leiteigenschaft_selector = values[skill]; + let ktw = parseInt(values[`ktw_${skill}`]); + switch (leiteigenschaft_selector) { + case "KK": + leiteigenschaft = parseInt(values.koerperkraft_gesamt); + break; + case "GE": + leiteigenschaft = parseInt(values.gewandheit_gesamt); + break; + case "GE/KK": + leiteigenschaft = Math.max(parseInt(values.gewandheit_gesamt), parseInt(values.koerperkraft_gesamt)); + break + default: + leiteigenschaft = 0; + break; + } + let at = ktw + Math.floor((mut_gesamt - 8) / 3); + let pa = Math.round(ktw / 2) + Math.floor((leiteigenschaft - 8) / 3); + + update[`at_${skill}`] = at + switch (skill) { + case "faecher": + update[`pa_${skill}`] = pa -1 + break + case "kettenwaffen": + case "lanzen": + break; + default: + update[`pa_${skill}`] = pa; + } + } + + return update + } + + const prepareRangeCombatskills = async (skills) => { + let attrs = ["fingerfertigkeit_gesamt", "ktw_change_flag"] + for (let skill of skills) { + attrs.push(skill, `ktw_${skill}`) + } + const values = await dsa5helpers.getAttrsAsync(attrs) + const ktw_change_flag = parseInt(values.ktw_change_flag) * -1; + let update = { ktw_change_flag: ktw_change_flag } + for (let skill of skills) { + const ktw = parseInt(values[`ktw_${skill}`]); + const leiteigenschaft = parseInt(values.fingerfertigkeit_gesamt); + const at = ktw + Math.floor((leiteigenschaft - 8) / 3); + update[`at_${skill}`] = at + } + return update + } + + const getEntruecktModifier = function (selection, value) { + const bonus = Math.min(3, Math.max(0, value - 1)); + const malus = Math.min(4, value * -1); + + switch (selection) { + case "bonus": + return bonus; + case "malus": + return malus; + default: + return 0; + } + } + + const calcSchmerz = async () => { + const values = await dsa5helpers.getAttrsAsync(["calc_schmerz", "le_max", "le", "toggle_npc"]) + let update = {} + if (values.calc_schmerz == "on") { + const le_max = Number(values.le_max) + const le = Number(values.le) + const hasDefaultPain = values.toggle_npc != "npc" || le_max > 20 + let pain = 0 + if (hasDefaultPain) { + pain = Math.floor((1 - le / le_max) * 4) + if (le <= 5) pain = 4 + } else { + pain = Math.floor(5 - 5 * le / le_max) + } + update["schmerz_basis"] = pain + } + return update + } + + const calcSpeed = async () => { + const values = await dsa5helpers.getAttrsAsync(["gs_grundwert", "gs_modifikator", "belastung_gesamt", "gs_be_modifikator"]) + let gs_modifikator = parseInt(values.gs_modifikator) || 0; + let gs_grundwert = parseInt(values.gs_grundwert) || 0; + let gs_be_modifikator = parseInt(values.gs_be_modifikator) || 0; + let belastung_gesamt = parseInt(values.belastung_gesamt) || 0; + let gs_gesamt = gs_grundwert + gs_modifikator + gs_be_modifikator - belastung_gesamt; + + return { + gs_gesamt, + gs_grundwert, + gs_modifikator + } + } + + const apUpdate = async () => { + const values = await dsa5helpers.getAttrsAsync(["ap_ausgegeben", "ap_gesamt"]) + const ap_gesamt = Number(values.ap_gesamt) || 0 + const ap_verfuegbar = ap_gesamt - (Number(values.ap_ausgegeben) || 0) + let erfahrungsgrad = 900 + const grades = [2100, 1700, 1400, 1200, 1100, 1000] + for (const grade of grades) { + if (ap_gesamt >= grade) { + erfahrungsgrad = grade + break + } + } + return { erfahrungsgrad, ap_verfuegbar } + } + + const attributeChange = async (attributes) => { + let attrs = [] + for (const attr of attributes) { + attrs.push(attr, `${attr}_modifier`) + } + const values = await dsa5helpers.getAttrsAsync(attrs) + let update = {} + + for (const attr of attributes) { + update[`${attr}_gesamt`] = parseInt(values[attr]) + parseInt(values[`${attr}_modifier`]) + } + return update + } + + const calcSchips = async () => { + const values = await dsa5helpers.getAttrsAsync(["schips_grundwert", "schips_modifikator", "schips"]) + let schips_modifikator = parseInt(values.schips_modifikator) || 0; + let schips_grundwert = parseInt(values.schips_grundwert); + let schips_max = schips_grundwert + schips_modifikator; + let schips = parseInt(values.schips); + + return { + schips_max, + schips_grundwert, + schips_modifikator, + schips + } + } + + const calcToughness = async () => { + const values = await dsa5helpers.getAttrsAsync(["toggle_npc", "konstitution_gesamt", "koerperkraft_gesamt", "zk_grundwert", "zk_modifikator"]) + let toggle_npc = values.toggle_npc; + let zk_modifikator = parseInt(values.zk_modifikator) || 0; + let zk_grundwert = parseInt(values.zk_grundwert) || 0; + let zk_basiswert = zk_grundwert + Math.round((parseInt(values.konstitution_gesamt) + parseInt(values.konstitution_gesamt) + parseInt(values.koerperkraft_gesamt)) / 6); + let zk_gesamt = toggle_npc == 'character' ? zk_basiswert + zk_modifikator : zk_grundwert + zk_modifikator; + + return { + zk_gesamt, + zk_grundwert, + zk_modifikator + } + } + + const calcDefense = async () => { + const values = await dsa5helpers.getAttrsAsync(["vw_grundwert", "vw_modifikator"]) + let vw_modifikator = parseInt(values.vw_modifikator) || 0; + let vw_grundwert = parseInt(values.vw_grundwert) || 0; + let vw_gesamt = vw_grundwert + vw_modifikator; + + setAttrs({ + vw_gesamt, + vw_grundwert, + vw_modifikator + }); + } + + const calcDodge = async () => { + const values = await dsa5helpers.getAttrsAsync(["toggle_npc", "gewandheit_gesamt", "aw_grundwert", "aw_modifikator"]) + let toggle_npc = values.toggle_npc; + let aw_modifikator = parseInt(values.aw_modifikator) || 0; + let aw_grundwert = parseInt(values.aw_grundwert) || 0; + let aw_basiswert = Math.round(parseInt(values.gewandheit_gesamt) / 2); + let aw_gesamt; + if (toggle_npc == 'character') { + aw_gesamt = aw_basiswert + aw_modifikator; + aw_grundwert = aw_basiswert; + } else { + aw_gesamt = aw_grundwert + aw_modifikator; + } + return { + aw_gesamt, + aw_grundwert, + aw_modifikator + } + } + + const calcSoulpower = async () => { + const values = await dsa5helpers.getAttrsAsync(["toggle_npc", "mut_gesamt", "klugheit_gesamt", "intuition_gesamt", "sk_grundwert", "sk_modifikator"]) + let toggle_npc = values.toggle_npc; + let sk_modifikator = parseInt(values.sk_modifikator) || 0; + let sk_grundwert = parseInt(values.sk_grundwert) || 0; + let sk_basiswert = sk_grundwert + Math.round((parseInt(values.mut_gesamt) + parseInt(values.klugheit_gesamt) + parseInt(values.intuition_gesamt)) / 6); + let sk_gesamt = toggle_npc == 'character' ? sk_basiswert + sk_modifikator : sk_grundwert + sk_modifikator; + + return { + sk_gesamt, + sk_grundwert, + sk_modifikator + } + } + + const calcEncumbranceTotal = async () => { + const values = await dsa5helpers.getAttrsAsync(["belastung_basis", "belastung_mod", "rs_be_mod", "rs_be_mod_vorher"]) + let basis = parseInt(values.belastung_basis) || 0; + let mod = parseInt(values.belastung_mod) || 0; + let rs_be_mod = parseInt(values.rs_be_mod) || 0; + let rs_be_mod_vorher = parseInt(values.rs_be_mod_vorher) || 0; + let belastung_basis_neu = basis - rs_be_mod_vorher + rs_be_mod; + let basis_gesamt = Math.min(4, Math.max(0, belastung_basis_neu + mod)); + + console.log("DSA5 - vorher " + rs_be_mod_vorher + " basis " + belastung_basis_neu + " be_mod " + rs_be_mod + " mod " + mod + " gesamt " + basis_gesamt); + + return { + belastung_gesamt: basis_gesamt, + belastung_basis: belastung_basis_neu, + rs_be_mod_vorher: rs_be_mod + } + } + + const calcCarryCapacity = async () => { + const values = await dsa5helpers.getAttrsAsync(["tragekraft_mod", "koerperkraft_gesamt", "traglast", "calc_tragekraft"]) + const tragekraft = Number(values.koerperkraft_gesamt) * 2 + Number(values.tragekraft_mod) + const encumbrance = Math.max(0, Math.ceil((Number(values.traglast) - tragekraft - 4) / 4)) + return { + tragekraft, + tragekraft_belastung: values.calc_tragekraft == "on" ? encumbrance : 0 + } + } + + const calcDerivedAttributes = async () => { + const v = await dsa5helpers.getAttrsAsync(["toggle_npc", "le_grundwert", "le_ausgangswert", "le_modifikator", "le_verlust_perm", "le_max", "le", "wundschwelle", "konstitution_gesamt"]) + if (v.toggle_npc == 'character') { + let le_grundwert = parseInt(v.le_grundwert) || 8; + let le_modifikator = parseInt(v.le_modifikator) || 0; + let le_verlust_perm = parseInt(v.le_verlust_perm) || 0; + let le = parseInt(v.le) || 0; + let konstitution_gesamt = parseInt(v.konstitution_gesamt) || 8; + let le_ausgangswert = le_grundwert + konstitution_gesamt + konstitution_gesamt; + let le_max = le_ausgangswert + le_modifikator - le_verlust_perm; + let wundschwelle = Math.round(konstitution_gesamt / 2); + + return { + le_grundwert: le_grundwert, + le_ausgangswert: le_ausgangswert, + le_modifikator: le_modifikator, + le_verlust_perm: le_verlust_perm, + le_max: le_max, + le: le, + wundschwelle: wundschwelle, + schmerzstufe1: Math.round(le_max / 4 * 3), + schmerzstufe2: Math.round(le_max / 4 * 2), + schmerzstufe3: Math.round(le_max / 4), + schmerzstufe4: 5 + } + } + return {} + } + + const calcDistanzMod = async () => { + const values = await dsa5helpers.getAttrsAsync(["distanz_mod", "groesse_mod", "sicht_mod", "ziel_bewegung_mod", "schuetze_bewegung_mod", "kampfgetuemmel_mod", "fk_sf_mod", "tp_sf_mod"]) + let distanz_mod = parseInt(values.distanz_mod) || 0; + let groesse_mod = parseInt(values.groesse_mod) || 0; + let sicht_mod = parseInt(values.sicht_mod) || 0; + let ziel_bewegung_mod = parseInt(values.ziel_bewegung_mod) || 0; + let schuetze_bewegung_mod = parseInt(values.schuetze_bewegung_mod) || 0; + let kampfgetuemmel_mod = parseInt(values.kampfgetuemmel_mod) || 0; + let fk_sf_mod = parseInt(values.fk_sf_mod) || 0; + let tp_sf_mod = parseInt(values.tp_sf_mod) || 0; + let distanz_fk_mod = distanz_mod * 2; + let distanz_tp_mod = distanz_mod; + let groesse_fk_mod = groesse_mod * 4; + let groesse_tp_mod = 0; + let sicht_fk_mod = sicht_mod * 2; + let sicht_tp_mod = 0; + let ziel_bewegung_fk_mod = ziel_bewegung_mod * 2; + let ziel_bewegung_tp_mod = 0; + let schuetze_bewegung_fk_mod = schuetze_bewegung_mod * 2; + let schuetze_bewegung_tp_mod = 0; + let kampfgetuemmel_fk_mod = -2 * kampfgetuemmel_mod; + let gesamt_fk_mod = distanz_fk_mod + groesse_fk_mod + sicht_fk_mod + ziel_bewegung_fk_mod + schuetze_bewegung_fk_mod + kampfgetuemmel_fk_mod + fk_sf_mod; + let gesamt_tp_mod = distanz_tp_mod + groesse_tp_mod + sicht_tp_mod + ziel_bewegung_tp_mod + schuetze_bewegung_tp_mod + tp_sf_mod; + + return { + distanz_fk_mod, + distanz_tp_mod, + groesse_fk_mod, + groesse_tp_mod, + sicht_fk_mod, + sicht_tp_mod, + ziel_bewegung_fk_mod, + ziel_bewegung_tp_mod, + schuetze_bewegung_fk_mod, + schuetze_bewegung_tp_mod, + kampfgetuemmel_fk_mod, + gesamt_fk_mod, + gesamt_tp_mod + } + } + + const calcMeleeMod = async () => { + const values = await dsa5helpers.getAttrsAsync(["sicht_mod_nk", "gegnerrw", "gegner_hinten", "gegner_kt", "blutrausch", "liegend", "vorteilhafte_position", "kampf_im_wasser"]) + let sicht_mod_nk = parseInt(values.sicht_mod_nk) || 0; + let gegnerrw = parseInt(values.gegnerrw) || 0; + let gegner_kt = parseInt(values.gegner_kt) || 0; + let blutrausch = parseInt(values.blutrausch) || 0; + // eingeengt --- Waffenabhängige Auswirkung + const vorteilhafte_position = (parseInt(values.vorteilhafte_position) || 0) == 1 ? 2 : 0 + const gegner_hinten = (parseInt(values.gegner_hinten) || 0) == 1 ? -4 : 0 + const liegend = (parseInt(values.liegend) || 0) == 1 ? -2 : 0; + let tp_situation_mod = 0; + if (blutrausch == 1) { + blutrausch = 4; + tp_situation_mod = 2; + }; + let kampf_im_wasser = parseInt(values.kampf_im_wasser) || 0; + let at_situation_mod = sicht_mod_nk + gegnerrw + vorteilhafte_position + kampf_im_wasser + (liegend * 2) + blutrausch; + let pa_situation_mod = sicht_mod_nk + vorteilhafte_position + kampf_im_wasser + liegend + gegner_hinten + gegner_kt; + + return { + at_situation_mod, + pa_situation_mod, + tp_situation_mod + } + } + + const setMageAttr = async (elem) => { + const v = await dsa5helpers.getAttrsAsync(["toggle_npc", `leiteigenschaft_${elem}`, ...dsa5Module().getAttrs().map(x => `${x}_gesamt`), `${elem}_modifikator`, `${elem}_verlust_perm`, `${elem}_rueckkauf`, `${elem}`, `${elem}_regeneration`, `${elem}_faktor`]) + if (v.toggle_npc == 'character') { + let leiteigenschaft = v[`leiteigenschaft_${elem}`]; + let modifikator = parseInt(v[`${elem}_modifikator`]) || 0; + let verlust_perm = parseInt(v[`${elem}_verlust_perm`]) || 0; + let rueckkauf = parseInt(v[`${elem}_rueckkauf`]) || 0; + let ae = parseInt(v[`${elem}`]) || 0; + let regeneration = parseInt(v[`${elem}_regeneration`]) || 0; + let faktor = parseFloat(v[`${elem}_faktor`]) || 1; + + let ausgangswert = 0; + switch (leiteigenschaft) { + case "keine": + ausgangswert = 20; + break; + default: + if (dsa5Module().dsa5.attributes[leiteigenschaft]) + ausgangswert = 20 + Math.ceil((parseInt(v[`${dsa5Module().dsa5.attributes[leiteigenschaft]}_gesamt`]) || 0) * faktor); + + break; + } // Ende switch + let max = ausgangswert + modifikator - verlust_perm + rueckkauf; + + return { + [`${elem}_ausgangswert`]: ausgangswert, + [`${elem}_modifikator`]: modifikator, + [`${elem}_verlust_perm`]: verlust_perm, + [`${elem}_max`]: max, + [`${elem}`]: ae, + [`${elem}_regeneration`]: regeneration, + [`${elem}_rueckkauf`]: rueckkauf + } + } + return {} + } + + return { + setMageAttr, + calcInitiative, + calcGlaubeMod, + calcMagieMod, + calcTrageLast, + calcArmor, + updateWeaponSelection, + recalcRangeWeapon, + recalcWeapon, + updateTalentModifier, + changeCondition, + change_modifierV2, + meleeweaponLeitwert, + calcCombatskill, + prepareRangeCombatskills, + calcSpeed, + calcSchmerz, + apUpdate, + attributeChange, + calcSchips, + calcToughness, + calcDefense, + calcDodge, + calcEncumbranceTotal, + calcCarryCapacity, + calcSoulpower, + calcDerivedAttributes, + calcDistanzMod, + calcMeleeMod + } })(); const dsa5Module = (() => { const dsa5 = { @@ -14737,7 +16078,7 @@ "armbrueste", "blasrohre", "boegen", "feuerspeien", "schleudern", "wurfwaffen", "diskusse" ], melee: [ - "dolche", "fechtwaffen", "hiebwaffen", "kettenwaffen", "lanzen", "raufen", "schilde", "peitschen", "schwerter", "stangenwaffen", "zweihandhiebwaffen", "zweihandschwerter" + "dolche", "fechtwaffen", "hiebwaffen", "kettenwaffen", "lanzen", "raufen", "schilde", "peitschen", "schwerter", "stangenwaffen", "faecher", "spiesswaffen", "zweihandhiebwaffen", "zweihandschwerter" ] }, weapons: [1, 2, 3, 4, 5], @@ -14754,6 +16095,31 @@ } }); +// Main initializing +on('sheet:opened', async() => { + //const attributes = await dsa5sheetFunctions.attributeChange(Object.values(dsa5Module().dsa5.attributes)) + //const talentmodifiers = await dsa5sheetFunctions.updateTalentModifier(dsa5Module().dsa5.skills) + //const armor = await dsa5sheetFunctions.calcArmor() + const translation = await prepareTranslation() + //const leitwerte = await dsa5sheetFunctions.meleeweaponLeitwert() + //const conditions = await dsa5sheetFunctions.changeCondition(dsa5Module().dsa5.conditions) + //const meleeCombatSkills = await dsa5sheetFunctions.calcCombatskill(dsa5Module().dsa5.combatskills.melee) + //const range = await dsa5sheetFunctions.prepareRangeCombatskills(dsa5Module().dsa5.combatskills.range) + const speed = await dsa5sheetFunctions.calcSpeed() + const schips = await dsa5sheetFunctions.calcSchips() + const toughness = await dsa5sheetFunctions.calcToughness() + const dodge = await dsa5sheetFunctions.calcDodge() + //const defense = await dsa5sheetFunctions.calcDefense() + //const encumbrance = await dsa5sheetFunctions.calcEncumbranceTotal() + //const soulpower = await dsa5sheetFunctions.calcSoulpower() + //const distanceMod = await dsa5sheetFunctions.calcDistanzMod() + //const meleeMod = await dsa5sheetFunctions.calcMeleeMod() + //const update = {...meleeMod, ...distanceMod, ...talentmodifiers, ...translation, ...leitwerte, ...conditions, ...range, ...meleeCombatSkills } + const update = {...translation, ...speed, ...schips, ...toughness, ...dodge } + setAttrs(update) + +}) + const prepareTranslation = async() => { return { query_translation: getTranslationByKey('query_trans') @@ -14778,660 +16144,82 @@ on("change:toggle_npc", function() { }); }); -const getEntruecktModifier = function(selection, value) { - const bonus = Math.min(3, Math.max(0, value - 1)); - const malus = Math.min(4, value * -1); - - switch (selection) { - case "bonus": - return bonus; - case "malus": - return malus; - default: - return 0; - } - //console.log("triggered: getEntruecktModifier: "+ret_val); -} - -const change_modifier = function(selection, modifier_value, oldvalue) { - /* Eigenschaften Modifikatoren */ - console.log(`DSA5 - Change modifier Selection: ${selection} ${oldvalue} ${modifier_value}`); - - selection = selection.replace(/fw_mod$/, "fw") - const update = {} - switch (selection) { - case "mu_mod": - case "kl_mod": - case "in_mod": - case "ch_mod": - case "ff_mod": - case "ge_mod": - case "ko_mod": - case "kk_mod": - { - const attr = `${dsa5Module().dsa5.attributes[selection.replace(/_mod$/, "").toUpperCase()]}_modifier`; - getAttrs([attr], function(target_value) { - update[attr] = parseInt(target_value[attr]) - oldvalue + modifier_value; - setAttrs(update); - }); - } - break; - - case "gs_mod": - getAttrs(["gs_modifikator"], function(target_value) { setAttrs({ gs_modifikator: parseInt(target_value.gs_modifikator) - oldvalue + modifier_value }); }); - break; - - case "ae_regeneration_mod": - case "ke_regeneration_mod": - case "le_regeneration_mod": - { - const attr = selection.replace(/_mod$/, "") - getAttrs([attr], function(target_value) { - update[attr] = parseInt(target_value[attr]) - oldvalue + modifier_value - setAttrs(update); - }); - } - break; - - case "kt_mod": - getAttrs(["fk_effekt_mod"], function(target_value) { setAttrs({ fk_effekt_mod: parseInt(target_value.fk_effekt_mod) - oldvalue + modifier_value }); }); - break; - - default: - getAttrs([selection], function(target_value) { - update[selection] = parseInt(target_value[selection]) - oldvalue + modifier_value - setAttrs(update); - }); - break; - } -} - -const updateTalentModifier = async(talents) => { - const attrs = dsa5Module().dsa5.conditions.map(x => `${x}_gesamt`) - attrs.push("zusatz_gesamt") - for (const skill of talents) { - attrs.push(...[`${skill}_sf_mod`, `${skill}_effekt_mod`, `${skill}_be_akt`, `${skill}_betaeubung_akt`, `${skill}_furcht_akt`, `${skill}_paralyse_akt`, `${skill}_schmerz_akt`, `${skill}_trance_akt`, `${skill}_verwirrung_akt`, `${skill}_entrueckung_akt`, `${skill}_zusatz_akt`]) - } - - const values = await dsa5helpers.getAttrsAsync(attrs) - const update = {} - const belastung_gesamt = parseInt(values.belastung_gesamt) || 0; - const betaeubung_gesamt = parseInt(values.betaeubung_gesamt) || 0; - const entrueckung_gesamt = parseInt(values.entrueckung_gesamt) || 0; - const furcht_gesamt = parseInt(values.furcht_gesamt) || 0; - const paralyse_gesamt = parseInt(values.paralyse_gesamt) || 0; - const schmerz_gesamt = parseInt(values.schmerz_gesamt) || 0; - const trance_gesamt = parseInt(values.trance_gesamt) || 0; - const verwirrung_gesamt = parseInt(values.verwirrung_gesamt) || 0; - const zusatz_gesamt = parseInt(values.zusatz_gesamt) || 0; - for (const skill of talents) { - const sf_mod = parseInt(values[`${skill}_sf_mod`]) || 0; - const effekt_mod = parseInt(values[`${skill}_effekt_mod`]) || 0; - const belastung_akt = parseInt(values[`${skill}_be_akt`]) || 0; - const betaeubung_akt = parseInt(values[`${skill}_betaeubung_akt`]) || 0; - const furcht_akt = parseInt(values[`${skill}_furcht_akt`]) || 0; - const paralyse_akt = parseInt(values[`${skill}_paralyse_akt`]) || 0; - const schmerz_akt = parseInt(values[`${skill}_schmerz_akt`]) || 0; - const trance_akt = parseInt(values[`${skill}_trance_akt`]) || 0; - const verwirrung_akt = parseInt(values[`${skill}_verwirrung_akt`]) || 0; - const entrueckung_akt = values[`${skill}_entrueckung_akt`]; - const zusatz_akt = parseInt(values[`${skill}_zusatz_akt`]) || 0; - const entrueckung_modifier = getEntruecktModifier(entrueckung_akt, entrueckung_gesamt); - - const status_modifier = Math.max(-5, (-1 * ((belastung_gesamt * belastung_akt) + (betaeubung_gesamt * betaeubung_akt) + (furcht_gesamt * furcht_akt) + (paralyse_gesamt * paralyse_akt) + (schmerz_gesamt * schmerz_akt) + (trance_gesamt * trance_akt) + (verwirrung_gesamt * verwirrung_akt) + (zusatz_gesamt * zusatz_akt))) + entrueckung_modifier); - const gesamt_mod = status_modifier + sf_mod + effekt_mod - console.log(`DSA5 - triggered: updateTalentModifier: Talent: ${skill} ## modifier ${status_modifier} gesamt_mod ${gesamt_mod}`); - update[`${skill}_gesamt_mod`] = gesamt_mod; - } - return update -} - -on("sheet:opened change:le_max change:ke_max change:ae_max change:le change:ke change:ae change:toggle_npc change:groessekategorie change:leiteigenschaft_ke change:leiteigenschaft_ae change:linkToToken", function(eventinfo) { +on("sheet:opened change:le_max change:ke_max change:ae_max change:le change:ke change:ae change:toggle_npc change:groessekategorie change:leiteigenschaft_ke change:leiteigenschaft_ae change:linkToToken", function() { getAttrs(["le_max", "ke_max", "ae_max", "le", "ke", "ae", "toggle_npc", "groessekategorie", "leiteigenschaft_ke", "leiteigenschaft_ae", "linkToToken"], function(values) { dsa5drop.setTokenValues(values, values.toggle_npc != "character", values.linkToToken == "on") }) }) //Schmerzberechnung -on("change:le_max change:le change:calc_schmerz", function() { - getAttrs(["calc_schmerz", "le_max", "le", "toggle_npc"], function(values) { - if (values.calc_schmerz == "on") { - const le_max = Number(values.le_max) - const le = Number(values.le) - const hasDefaultPain = values.toggle_npc != "npc" || le_max > 20 - let pain = 0 - if (hasDefaultPain) { - pain = Math.floor((1 - le / le_max) * 4) - if (le <= 5) pain = 4 - } else { - pain = Math.floor(5 - 5 * le / le_max) - } - setAttrs({ - schmerz_basis: pain - }) - } - }) +on("change:le_max change:le change:calc_schmerz", async() => { + const update = await dsa5sheetFunctions.calcSchmerz() + setAttrs(update) }) -on("change:ap_ausgegeben change:ap_gesamt", function() { - getAttrs(["ap_ausgegeben", "ap_gesamt"], function(values) { - const ap_gesamt = Number(values.ap_gesamt) || 0 - const ap_verfuegbar = ap_gesamt - (Number(values.ap_ausgegeben) || 0) - let erfahrungsgrad = 900 - const grades = [2100, 1700, 1400, 1200, 1100, 1000] - for (const grade of grades) { - if (ap_gesamt >= grade) { - erfahrungsgrad = grade - break - } - } - setAttrs({ erfahrungsgrad, ap_verfuegbar }) - }) +on("change:ap_ausgegeben change:ap_gesamt", async() => { + const update = await dsa5sheetFunctions.apUpdate() + setAttrs(update) }) - // Eigenschaften for (const [key, value] of Object.entries(dsa5Module().dsa5.attributes)) { - on(`sheet:opened change:${value} change:${value}_modifier`, function() { - getAttrs([value, `${value}_modifier`], function(values) { - let update = {} - update[`${value}_gesamt`] = parseInt(values[value]) + parseInt(values[`${value}_modifier`]) - setAttrs(update); - }); + on(`change:${value} change:${value}_modifier`, async() => { + const update = await dsa5sheetFunctions.attributeChange([value]) + setAttrs(update) }); } -on("sheet:opened change:belastung_basis change:belastung_mod change:rs_be_mod", function() { - getAttrs(["belastung_basis", "belastung_mod", "rs_be_mod", "rs_be_mod_vorher"], function(values) { - let basis = parseInt(values.belastung_basis) || 0; - let mod = parseInt(values.belastung_mod) || 0; - let rs_be_mod = parseInt(values.rs_be_mod) || 0; - let rs_be_mod_vorher = parseInt(values.rs_be_mod_vorher) || 0; - let belastung_basis_neu = basis - rs_be_mod_vorher + rs_be_mod; - let basis_gesamt = Math.min(4, Math.max(0, belastung_basis_neu + mod)); - - console.log("DSA5 - vorher " + rs_be_mod_vorher + " basis " + belastung_basis_neu + " be_mod " + rs_be_mod + " mod " + mod + " gesamt " + basis_gesamt); - - setAttrs({ - belastung_gesamt: basis_gesamt, - belastung_basis: belastung_basis_neu, - rs_be_mod_vorher: rs_be_mod - }); - }); +on("change:belastung_basis change:belastung_mod change:rs_be_mod", async() => { + const update = await dsa5sheetFunctions.calcEncumbranceTotal() + setAttrs(update) }); -//rangeweapon -const recalcRangeWeapon = (ids) => { - let attrs = dsa5Module().dsa5.conditions.map(x => `${x}_gesamt`) - attrs.push(...dsa5Module().dsa5.combatskills.range.map(x => `at_${x}`)) - attrs.push(...dsa5Module().dsa5.combatskills.range.map(x => `${x}_entrueckung_akt`)) - attrs.push(...["fk_waffe", "gesamt_fk_mod", "gesamt_tp_mod", "fk_ladezeit_mod"]) - for (const id of ids) { - attrs.push(...[`repeating_rangeweapon_${id}_fkwaffe_typ`, `repeating_rangeweapon_${id}_fkwaffe_name`, `repeating_rangeweapon_${id}_fkwaffe_tp_anz_wuerfel`, `repeating_rangeweapon_${id}_fkwaffe_tp_wert`, `repeating_rangeweapon_${id}_fkwaffe_mun`, `repeating_rangeweapon_${id}_fkwaffe_ladezeit`, `repeating_rangeweapon_${id}_fkwaffe_rw`, `repeating_rangeweapon_${id}_fkwaffe_rw`, `repeating_rangeweapon_${id}_fkwaffe_tp_mod`, `repeating_rangeweapon_${id}_fkwaffe_fk_mod`, `repeating_rangeweapon_${id}_fkwaffe_tp_wuerfel`]) - } - //TODO get data of selected weapon - getAttrs(attrs, function(values) { - let update = {} - - const id = values['fk_waffe'] - - if (!values[`repeating_rangeweapon_${id}_fkwaffe_typ`]) { - update = { - fk_roll: 0, - fk_tp_dice_roll: 0, - fk_tp_zusatz_roll: 0, - fk_reichweite: "-", - fk_ladezeit: 0, - fk_tp_dice_select: 0, - fk_name: "-", - fk_rw: "" - } - } else { - - let fkwaffe_typ = values[`repeating_rangeweapon_${id}_fkwaffe_typ`]; - let fkwaffe_tp_anz_wuerfel = parseInt(values[`repeating_rangeweapon_${id}_fkwaffe_tp_anz_wuerfel`]) || 1; - let fkwaffe_tp_wert = parseInt(values[`repeating_rangeweapon_${id}_fkwaffe_tp_wert`]) || 0; - //let fkwaffe_mun = parseInt(values[`repeating_rangeweapon_${id}_fkwaffe_mun`]) || 0; - let fkwaffe_ladezeit = parseInt(values[`repeating_rangeweapon_${id}_fkwaffe_ladezeit`]) || 0; - let fkwaffe_rw = values[`repeating_rangeweapon_${id}_fkwaffe_rw`]; - //let fkwaffe_tp_mod = parseInt(values[`repeating_rangeweapon_${id}_fkwaffe_tp_mod`]) || 0; - let fkwaffe_fk_mod = parseInt(values[`repeating_rangeweapon_${id}_fkwaffe_fk_mod`]) || 0; - let fk_tp_dice_select = values[`repeating_rangeweapon_${id}_fkwaffe_tp_wuerfel`]; - - let fk = 0; - let entrueckung_modifier = 0; - - if (dsa5Module().dsa5.combatskills.range.includes(fkwaffe_typ)) { - fk = parseInt(values[`at_${fkwaffe_typ}`]); - entrueckung_modifier = getEntruecktModifier(values[`${fkwaffe_typ}_entrueckung_akt`], parseInt(values.entrueckung_gesamt)); - } - let red = dsa5Module().dsa5.conditions.reduce((x, y) => { return x + parseInt(values[`${y}_gesamt`]) }, 0) - let status_modifier = ((-1 * red) + entrueckung_modifier); - if (status_modifier < -5) { status_modifier = -5; }; - //let gesamt_fk_mod = parseInt(values.gesamt_fk_mod) || 0; - //let gesamt_tp_mod = parseInt(values.gesamt_tp_mod) || 0; - let fk_roll = fk + fkwaffe_fk_mod + status_modifier; - let fk_tp_dice_roll = fkwaffe_tp_anz_wuerfel; - let fk_tp_zusatz_roll = fkwaffe_tp_wert; - let fk_reichweite = fkwaffe_rw; - let fk_ladezeit = fkwaffe_ladezeit + parseInt(values.fk_ladezeit_mod); - console.log(values[`repeating_rangeweapon_${id}_fkwaffe_name`]) - update = { - fk_roll: fk_roll, - fk_tp_dice_roll: fk_tp_dice_roll, - fk_tp_zusatz_roll: fk_tp_zusatz_roll, - fk_reichweite: fk_reichweite, - fk_ladezeit: fk_ladezeit, - fk_tp_dice_select: fk_tp_dice_select, - fk_rw: values[`repeating_rangeweapon_${id}_fkwaffe_rw`], - fk_name: values[`repeating_rangeweapon_${id}_fkwaffe_name`] - } - } - setAttrs(update); - }); -} - -on(`change:repeating_rangeweapon:fkwaffe_typ change:repeating_rangeweapon:fkwaffe_tp_anz_wuerfel change:repeating_rangeweapon:fkwaffe_tp_wert change:repeating_rangeweapon:fkwaffe_mun change:repeating_rangeweapon:fkwaffe_ladezeit change:repeating_rangeweapon:fkwaffe_rw change:repeating_rangeweapon:fkwaffe_tp_mod change:repeating_rangeweapon:fkwaffe_fk_mod change:repeating_rangeweapon:fkwaffe_tp_wuerfel - sheet:opened change:status_gesamt change:ktw_change_flag change:fk_waffe change:gesamt_fk_mod change:gesamt_tp_mod change:fk_ladezeit_mod ${dsa5Module().dsa5.conditions.map(x => `change:${x}_gesamt`).join(" ")} ${dsa5Module().dsa5.combatskills.range.map(x => `change:at_${x} change:${x}_entrueckung_akt`).join(" ")}`, function () { +on(`change:repeating_rangeweapon:fkwaffe_typ change:repeating_rangeweapon:fkwaffe_tp_anz_wuerfel change:repeating_rangeweapon:fkwaffe_tp_wert change:repeating_rangeweapon:fkwaffe_mun change:repeating_rangeweapon:fkwaffe_ladezeit change:repeating_rangeweapon:fkwaffe_rw change:repeating_rangeweapon:fkwaffe_tp_mod change:repeating_rangeweapon:fkwaffe_fk_mod change:repeating_rangeweapon:fkwaffe_tp_wuerfel change:status_gesamt change:ktw_change_flag change:fk_waffe change:gesamt_fk_mod change:gesamt_tp_mod change:fk_ladezeit_mod ${dsa5Module().dsa5.conditions.map(x => `change:${x}_gesamt`).join(" ")} ${dsa5Module().dsa5.combatskills.range.map(x => `change:at_${x} change:${x}_entrueckung_akt`).join(" ")}`, () => { getSectionIDs("rangeweapon", function (idarray) { - recalcRangeWeapon(idarray) + dsa5sheetFunctions.recalcRangeWeapon(idarray) }) }); -const calcMainHand = (values, nkwaffe) => { - //if (!nkwaffe) return - const waffe_typ = values[`repeating_meleeweapon_${nkwaffe}_waffe_typ`] || 'raufen'; - //let waffe_leiteigenschaft = values[`waffe_leiteigenschaft_${nk_waffe}`]; - //let waffe_leiteigenschaft_input = parseInt(values[`waffe_leiteigenschaft_input_${nk_waffe}`]) || 0; - const waffe_tp_bonus = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_tp_bonus`]) || 0; - const waffe_tp_anz_wuerfel = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_tp_anz_wuerfel`]) || 1; - const waffe_tp_wert = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_tp_wert`]) || 0; - const waffe_at = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_at`]) || 0; - const waffe_pa = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_pa`]) || 0; - const waffe_tp_mod = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_tp_mod`]) || 0; - const waffe_at_mod = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_at_mod`]) || 0; - const waffe_pa_mod = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_pa_mod`]) || 0; - const nk_tp_dice_select = values[`repeating_meleeweapon_${nkwaffe}_waffe_tp_wuerfel`] || "d6"; - - const at_situation_mod = parseInt(values.at_situation_mod) || 0; - const pa_situation_mod = parseInt(values.pa_situation_mod) || 0; - const tp_situation_mod = parseInt(values.tp_situation_mod) || 0; - - const vw_grundwert = parseInt(values.vw_grundwert) || 0; - const vw_modifikator = parseInt(values.vw_modifikator) || 0; - - let at = 0; - let pa = 0; - let entrueckung_modifier = 0; - - switch (waffe_typ) { - case "0": - break - case "kettenwaffen": - case "lanzen": - at = parseInt(values[`at_${waffe_typ}`]); - entrueckung_modifier = getEntruecktModifier(values[`${waffe_typ}_entrueckung_akt`], parseInt(values.entrueckung_gesamt)); - break; - default: - at = parseInt(values[`at_${waffe_typ}`]); - pa = parseInt(values[`pa_${waffe_typ}`]); - entrueckung_modifier = getEntruecktModifier(values[`${waffe_typ}_entrueckung_akt`], parseInt(values.entrueckung_gesamt)); - }; - - - let status_modifier = Math.max(-5, ((-1 * dsa5Module().dsa5.conditions.reduce((x, y) => { return x + parseInt(values[`${y}_gesamt`]) }, 0)) + entrueckung_modifier)); - - let beidhand_kampf = parseInt(values.beidhand_kampf); - let beidhand_kampf_mod = 0 - if (beidhand_kampf == 1) { beidhand_kampf_mod = parseInt(values.beidhand_kampf_mod); } - let parade_malus = (-3 * (parseInt(values.parade_malus_select) || 0) - + (parseInt(values.parade_malus_select) || 0) - * (parseInt(values.parade_zweite_mod) || 0)); - let at_roll = at + waffe_at + waffe_at_mod + status_modifier + at_situation_mod + beidhand_kampf_mod - + (parseInt(values.at_sf_mod) || 0) - + (parseInt(values.at_effekt_mod) || 0) - let pa_roll = pa + waffe_pa + waffe_pa_mod + status_modifier + pa_situation_mod + parade_malus - + (parseInt(values.pa_sf_mod) || 0) - + (parseInt(values.pa_effekt_mod) || 0) - + beidhand_kampf_mod - + (parseInt(values.pa_schildpassiv_bonus) || 0); - let ausweichen_malus = (-3 * (parseInt(values.parade_malus_select) || 0) - + (parseInt(values.parade_malus_select) || 0) * (parseInt(values.ausweichen_zweite_mod) || 0)); - let aw_roll = parseInt(values.aw_gesamt) + status_modifier + pa_situation_mod + ausweichen_malus - + (parseInt(values.aw_sf_mod) || 0) - + (parseInt(values.aw_effekt_mod) || 0); - let passierschlag_roll = -4 + at + waffe_at + waffe_at_mod + status_modifier + at_situation_mod - + (parseInt(values.at_effekt_mod) || 0) + beidhand_kampf_mod; - let tp_dice_roll = waffe_tp_anz_wuerfel; - let tp_zusatz_roll = waffe_tp_wert + waffe_tp_bonus + waffe_tp_mod - + (parseInt(values.tp_sf_mod) || 0) + (parseInt(values.tp_effekt_mod) || 0) + tp_situation_mod; - let passierschlag_tp_zusatz_roll = waffe_tp_wert + waffe_tp_bonus + waffe_tp_mod + tp_situation_mod - + (parseInt(values.tp_effekt_mod) || 0) - let vw_roll = vw_grundwert + vw_modifikator + status_modifier + pa_situation_mod + parade_malus - + (parseInt(values.pa_sf_mod) || 0) - + (parseInt(values.pa_effekt_mod) || 0) - - return { - at_roll: at_roll, - pa_roll: pa_roll, - vw_roll: vw_roll, - - aw_roll: aw_roll, - passierschlag_roll: passierschlag_roll, - tp_dice_roll: tp_dice_roll, - tp_zusatz_roll: tp_zusatz_roll, - passierschlag_tp_zusatz_roll: passierschlag_tp_zusatz_roll, - kampfstatus_modifier: status_modifier, - parade_malus: parade_malus, - ausweichen_malus: ausweichen_malus, - nk_tp_dice_select: nk_tp_dice_select, - nk_name: values[`repeating_meleeweapon_${nkwaffe}_waffe_name`] || getTranslationByKey('raufen') - } -} - -const calcOffHand = (values, nkwaffe) => { - var schild_typ = values[`repeating_meleeweapon_${nkwaffe}_waffe_typ`] || 'raufen'; - //var schild_leiteigenschaft = values.schild_leiteigenschaft_1; - //var schild_leiteigenschaft_input = parseInt(values.schild_leiteigenschaft_input_1) || 0; - var schild_tp_bonus = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_tp_bonus`]) || 0; - var schild_tp_anz_wuerfel = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_tp_anz_wuerfel`]) || 1; - var schild_tp_wert = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_tp_wert`]) || 0; - var schild_at = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_at`]) || 0; - var schild_pa = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_pa`]) || 0; - var schild_tp_mod = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_tp_mod`]) || 0; - var schild_at_mod = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_at_mod`]) || 0; - var schild_pa_mod = parseInt(values[`repeating_meleeweapon_${nkwaffe}_waffe_pa_mod`]) || 0; - var nh_tp_dice_select = values[`repeating_meleeweapon_${nkwaffe}_waffe_tp_wuerfel`] || "d6"; - - var at_situation_mod = parseInt(values.at_situation_mod) || 0; - var pa_situation_mod = parseInt(values.pa_situation_mod) || 0; - var tp_situation_mod = parseInt(values.tp_situation_mod) || 0; - - var at = 0; - var pa = 0; - var entrueckung_modifier = 0; - - switch (schild_typ) { - case "kettenwaffen": - case "lanzen": - at = parseInt(values[`at_${schild_typ}`]); - entrueckung_modifier = getEntruecktModifier(values[`${schild_typ}_entrueckung_akt`], parseInt(values.entrueckung_gesamt)); - break; - case "0": - break; - default: - at = parseInt(values[`at_${schild_typ}`]); - pa = parseInt(values[`pa_${schild_typ}`]); - entrueckung_modifier = getEntruecktModifier(values[`${schild_typ}_entrueckung_akt`], parseInt(values.entrueckung_gesamt)); - }; - - let status_modifier = Math.max(-5, ((-1 * dsa5Module().dsa5.conditions.reduce((x, y) => { return x + parseInt(values[`${y}_gesamt`]) }, 0)) + entrueckung_modifier)); - - let beidhand_kampf_mod = 0 - let beidhand_kampf = parseInt(values.beidhand_kampf); - if (beidhand_kampf == 1) { beidhand_kampf_mod = parseInt(values.beidhand_kampf_mod); } - let falsche_hand_mod = parseInt(values.falsche_hand_mod); - let parade_malus = (-3 * parseInt(values.parade_malus_select || 0)) - + (parseInt(values.parade_malus_select || 0) * parseInt(values.parade_zweite_mod)); - let at_nh_roll = at + schild_at + schild_at_mod + status_modifier + at_situation_mod - + (parseInt(values.at_sf_mod) || 0) + (parseInt(values.at_effekt_mod) || 0) - + beidhand_kampf_mod + falsche_hand_mod - let pa_schildpassiv_bonus = 0; - let pa_nh_roll = pa + schild_pa + schild_pa_mod + status_modifier + pa_situation_mod + parade_malus - + (parseInt(values.pa_sf_mod) || 0) - + (parseInt(values.pa_effekt_mod) || 0) - + beidhand_kampf_mod + falsche_hand_mod; - - if (schild_typ == "schilde") { - pa_schildpassiv_bonus = schild_pa; - pa_nh_roll = pa + (schild_pa * 2) + schild_pa_mod + status_modifier + pa_situation_mod + parade_malus - + (parseInt(values.pa_sf_mod) || 0) - + (parseInt(values.pa_effekt_mod) || 0); - } - - let tp_nh_dice_roll = schild_tp_anz_wuerfel; - let tp_nh_zusatz_roll = schild_tp_wert + schild_tp_bonus + schild_tp_mod + tp_situation_mod - + (parseInt(values.tp_sf_mod) || 0) - + (parseInt(values.tp_effekt_mod) || 0) - return { - at_nh_roll: at_nh_roll, - pa_nh_roll: pa_nh_roll, - tp_nh_dice_roll: tp_nh_dice_roll, - tp_nh_zusatz_roll: tp_nh_zusatz_roll, - pa_schildpassiv_bonus: pa_schildpassiv_bonus, - nh_tp_dice_select: nh_tp_dice_select, - nh_name: values[`repeating_meleeweapon_${nkwaffe}_waffe_name`] || getTranslationByKey('raufen') - } -} - -// Meleeweapon -const recalcWeapon = (ids) => { - let attrs = dsa5Module().dsa5.conditions.map(x => `${x}_gesamt`) - attrs.push(...dsa5Module().dsa5.combatskills.melee.map(x => `at_${x}`)) - attrs.push(...dsa5Module().dsa5.combatskills.melee.map(x => `pa_${x}`)) - attrs.push(...dsa5Module().dsa5.combatskills.melee.map(x => `${x}_entrueckung_akt`)) - attrs.push(...["nk_waffe", "nh_waffe", "falsche_hand_mod", "at_effekt_mod", "pa_effekt_mod", "aw_effekt_mod", "at_sf_mod", - "pa_sf_mod", "aw_sf_mod", "tp_sf_mod", "tp_effekt_mod", "at_situation_mod", "pa_situation_mod", "tp_situation_mod", - "parade_malus_select", "parade_zweite_mod", "ausweichen_zweite_mod", "aw_gesamt", "beidhand_kampf", "beidhand_kampf_mod", - "pa_schildpassiv_bonus", "vw_grundwert", "vw_modifikator"]) - for (const id of ids) { - attrs.push(...["waffe_name", `waffe_typ`, `waffe_leiteigenschaft`, "waffe_nebenhand", `waffe_leiteigenschaft_input`, `waffe_tp_bonus`, `waffe_tp_anz_wuerfel`, `waffe_tp_wert`, `waffe_at`, `waffe_pa`, `waffe_tp_mod`, `waffe_at_mod`, `waffe_pa_mod`, `waffe_tp_wuerfel`].map(x => `repeating_meleeweapon_${id}_${x}`)) - } - //TODO get only data of selected weapon - getAttrs(attrs, function (values) { - let nk_waffe = values.nk_waffe; - let nh_waffe = values.nh_waffe; - let update = {} - update = calcMainHand(values, nk_waffe) - update = { ...update, ...calcOffHand(values, nh_waffe) } - setAttrs(update, console.log("DSA5 - updated_weapon")); - }); -} - -on(`sheet:opened change:status_gesamt change:ktw_change_flag change:nk_waffe change:nh_waffe change:koerperkraft_gesamt change:gewandheit_gesamt change:aw_gesamt change:at_sf_mod change:pa_sf_mod change:aw_sf_mod change:tp_sf_mod change:at_effekt_mod change:pa_effekt_mod -change:aw_effekt_mod change:tp_effekt_mod change:at_situation_mod change:pa_situation_mod change:parade_malus_select change:parade_zweite_mod change:ausweichen_zweite_mod change:beidhand_kampf change:beidhand_kampf_mod -change:falsche_hand_mod change:pa_schildpassiv_bonus change:vw_grundwert change:vw_modifikator change:repeating_meleeweapon:waffe_typ change:repeating_meleeweapon:waffe_leiteigenschaft change:repeating_meleeweapon:waffe_leiteigenschaft_input change:repeating_meleeweapon:waffe_tp_bonus change:repeating_meleeweapon:waffe_tp_anz_wuerfel -change:repeating_meleeweapon:waffe_tp_wert change:repeating_meleeweapon:waffe_at change:repeating_meleeweapon:waffe_pa change:repeating_meleeweapon:waffe_tp_mod change:repeating_meleeweapon:waffe_at_mod change:repeating_meleeweapon:waffe_pa_mod change:repeating_meleeweapon:waffe_tp_wuerfel`, function (eventInfo) { +on(`change:status_gesamt change:ktw_change_flag change:nk_waffe change:nh_waffe change:koerperkraft_gesamt change:gewandheit_gesamt change:aw_gesamt change:at_sf_mod change:pa_sf_mod change:aw_sf_mod change:tp_sf_mod change:at_effekt_mod change:pa_effekt_mod change:aw_effekt_mod change:tp_effekt_mod change:at_situation_mod change:pa_situation_mod change:parade_malus_select change:parade_zweite_mod change:ausweichen_zweite_mod change:beidhand_kampf change:beidhand_kampf_mod change:falsche_hand_mod change:pa_schildpassiv_bonus change:vw_grundwert change:vw_modifikator change:repeating_meleeweapon:waffe_typ change:repeating_meleeweapon:waffe_leiteigenschaft change:eingeengt change:repeating_meleeweapon:waffe_leiteigenschaft_input change:repeating_meleeweapon:waffe_tp_bonus change:repeating_meleeweapon:waffe_tp_anz_wuerfel change:repeating_meleeweapon:waffe_tp_wert change:repeating_meleeweapon:waffe_at change:repeating_meleeweapon:waffe_pa change:repeating_meleeweapon:waffe_tp_mod change:repeating_meleeweapon:waffe_at_mod change:repeating_meleeweapon:waffe_pa_mod change:repeating_meleeweapon:waffe_tp_wuerfel`, () => { getSectionIDs("meleeweapon", function (idarray) { - recalcWeapon(idarray) + dsa5sheetFunctions.recalcWeapon(idarray) }) }) on(`change:repeating_rangeweapon:fk_waffe`, function (eventInfo) { - if(eventInfo.newValue == 1){ - const id = dsa5helpers.getRowId(eventInfo.sourceAttribute) - let update = { fk_waffe: id } - getSectionIDs("rangeweapon", function (idarray) { - for (let k of idarray) { - if (k != id) update[`repeating_rangeweapon_${k}_fk_waffe`] = 0 - } - setAttrs(update) - }) - }else if(eventInfo.newValue === "0" && eventInfo.previousValue === "1"){ - setAttrs({fk_waffe: "-"}) - } + dsa5sheetFunctions.updateWeaponSelection(eventInfo, "fk_waffe", "rangeweapon") }) on(`change:repeating_meleeweapon:nh_waffe`, function (eventInfo) { - if (eventInfo.newValue == 1) { - const id = dsa5helpers.getRowId(eventInfo.sourceAttribute) - let update = { nh_waffe: id } - - getSectionIDs("meleeweapon", function (idarray) { - for (let k of idarray) { - if (k != id) update[`repeating_meleeweapon_${k}_nh_waffe`] = 0 - } - setAttrs(update) - })} - else if(eventInfo.newValue === "0" && eventInfo.previousValue === "1"){ - setAttrs({nh_waffe: "-"}) - } + dsa5sheetFunctions.updateWeaponSelection(eventInfo, "nh_waffe", "meleeweapon") }) on(`change:repeating_meleeweapon:nk_waffe`, function (eventInfo) { - if (eventInfo.newValue == 1) { - const id = dsa5helpers.getRowId(eventInfo.sourceAttribute) - let update = { nk_waffe: id } - - getSectionIDs("meleeweapon", function (idarray) { - for (let k of idarray) { - if (k != id) update[`repeating_meleeweapon_${k}_nk_waffe`] = 0 - } - setAttrs(update) - })} - else if(eventInfo.newValue === "0" && eventInfo.previousValue === "1"){ - setAttrs({nk_waffe: "-"}) - } + dsa5sheetFunctions.updateWeaponSelection(eventInfo, "nk_waffe", "meleeweapon") }) -const calcArmor = async() => { - let update = {} - const val = await dsa5helpers.getAttrsAsync(["toggle_npc"]) - if (val.toggle_npc == 'character') { - const idarray = await dsa5helpers.getSectionIDsAsync("armor") - const attrs = ["belastungsgewoehnung_mod"] - idarray.forEach(elem => { - attrs.push(...[`repeating_armor_${elem}_ruestung_auswahl`, `repeating_armor_${elem}_ruestung_rs`, `repeating_armor_${elem}_ruestung_preset`, `repeating_armor_${elem}_ruestung_be_mod`, `repeating_armor_${elem}_ruestung_ini_mod`, `repeating_armor_${elem}_ruestung_gs_mod`, `repeating_armor_${elem}_ruestung_rs_mod`]) - }); - const elems = idarray; - const values_inner = await dsa5helpers.getAttrsAsync(attrs) - let rs = 0; - let rs_be_mod = 0; - let be_gs_mod = 0; - let be_ini_mod = 0; - let belastungsgewoehnung_mod = Math.max(0, Number(values_inner.belastungsgewoehnung_mod) || 0) - for (let i = 0; i < elems.length; i++) { - const elem = elems[i] - - if (values_inner[`repeating_armor_${elem}_ruestung_auswahl`] == "1") { - const ruestung_rs = parseInt(values_inner[`repeating_armor_${elem}_ruestung_rs`]) || 0; - const ruestung_preset = parseInt(values_inner[`repeating_armor_${elem}_ruestung_preset`]) || 0; - const ruestung_be_mod = parseInt(values_inner[`repeating_armor_${elem}_ruestung_be_mod`]) || 0; - const ruestung_ini_mod = parseInt(values_inner[`repeating_armor_${elem}_ruestung_ini_mod`]) || 0; - const ruestung_gs_mod = parseInt(values_inner[`repeating_armor_${elem}_ruestung_gs_mod`]) || 0; - const ruestung_rs_mod = parseInt(values_inner[`repeating_armor_${elem}_ruestung_rs_mod`]) || 0; - - const be = [0, 0, 1, 1, 2, 2, 3, 3][ruestung_preset]; - const ini = ruestung_preset % 2; - const gs = ini; - - rs += ruestung_rs + ruestung_rs_mod; - rs_be_mod += be + ruestung_be_mod; - be_gs_mod += gs + ruestung_gs_mod; - be_ini_mod += gs + ruestung_ini_mod; - } - } - console.log("DSA5 - triggered: Change ruestung: " + "rs: " + rs + " rs_be_mod: " + rs_be_mod + " be_gs_mod: " + be_gs_mod + " be_ini_mod: " + be_ini_mod); - - update = { - rs: rs, - rs_be_mod: rs_be_mod - (rs_be_mod > 0 ? belastungsgewoehnung_mod : 0), - gs_be_modifikator: (be_gs_mod - (be_gs_mod > 0 ? belastungsgewoehnung_mod : 0)) * -1, - ini_be_modifikator: (be_ini_mod - (be_ini_mod > 0 ? belastungsgewoehnung_mod : 0)) * -1 - } - - } else { - const values = await dsa5helpers.getAttrsAsync(["rs_modifikator", "rs_grundwert"]) - const rs_modifikator = parseInt(values.rs_modifikator) || 0; - const rs_grundwert = parseInt(values.rs_grundwert) || 0; - const rs = rs_grundwert + rs_modifikator; - - update = { - rs: rs, - rs_grundwert: rs_grundwert, - rs_modifikator: rs_modifikator - } - } - console.log("DSA5 - Armor update done") - return update -} // Armor -on(`remove:repeating_armor change:toggle_npc change:rs_grundwert change:rs_modifikator change:repeating_armor:ruestung_rs change:belastungsgewoehnung_mod change:repeating_armor:ruestung_auswahl change:repeating_armor:ruestung_preset change:repeating_armor:ruestung_be_mod change:repeating_armor:ruestung_ini_mod change:repeating_armor:ruestung_gs_mod change:repeating_armor:ruestung_rs_mod`, async function () { - const update = await calcArmor() +on(`remove:repeating_armor change:toggle_npc change:rs_grundwert change:rs_modifikator change:repeating_armor:ruestung_rs change:belastungsgewoehnung_mod change:repeating_armor:ruestung_auswahl change:repeating_armor:ruestung_preset change:repeating_armor:ruestung_be_mod change:repeating_armor:ruestung_ini_mod change:repeating_armor:ruestung_gs_mod change:repeating_armor:ruestung_rs_mod`, async () => { + const update = await dsa5sheetFunctions.calcArmor() setAttrs(update) }); -on('change:koerperkraft_gesamt change:tragekraft_mod change:traglast change:calc_tragekraft', function(evInfo){ - getAttrs(["tragekraft_mod", "koerperkraft_gesamt", "traglast", "calc_tragekraft"], values => { - const tragekraft = Number(values.koerperkraft_gesamt) * 2 + Number(values.tragekraft_mod) - const encumbrance = Math.max(0, Math.ceil((Number(values.traglast) - tragekraft - 4) / 4)) - setAttrs({ - tragekraft, - tragekraft_belastung: values.calc_tragekraft == "on" ? encumbrance : 0 - }) - }) +on('change:koerperkraft_gesamt change:tragekraft_mod change:traglast change:calc_tragekraft', async() => { + const update = await dsa5sheetFunctions.calcCarryCapacity() + setAttrs(update) }) -on("remove:repeating_meleeweapon remove:repeating_rangeweapon remove:repeating_armor change:repeating_meleeweapon:weight change:repeating_rangeweapon:weight change:repeating_armor:ruestung_auswahl change:repeating_armor:weight remove:repeating_armor remove:repeating_inventory change:repeating_inventory:weight change:repeating_inventory:count", evInfo => { - calcTrageLast() +on("remove:repeating_meleeweapon remove:repeating_rangeweapon remove:repeating_armor change:repeating_meleeweapon:weight change:repeating_rangeweapon:weight change:repeating_armor:ruestung_auswahl change:repeating_armor:weight remove:repeating_armor remove:repeating_inventory change:repeating_inventory:weight change:repeating_inventory:count", () => { + dsa5sheetFunctions.calcTrageLast() }) -const calcTrageLast = async() => { - console.log("Updating Traglast") - const equipmentIds = await dsa5helpers.getSectionIDsAsync("inventory") - const rangeweaponIds = await dsa5helpers.getSectionIDsAsync("rangeweapon") - const armorIds = await dsa5helpers.getSectionIDsAsync("armor") - const meleeweaponIds = await dsa5helpers.getSectionIDsAsync("meleeweapon") - const attrs = [] - for(const id of equipmentIds){ - attrs.push(`repeating_inventory_${id}_weight`, `repeating_inventory_${id}_count`) - } - for(const id of rangeweaponIds){ - attrs.push(`repeating_rangeweapon_${id}_weight`) - } - for(const id of meleeweaponIds){ - attrs.push(`repeating_meleeweapon_${id}_weight`) - } - for(const id of armorIds){ - attrs.push(`repeating_armor_${id}_weight`, `repeating_armor_${id}_ruestung_auswahl`) - } - let traglast = 0.0 - const res = await dsa5helpers.getAttrsAsync(attrs) - for(const id of equipmentIds){ - traglast += Number(res[`repeating_inventory_${id}_weight`]) * Number(res[`repeating_inventory_${id}_count`]) - } - for(const id of rangeweaponIds){ - traglast += Number(res[`repeating_rangeweapon_${id}_weight`]) - } - for(const id of meleeweaponIds){ - traglast += Number(res[`repeating_meleeweapon_${id}_weight`]) - } - for(const id of armorIds){ - traglast += Number(res[`repeating_armor_${id}_weight`]) * (1 - Number(res[`repeating_armor_${id}_ruestung_auswahl`])) - } - traglast = Number(Math.round(traglast+'e3')+'e-3') - - setAttrs({traglast}) -} - -// Leitwert -const meleeweaponLeitwert = async() => { - const idarray = await dsa5helpers.getSectionIDsAsync("meleeweapon") - let update = {} - if(idarray.length > 0){ - const attrs = [] - for (let i = 0; i < idarray.length; i++) { - const elem = idarray[i] - attrs.push(`repeating_meleeweapon_${elem}_waffe_leiteigenschaft`, `repeating_meleeweapon_${elem}_waffe_leiteigenschaft_input`, "koerperkraft_gesamt", "gewandheit_gesamt") - } - const values = await dsa5helpers.getAttrsAsync(attrs) - for (let i = 0; i < idarray.length; i++) { - const elem = idarray[i] - const tp_leitwert = dsa5helpers.getLeitwert(values[`repeating_meleeweapon_${elem}_waffe_leiteigenschaft`], values, values[`repeating_meleeweapon_${elem}_waffe_leiteigenschaft_input`]); - update[`repeating_meleeweapon_${elem}_waffe_tp_bonus`] = tp_leitwert - } - } - - return update -} - -on("change:koerperkraft_gesamt change:gewandheit_gesamt", async function () { - const update = await meleeweaponLeitwert() +on("change:koerperkraft_gesamt change:gewandheit_gesamt", async () => { + const update = await dsa5sheetFunctions.meleeweaponLeitwert() setAttrs(update) }); @@ -15444,716 +16232,132 @@ on(`change:repeating_meleeweapon:waffe_leiteigenschaft change:repeating_meleewea }); // abgeleitete Werte -on("sheet:opened change:le_grundwert change:le_modifikator change:le_verlust_perm change:konstitution_gesamt", function () { - //init and change lebensenergie - getAttrs(["toggle_npc", "le_grundwert", "le_ausgangswert", "le_modifikator", "le_verlust_perm", "le_max", "le", "wundschwelle", "konstitution_gesamt"], function (v) { - if (v.toggle_npc == 'character') { - let le_grundwert = parseInt(v.le_grundwert) || 8; - let le_modifikator = parseInt(v.le_modifikator) || 0; - let le_verlust_perm = parseInt(v.le_verlust_perm) || 0; - let le = parseInt(v.le) || 0; - let konstitution_gesamt = parseInt(v.konstitution_gesamt) || 8; - let le_ausgangswert = le_grundwert + konstitution_gesamt + konstitution_gesamt; - let le_max = le_ausgangswert + le_modifikator - le_verlust_perm; - let wundschwelle = Math.round(konstitution_gesamt / 2); - - setAttrs({ - le_grundwert: le_grundwert, - le_ausgangswert: le_ausgangswert, - le_modifikator: le_modifikator, - le_verlust_perm: le_verlust_perm, - le_max: le_max, - le: le, - wundschwelle: wundschwelle, - schmerzstufe1: Math.round(le_max / 4 * 3), - schmerzstufe2: Math.round(le_max / 4 * 2), - schmerzstufe3: Math.round(le_max / 4), - schmerzstufe4: 5 - }); - } - }); +on("sheet:opened change:le_grundwert change:le_modifikator change:le_verlust_perm change:konstitution_gesamt", async () => { + const update = await dsa5sheetFunctions.calcDerivedAttributes() + setAttrs(update) }); dsa5Module().dsa5.mageAttrs.forEach(elem => { - on(`sheet:opened change:leiteigenschaft_${elem} ${dsa5Module().getAttrs().map(x => `change:${x}_gesamt`).join(" ")} change:${elem}_ausgangswert change:${elem}_modifikator change:${elem}_verlust_perm change:${elem}_rueckkauf change:${elem}_faktor`, function () { - //init and change astralenergie - getAttrs(["toggle_npc", `leiteigenschaft_${elem}`, ...dsa5Module().getAttrs().map(x => `${x}_gesamt`), `${elem}_modifikator`, `${elem}_verlust_perm`, `${elem}_rueckkauf`, `${elem}`, `${elem}_regeneration`, `${elem}_faktor`], - function (v) { - if (v.toggle_npc == 'character') { - let leiteigenschaft = v[`leiteigenschaft_${elem}`]; - let modifikator = parseInt(v[`${elem}_modifikator`]) || 0; - let verlust_perm = parseInt(v[`${elem}_verlust_perm`]) || 0; - let rueckkauf = parseInt(v[`${elem}_rueckkauf`]) || 0; - let ae = parseInt(v[`${elem}`]) || 0; - let regeneration = parseInt(v[`${elem}_regeneration`]) || 0; - let faktor = parseFloat(v[`${elem}_faktor`]) || 1; - - let ausgangswert = 0; - switch (leiteigenschaft) { - case "keine": - ausgangswert = 20; - break; - default: - if (dsa5Module().dsa5.attributes[leiteigenschaft]) - ausgangswert = 20 + Math.ceil((parseInt(v[`${dsa5Module().dsa5.attributes[leiteigenschaft]}_gesamt`]) || 0) * faktor); - - break; - } // Ende switch - let max = ausgangswert + modifikator - verlust_perm + rueckkauf; - let update = { - [`${elem}_ausgangswert`]: ausgangswert, - [`${elem}_modifikator`]: modifikator, - [`${elem}_verlust_perm`]: verlust_perm, - [`${elem}_max`]: max, - [`${elem}`]: ae, - [`${elem}_regeneration`]: regeneration, - [`${elem}_rueckkauf`]: rueckkauf - }; - - setAttrs(update); - } - }); + on(`change:leiteigenschaft_${elem} ${dsa5Module().getAttrs().map(x => `change:${x}_gesamt`).join(" ")} change:${elem}_ausgangswert change:${elem}_modifikator change:${elem}_verlust_perm change:${elem}_rueckkauf change:${elem}_faktor`, async () => { + const update = await dsa5sheetFunctions.setMageAttr(elem) + setAttrs(update) }); }); // Seelenkraft - -on("sheet:opened change:mut_gesamt change:klugheit_gesamt change:intuition_gesamt change:sk_grundwert change:sk_modifikator", function () { - getAttrs(["toggle_npc", "mut_gesamt", "klugheit_gesamt", "intuition_gesamt", "sk_grundwert", "sk_modifikator"], function (values) { - let toggle_npc = values.toggle_npc; - let sk_modifikator = parseInt(values.sk_modifikator) || 0; - let sk_grundwert = parseInt(values.sk_grundwert) || 0; - let sk_basiswert = sk_grundwert + Math.round((parseInt(values.mut_gesamt) + parseInt(values.klugheit_gesamt) + parseInt(values.intuition_gesamt)) / 6); - let sk_gesamt = toggle_npc == 'character' ? sk_basiswert + sk_modifikator : sk_grundwert + sk_modifikator; - - setAttrs({ - sk_gesamt: sk_gesamt, - sk_grundwert: sk_grundwert, - sk_modifikator: sk_modifikator - }); - }); +on("change:mut_gesamt change:klugheit_gesamt change:intuition_gesamt change:sk_grundwert change:sk_modifikator change:toggle_npc", async () => { + const update = await dsa5sheetFunctions.calcSoulpower() + setAttrs(update) }); // Zähigkeit - -on("sheet:opened change:konstitution_gesamt change:koerperkraft_gesamt change:zk_grundwert change:zk_modifikator", function () { - getAttrs(["toggle_npc", "konstitution_gesamt", "koerperkraft_gesamt", "zk_grundwert", "zk_modifikator"], function (values) { - let toggle_npc = values.toggle_npc; - let zk_modifikator = parseInt(values.zk_modifikator) || 0; - let zk_grundwert = parseInt(values.zk_grundwert) || 0; - let zk_basiswert = zk_grundwert + Math.round((parseInt(values.konstitution_gesamt) + parseInt(values.konstitution_gesamt) + parseInt(values.koerperkraft_gesamt)) / 6); - let zk_gesamt = toggle_npc == 'character' ? zk_basiswert + zk_modifikator : zk_grundwert + zk_modifikator; - - setAttrs({ - zk_gesamt: zk_gesamt, - zk_grundwert: zk_grundwert, - zk_modifikator: zk_modifikator - }); - }); +on("change:konstitution_gesamt change:koerperkraft_gesamt change:zk_grundwert change:zk_modifikator change:toggle_npc", async () => { + const update = await dsa5sheetFunctions.calcToughness() + setAttrs(update) }); // Ausweichen - -on("sheet:opened change:aw_grundwert change:gewandheit_gesamt change:aw_modifikator", function () { - getAttrs(["toggle_npc", "gewandheit_gesamt", "aw_grundwert", "aw_modifikator"], function (values) { - let toggle_npc = values.toggle_npc; - let aw_modifikator = parseInt(values.aw_modifikator) || 0; - let aw_grundwert = parseInt(values.aw_grundwert) || 0; - let aw_basiswert = Math.round(parseInt(values.gewandheit_gesamt) / 2); - let aw_gesamt; - if (toggle_npc == 'character') { - aw_gesamt = aw_basiswert + aw_modifikator; - aw_grundwert = aw_basiswert; - } else { - aw_gesamt = aw_grundwert + aw_modifikator; - } - setAttrs({ - aw_gesamt: aw_gesamt, - aw_grundwert: aw_grundwert, - aw_modifikator: aw_modifikator - }); - }); +on("change:aw_grundwert change:gewandheit_gesamt change:aw_modifikator change:toggle_npc", async () => { + const update = await dsa5sheetFunctions.calcDodge() + setAttrs(update) }); // Geschwindigkeit - -on("sheet:opened change:gs_grundwert change:gs_modifikator change:gs_be_modifikator change:belastung_gesamt", function () { - getAttrs(["gs_grundwert", "gs_modifikator", "belastung_gesamt", "gs_be_modifikator"], function (values) { - let gs_modifikator = parseInt(values.gs_modifikator) || 0; - let gs_grundwert = parseInt(values.gs_grundwert) || 0; - let gs_be_modifikator = parseInt(values.gs_be_modifikator) || 0; - let belastung_gesamt = parseInt(values.belastung_gesamt) || 0; - let gs_gesamt = gs_grundwert + gs_modifikator + gs_be_modifikator - belastung_gesamt; - - setAttrs({ - gs_gesamt: gs_gesamt, - gs_grundwert: gs_grundwert, - gs_modifikator: gs_modifikator - }); - }); +on("change:gs_grundwert change:gs_modifikator change:gs_be_modifikator change:belastung_gesamt change:toggle_npc", async() => { + const update = await dsa5sheetFunctions.calcSpeed() + setAttrs(update) }); -// Rüstungsschutz - // Schips - -on("sheet:opened change:schips_grundwert change:schips_modifikator change:schips", function () { - getAttrs(["schips_grundwert", "schips_modifikator", "schips"], function (values) { - let schips_modifikator = parseInt(values.schips_modifikator) || 0; - let schips_grundwert = parseInt(values.schips_grundwert); - let schips_max = schips_grundwert + schips_modifikator; - let schips = parseInt(values.schips); - - setAttrs({ - schips_max: schips_max, - schips_grundwert: schips_grundwert, - schips_modifikator: schips_modifikator, - schips: schips - }); - }); +on("change:schips_grundwert change:schips_modifikator change:schips", async () => { + const update = await dsa5sheetFunctions.calcSchips() + setAttrs(update) }); // Verteidigungswert -on("sheet:opened change:vw_grundwert change:vw_modifikator", function () { - getAttrs(["vw_grundwert", "vw_modifikator"], function (values) { - let vw_modifikator = parseInt(values.vw_modifikator) || 0; - let vw_grundwert = parseInt(values.vw_grundwert) || 0; - let vw_gesamt = vw_grundwert + vw_modifikator; - - setAttrs({ - vw_gesamt: vw_gesamt, - vw_grundwert: vw_grundwert, - vw_modifikator: vw_modifikator - }); - }); +on("change:vw_grundwert change:vw_modifikator change:toggle_npc", async () => { + const update = await dsa5sheetFunctions.calcDefense() + setAttrs(update) }); // Status und Zustände -const changeCondition = async(conditions) => { - let update = {} - let attrs = ["tragekraft_belastung"] - conditions.forEach(condition => { - attrs.push(`${condition}_basis`, `${condition}_mod`, `${condition}_gear`) - }) - const values = await dsa5helpers.getAttrsAsync(attrs) - conditions.forEach(condition => { - const basis = parseInt(values[`${condition}_basis`]) || 0; - const mod = parseInt(values[`${condition}_mod`]) || 0; - let gear = parseInt(values[`${condition}_gear`]) || 0; - if(condition == "belastung") gear += parseInt(values.tragekraft_belastung) || 0 - console.log(`Update condition ${condition} ${basis},${mod},${gear}`) - update[`${condition}_gesamt`] = Math.max(0, Math.min(4, basis + mod + gear)) - }) - return update -} - dsa5Module().dsa5.conditions.forEach(condition => { - on(`change:${condition}_basis change:${condition}_mod change:${condition}_gear change:tragekraft_belastung`, async function () { - const update = await changeCondition([condition]) + on(`change:${condition}_basis change:${condition}_mod change:${condition}_gear change:tragekraft_belastung`, async () => { + const update = await dsa5sheetFunctions.changeCondition([condition]) setAttrs(update) }); }) - +// Calc condition sum on(`${dsa5Module().dsa5.conditions.map(x => `change:${x}_gesamt`).join(" ")} change:zusatz_gesamt`, function () { - getAttrs([...dsa5Module().dsa5.conditions.map(x => `${x}_gesamt`), "zusatz_gesamt"], function (values) { - const belastung_gesamt = parseInt(values.belastung_gesamt) || 0; - const betaeubung_gesamt = parseInt(values.betaeubung_gesamt) || 0; - const entrueckung_gesamt = parseInt(values.entrueckung_gesamt) || 0; - const furcht_gesamt = parseInt(values.furcht_gesamt) || 0; - const paralyse_gesamt = parseInt(values.paralyse_gesamt) || 0; - const schmerz_gesamt = parseInt(values.schmerz_gesamt) || 0; - const trance_gesamt = parseInt(values.trance_gesamt) || 0; - const verwirrung_gesamt = parseInt(values.verwirrung_gesamt) || 0; - const zusatz_gesamt = parseInt(values.zusatz_gesamt) || 0; - const status_gesamt = -1 * (belastung_gesamt + betaeubung_gesamt + entrueckung_gesamt + furcht_gesamt + paralyse_gesamt + schmerz_gesamt + trance_gesamt + verwirrung_gesamt + zusatz_gesamt); + let conditions = [...dsa5Module().dsa5.conditions.map(x => `${x}_gesamt`), "zusatz_gesamt"] + getAttrs(conditions, function (values) { + const status_gesamt = -1 * conditions.reduce((sum, x) => { + return sum + (parseInt(values[x]) || 0) + },0) const status_maxi = Math.max(status_gesamt, -5) - setAttrs({ status_gesamt, status_maxi }); }); }); -//global sheet:opened -on('sheet:opened', async() => { - const talentmodifiers = await updateTalentModifier(dsa5Module().dsa5.skills) - const armor = await calcArmor() - const translation = await prepareTranslation() - const leitwerte = await meleeweaponLeitwert() - const conditions = await changeCondition(dsa5Module().dsa5.conditions) - const range = await prepareRangeCombatskills(dsa5Module().dsa5.combatskills.range) - const update = { ...talentmodifiers, ...armor, ...translation, ...leitwerte, ...conditions, ...range} - setAttrs(update) -}) - // Talente dsa5Module().dsa5.skills.forEach(skill => { on(`change:${skill}_sf_mod change:${skill}_effekt_mod change:${skill}_be_akt change:${skill}_betaeubung_akt change:${skill}_furcht_akt change:${skill}_paralyse_akt change:${skill}_schmerz_akt change:${skill}_trance_akt change:${skill}_verwirrung_akt change:status_gesamt change:${skill}_entrueckung_akt change:${skill}_zusatz_akt`, async() => { - const update = await updateTalentModifier([skill]) + const update = await dsa5sheetFunctions.updateTalentModifier([skill]) setAttrs(update) }); + on(`change:${skill}_fw change:${skill}_fw_mod`, () => { + getAttrs([`${skill}_fw`, `${skill}_fw_mod`], values => { + setAttrs({ + [`${skill}_fw_gesamt`]: (Number(values[`${skill}_fw`]) || 0) + (Number(values[`${skill}_fw_mod`]) || 0) + }) + }) + }) }); - //Sonderfertigkeiten -dsa5Module().dsa5.modifiers.forEach(x => { - on(`change:repeating_sonderfertigkeit:sonderfertigkeit_auswahl${x}`, function (eventInfo) { - getAttrs([`repeating_sonderfertigkeit_sonderfertigkeit_auswahl${x}`, `repeating_sonderfertigkeit_sonderfertigkeit_mod${x}`, `repeating_sonderfertigkeit_sonderfertigkeit_auswahl_vorher${x}`, "repeating_sonderfertigkeit_sonderfertigkeit_aktiviert"], function (v) { - const aktiviert = parseInt(v.repeating_sonderfertigkeit_sonderfertigkeit_aktiviert); - const update = {}; - const auswahl = v[`repeating_sonderfertigkeit_sonderfertigkeit_auswahl${x}`]; - const wert = parseInt(v[`repeating_sonderfertigkeit_sonderfertigkeit_mod${x}`]); - const auswahl_v = v[`repeating_sonderfertigkeit_sonderfertigkeit_auswahl_vorher${x}`]; - if (aktiviert == 1) { - if (auswahl != auswahl_v) { - change_modifier(auswahl_v, 0, wert); - change_modifier(auswahl, wert, 0); - } - } - update[`repeating_sonderfertigkeit_sonderfertigkeit_auswahl_vorher${x}`] = auswahl - setAttrs(update); - }); - }); -}) - -dsa5Module().dsa5.modifiers.forEach(x => { - on(`change:repeating_sonderfertigkeit:sonderfertigkeit_mod${x}`, function (eventInfo) { - getAttrs([`repeating_sonderfertigkeit_sonderfertigkeit_auswahl${x}`, `repeating_sonderfertigkeit_sonderfertigkeit_mod${x}`, `repeating_sonderfertigkeit_sonderfertigkeit_mod_vorher${x}`, "repeating_sonderfertigkeit_sonderfertigkeit_aktiviert"], function (v) { - const aktiviert = parseInt(v.repeating_sonderfertigkeit_sonderfertigkeit_aktiviert); - const update = {}; - const auswahl = v[`repeating_sonderfertigkeit_sonderfertigkeit_auswahl${x}`]; - const wert_neu = parseInt(v[`repeating_sonderfertigkeit_sonderfertigkeit_mod${x}`]); - const wert_alt = parseInt(v[`repeating_sonderfertigkeit_sonderfertigkeit_mod_vorher${x}`]); - - if (aktiviert == 1) change_modifier(auswahl, wert_neu, wert_alt); - - update[`repeating_sonderfertigkeit_sonderfertigkeit_mod_vorher${x}`] = wert_neu; - setAttrs(update); - }); - }); -}) - - -on("change:repeating_sonderfertigkeit:sonderfertigkeit_aktiviert", function (eventInfo) { - const attrs = ["repeating_sonderfertigkeit_sonderfertigkeit_aktiviert"] - dsa5Module().dsa5.modifiers.forEach(x => { - attrs.push(`repeating_sonderfertigkeit_sonderfertigkeit_auswahl${x}`, `repeating_sonderfertigkeit_sonderfertigkeit_mod${x}`) - }) - getAttrs(attrs, function (v) { - const aktiviert = parseInt(v.repeating_sonderfertigkeit_sonderfertigkeit_aktiviert); - - dsa5Module().dsa5.modifiers.forEach(x => { - const auswahl = v[`repeating_sonderfertigkeit_sonderfertigkeit_auswahl${x}`]; - const wert = parseInt(v[`repeating_sonderfertigkeit_sonderfertigkeit_mod${x}`]); - - if (aktiviert == 1) change_modifier(auswahl, wert, 0); - else change_modifier(auswahl, 0, wert); - }) - }); -}); - - -on("remove:repeating_sonderfertigkeit", function (eventInfo) { - let rid = eventInfo.sourceAttribute; - let aktiviert = parseInt(eventInfo.removedInfo[rid + "_sonderfertigkeit_aktiviert"]); - - if (aktiviert == 1) { - dsa5Module().dsa5.modifiers.forEach(x => { - const auswahl = eventInfo.removedInfo[rid + `_sonderfertigkeit_auswahl${x}`]; - const wert = parseInt(eventInfo.removedInfo[rid + `_sonderfertigkeit_mod${x}`]); - - change_modifier(auswahl, 0, wert); - }) - } -}); - //Effekte -dsa5Module().dsa5.modifiers.forEach(x => { - on(`change:repeating_effekt:effekt_auswahl${x}`, function (eventInfo) { - getAttrs([`repeating_effekt_effekt_auswahl${x}`, `repeating_effekt_effekt_mod${x}`, `repeating_effekt_effekt_auswahl_vorher${x}`, "repeating_effekt_effekt_aktiviert"], function (v) { - const aktiviert = parseInt(v.repeating_effekt_effekt_aktiviert); - const update = {}; - const auswahl = v[`repeating_effekt_effekt_auswahl${x}`]; - const wert = parseInt(v[`repeating_effekt_effekt_mod${x}`]); - const auswahl_v = v[`repeating_effekt_effekt_auswahl_vorher${x}`]; - if (aktiviert == 1) { - // ist aktiviert - if (auswahl != auswahl_v) { - change_modifier(auswahl_v, 0, wert); - change_modifier(auswahl, wert, 0); - } - } - update[`repeating_effekt_effekt_auswahl_vorher${x}`] = auswahl; - setAttrs(update); - }); - }); -}) - - -dsa5Module().dsa5.modifiers.forEach(x => { - on(`change:repeating_effekt:effekt_mod${x}`, function (eventInfo) { - getAttrs([`repeating_effekt_effekt_auswahl${x}`, `repeating_effekt_effekt_mod${x}`, `repeating_effekt_effekt_mod_vorher${x}`, "repeating_effekt_effekt_aktiviert"], function (v) { - const aktiviert = parseInt(v.repeating_effekt_effekt_aktiviert); - const update = {}; - const auswahl = v[`repeating_effekt_effekt_auswahl${x}`]; - const wert_neu = parseInt(v[`repeating_effekt_effekt_mod${x}`]); - const wert_alt = parseInt(v[`repeating_effekt_effekt_mod_vorher${x}`]); - - if (aktiviert == 1) change_modifier(auswahl, wert_neu, wert_alt); - - update[`repeating_effekt_effekt_mod_vorher${x}`] = wert_neu; - setAttrs(update); - }); - }); -}) - - -on("change:repeating_effekt:effekt_aktiviert", function (eventInfo) { - const attrs = ["repeating_effekt_effekt_aktiviert"] - dsa5Module().dsa5.modifiers.forEach(x => { - attrs.push(`repeating_effekt_effekt_auswahl${x}`, `repeating_effekt_effekt_mod${x}`) - }) - getAttrs(attrs, function (v) { - const aktiviert = parseInt(v.repeating_effekt_effekt_aktiviert); - - dsa5Module().dsa5.modifiers.forEach(x => { - const auswahl = v[`repeating_effekt_effekt_auswahl${x}`]; - const wert = parseInt(v[`repeating_effekt_effekt_mod${x}`]); - - if (aktiviert == 1) change_modifier(auswahl, wert, 0); - else change_modifier(auswahl, 0, wert); - }) - }); +on(`remove:repeating_sonderfertigkeit change:repeating_sonderfertigkeit:sonderfertigkeit_aktiviert remove:repeating_effekt change:repeating_effekt:effekt_aktiviert ${dsa5Module().dsa5.modifiers.map(x => `change:repeating_effekt:effekt_auswahl${x} change:repeating_effekt:effekt_mod${x}`).join(" ")} ${dsa5Module().dsa5.modifiers.map(x => `change:repeating_sonderfertigkeit:sonderfertigkeit_auswahl${x} change:repeating_sonderfertigkeit:sonderfertigkeit_mod${x}`).join(" ")}`, async () => { + console.log("Trying to change modifier") + await dsa5sheetFunctions.change_modifierV2(); }); -on("remove:repeating_effekt", function (eventInfo) { - const rid = eventInfo.sourceAttribute; - const aktiviert = parseInt(eventInfo.removedInfo[rid + "_effekt_aktiviert"]); - console.log(eventInfo.removedInfo) - if (aktiviert == 1) { - dsa5Module().dsa5.modifiers.forEach(x => { - const auswahl = eventInfo.removedInfo[rid + `_effekt_auswahl${x}`]; - const wert = parseInt(eventInfo.removedInfo[rid + `_effekt_mod${x}`]); - change_modifier(auswahl, 0, wert); - }) - } -}); - -const prepareRangeCombatskills = async(skills) => { - let attrs = ["fingerfertigkeit_gesamt", "ktw_change_flag"] - for(let skill of skills){ - attrs.push(skill, `ktw_${skill}`) - } - const values = await dsa5helpers.getAttrsAsync(attrs) - const ktw_change_flag = parseInt(values.ktw_change_flag) * -1; - let update = { ktw_change_flag: ktw_change_flag } - for (let skill of skills) { - const ktw = parseInt(values[`ktw_${skill}`]); - const leiteigenschaft = parseInt(values.fingerfertigkeit_gesamt); - const at = ktw + Math.floor((leiteigenschaft - 8) / 3); - update[`at_${skill}`] = at - } - return update -} // Kampf dsa5Module().dsa5.combatskills.range.forEach(skill => { - on(`change:${skill} change:ktw_${skill} change:fingerfertigkeit_gesamt`, async function () { - const update = await prepareRangeCombatskills([skill]) + on(`change:${skill} change:ktw_${skill} change:fingerfertigkeit_gesamt`, async () => { + const update = await dsa5sheetFunctions.prepareRangeCombatskills([skill]) setAttrs(update) }); }); dsa5Module().dsa5.combatskills.melee.forEach(skill => { - on(`change:${skill} change:ktw_${skill} change:mut_gesamt change:gewandheit_gesamt change:koerperkraft_gesamt sheet:opened`, function () { - getAttrs([skill, `ktw_${skill}`, "mut_gesamt", "gewandheit_gesamt", "koerperkraft_gesamt", "ktw_change_flag"], function (values) { - let leiteigenschaft_selector = values[skill]; - let ktw = parseInt(values[`ktw_${skill}`]); - let mut_gesamt = parseInt(values.mut_gesamt); - - switch (leiteigenschaft_selector) { - case "KK": - leiteigenschaft = parseInt(values.koerperkraft_gesamt); - break; - case "GE": - leiteigenschaft = parseInt(values.gewandheit_gesamt); - break; - case "GE/KK": - leiteigenschaft = Math.max(parseInt(values.gewandheit_gesamt), parseInt(values.koerperkraft_gesamt)); - break - default: - leiteigenschaft = 0; - break; - } - let at = ktw + Math.floor((mut_gesamt - 8) / 3); - let pa = Math.round(ktw / 2) + Math.floor((leiteigenschaft - 8) / 3); - let ktw_change_flag = parseInt(values.ktw_change_flag) * -1; - let update = { ktw_change_flag: ktw_change_flag } - update[`at_${skill}`] = at - switch (skill) { - case "kettenwaffen": - case "lanzen": - break; - default: - update[`pa_${skill}`] = pa; - } - setAttrs(update); - }); + on(`change:${skill} change:ktw_${skill} change:mut_gesamt change:gewandheit_gesamt change:koerperkraft_gesamt`, async() => { + const update = await dsa5sheetFunctions.calcCombatskill([skill]) + setAttrs(update) }); }); -on("change:sicht_mod_nk change:gegnerrw change:gegner_hinten change:gegner_kt change:blutrausch change:liegend change:vorteilhafte_position change:kampf_im_wasser sheet:opened", function () { - getAttrs(["sicht_mod_nk", "gegnerrw", "gegner_hinten", "gegner_kt", "blutrausch", "liegend", "vorteilhafte_position", "kampf_im_wasser"], function (values) { - let sicht_mod_nk = parseInt(values.sicht_mod_nk) || 0; - let gegnerrw = parseInt(values.gegnerrw) || 0; - let gegner_kt = parseInt(values.gegner_kt) || 0; - let blutrausch = parseInt(values.blutrausch) || 0; - // eingeengt --- Waffenabhängige Auswirkung - let vorteilhafte_position = 0 - let gegner_hinten = 0; - let liegend = 0; - let tp_situation_mod = 0; - if ((parseInt(values.vorteilhafte_position) || 0) == 1) { vorteilhafte_position = 2; }; - if ((parseInt(values.gegner_hinten) || 0) == 1) { gegner_hinten = -4; }; - if ((parseInt(values.liegend) || 0) == 1) { liegend = -2; }; - if ((parseInt(values.blutrausch) || 0) == 1) { blutrausch = 4; tp_situation_mod = 2; }; - let kampf_im_wasser = parseInt(values.kampf_im_wasser) || 0; - let at_situation_mod = sicht_mod_nk + gegnerrw + vorteilhafte_position + kampf_im_wasser + (liegend * 2) + blutrausch; - let pa_situation_mod = sicht_mod_nk + vorteilhafte_position + kampf_im_wasser + liegend + gegner_hinten + gegner_kt; - - setAttrs({ - at_situation_mod: at_situation_mod, - pa_situation_mod: pa_situation_mod, - tp_situation_mod: tp_situation_mod - }); - }); +on("change:sicht_mod_nk change:gegnerrw change:gegner_hinten change:gegner_kt change:blutrausch change:liegend change:vorteilhafte_position change:kampf_im_wasser", async () => { + const update = await dsa5sheetFunctions.calcMeleeMod() + setAttrs(update) }); -on("sheet:opened change:distanz_mod change:groesse_mod change:sicht_mod change:ziel_bewegung_mod change:schuetze_bewegung_mod change:kampfgetuemmel_mod change:fk_sf_mod change:tp_sf_mod", function () { - getAttrs(["distanz_mod", "groesse_mod", "sicht_mod", "ziel_bewegung_mod", "schuetze_bewegung_mod", "kampfgetuemmel_mod", "fk_sf_mod", "tp_sf_mod"], function (values) { - let distanz_mod = parseInt(values.distanz_mod) || 0; - let groesse_mod = parseInt(values.groesse_mod) || 0; - let sicht_mod = parseInt(values.sicht_mod) || 0; - let ziel_bewegung_mod = parseInt(values.ziel_bewegung_mod) || 0; - let schuetze_bewegung_mod = parseInt(values.schuetze_bewegung_mod) || 0; - let kampfgetuemmel_mod = parseInt(values.kampfgetuemmel_mod) || 0; - let fk_sf_mod = parseInt(values.fk_sf_mod) || 0; - let tp_sf_mod = parseInt(values.tp_sf_mod) || 0; - let distanz_fk_mod = distanz_mod * 2; - let distanz_tp_mod = distanz_mod; - let groesse_fk_mod = groesse_mod * 4; - let groesse_tp_mod = 0; - let sicht_fk_mod = sicht_mod * 2; - let sicht_tp_mod = 0; - let ziel_bewegung_fk_mod = ziel_bewegung_mod * 2; - let ziel_bewegung_tp_mod = 0; - let schuetze_bewegung_fk_mod = schuetze_bewegung_mod * 2; - let schuetze_bewegung_tp_mod = 0; - let kampfgetuemmel_fk_mod = -2 * kampfgetuemmel_mod; - let gesamt_fk_mod = distanz_fk_mod + groesse_fk_mod + sicht_fk_mod + ziel_bewegung_fk_mod + schuetze_bewegung_fk_mod + kampfgetuemmel_fk_mod + fk_sf_mod; - let gesamt_tp_mod = distanz_tp_mod + groesse_tp_mod + sicht_tp_mod + ziel_bewegung_tp_mod + schuetze_bewegung_tp_mod + tp_sf_mod; - - setAttrs({ - distanz_fk_mod: distanz_fk_mod, - distanz_tp_mod: distanz_tp_mod, - groesse_fk_mod: groesse_fk_mod, - groesse_tp_mod: groesse_tp_mod, - sicht_fk_mod: sicht_fk_mod, - sicht_tp_mod: sicht_tp_mod, - ziel_bewegung_fk_mod: ziel_bewegung_fk_mod, - ziel_bewegung_tp_mod: ziel_bewegung_tp_mod, - schuetze_bewegung_fk_mod: schuetze_bewegung_fk_mod, - schuetze_bewegung_tp_mod: schuetze_bewegung_tp_mod, - kampfgetuemmel_fk_mod: kampfgetuemmel_fk_mod, - gesamt_fk_mod: gesamt_fk_mod, - gesamt_tp_mod: gesamt_tp_mod - }); - }); +on("change:distanz_mod change:groesse_mod change:sicht_mod change:ziel_bewegung_mod change:schuetze_bewegung_mod change:kampfgetuemmel_mod change:fk_sf_mod change:tp_sf_mod", async () => { + const update = await dsa5sheetFunctions.calcDistanzMod() + setAttrs(update) }); - -on("sheet:opened change:zauberdauer_mod change:geste_mod change:reichweite_mod change:formel_mod change:kosten_mod change:fremdtradition_mod change:ritualplatz_mod change:aufrechterhaltung_mod change:zeit_mod change:kleidung_mod change:magie_entrueckung_akt change:geraetschaften_mod change:magie_sf_mod change:magie_effekt_mod change:status_gesamt change:entrueckung_gesamt", function () { - getAttrs(["zauberdauer_mod", "geste_mod", "reichweite_mod", "formel_mod", "kosten_mod", "fremdtradition_mod", "ritualplatz_mod", "aufrechterhaltung_mod", "zeit_mod", "kleidung_mod", "magie_entrueckung_akt", "geraetschaften_mod", "magie_sf_mod", "magie_effekt_mod", "status_gesamt", "entrueckung_gesamt", "belastung_gesamt"], function (values) { - - const magie_mod_summe = parseInt(values.zauberdauer_mod || 0) - + parseInt(values.geste_mod || 0) - + parseInt(values.reichweite_mod || 0) - + parseInt(values.formel_mod || 0) - + parseInt(values.kosten_mod || 0) - + parseInt(values.fremdtradition_mod || 0) - + parseInt(values.ritualplatz_mod || 0) - + (-1 * parseInt(values.aufrechterhaltung_mod || 0)) - + parseInt(values.zeit_mod || 0) - + parseInt(values.kleidung_mod || 0) - + parseInt(values.geraetschaften_mod || 0); - const entrueckung_modifier = getEntruecktModifier(values.magie_entrueckung_akt, parseInt(values.entrueckung_gesamt || 0)); - const status_modifier = Math.max(-5, parseInt(values.status_gesamt || 0) + parseInt(values.entrueckung_gesamt || 0) + entrueckung_modifier + parseInt(values.belastung_gesamt)); - const magie_mod_gesamt = magie_mod_summe + status_modifier; - - setAttrs({ - magie_mod_summe, - magie_mod_gesamt, - status_modifier_magie: status_modifier - }); - }); +on("change:zauberdauer_mod change:geste_mod change:reichweite_mod change:formel_mod change:kosten_mod change:fremdtradition_mod change:ritualplatz_mod change:aufrechterhaltung_mod change:zeit_mod change:kleidung_mod change:magie_entrueckung_akt change:geraetschaften_mod change:magie_sf_mod change:magie_effekt_mod change:status_gesamt change:entrueckung_gesamt", () => { + dsa5sheetFunctions.calcMagieMod() }); -on("sheet:opened change:liturgiedauer_mod change:geste_mod change:reichweite_mod change:formel_mod change:kosten_mod change:fremdtradition_mod change:ritualplatz_mod change:aufrechterhaltung_mod change:zeit_mod change:kleidung_mod change:glaube_entrueckung_akt change:geraetschaften_mod change:glaube_sf_mod change:glaube_effekt_mod change:status_gesamt change:entrueckung_gesamt", function () { - getAttrs(["liturgiedauer_mod", "geste_mod", "reichweite_mod", "formel_mod", "kosten_mod", "fremdtradition_mod", "ritualplatz_mod", "aufrechterhaltung_mod", "zeit_mod", "kleidung_mod", "glaube_entrueckung_akt", "geraetschaften_mod", "glaube_sf_mod", "glaube_effekt_mod", "status_gesamt", "entrueckung_gesamt", "belastung_gesamt"], function (values) { - - const glaube_mod_summe = parseInt(values.liturgiedauer_mod || 0) - + parseInt(values.geste_mod || 0) - + parseInt(values.reichweite_mod || 0) - + parseInt(values.formel_mod || 0) - + parseInt(values.kosten_mod || 0) - + parseInt(values.fremdtradition_mod || 0) - + parseInt(values.ritualplatz_mod || 0) - + (-1 * parseInt(values.aufrechterhaltung_mod || 0)) - + parseInt(values.zeit_mod || 0) - + parseInt(values.kleidung_mod || 0) - + parseInt(values.geraetschaften_mod || 0); - const entrueckung_modifier = getEntruecktModifier(values.glaube_entrueckung_akt, parseInt(values.entrueckung_gesamt || 0)); - const status_modifier = Math.max(-5, parseInt(values.status_gesamt || 0) + parseInt(values.entrueckung_gesamt || 0) + entrueckung_modifier + parseInt(values.belastung_gesamt)); - const glaube_mod_gesamt = glaube_mod_summe + status_modifier; - - setAttrs({ - glaube_mod_summe, - glaube_mod_gesamt, - status_modifier_glaube: status_modifier - }); - }); +on("change:liturgiedauer_mod change:geste_mod change:reichweite_mod change:formel_mod change:kosten_mod change:fremdtradition_mod change:ritualplatz_mod change:aufrechterhaltung_mod change:zeit_mod change:kleidung_mod change:glaube_entrueckung_akt change:geraetschaften_mod change:glaube_sf_mod change:glaube_effekt_mod change:status_gesamt change:entrueckung_gesamt", () => { + dsa5sheetFunctions.calcGlaubeMod() }); - -// Initiative , ini_grundwert: ini_grundwert, ini_modifikator: ini_modifikator - -on("sheet:opened change:ini_grundwert change:mut_gesamt change:gewandheit_gesamt change:belastung_gesamt change:ini_modifikator change:ini_be_modifikator", function () { - getAttrs(["toggle_npc", "mut_gesamt", "gewandheit_gesamt", "ini_grundwert", "ini_modifikator", "belastung_gesamt", "ini_be_modifikator"], function (values) { - const toggle_npc = values.toggle_npc; - const ini_modifikator = parseInt(values.ini_modifikator) || 0; - const ini_basiswert = Math.round((parseInt(values.mut_gesamt) + parseInt(values.gewandheit_gesamt)) / 2); - const ini_be_modifikator = parseInt(values.ini_be_modifikator) || 0; - const belastung_gesamt = parseInt(values.belastung_gesamt) || 0; - const ini_grundwert = toggle_npc == 'character' ? ini_basiswert : (parseInt(values.ini_grundwert) || 0); - - const ini_gesamt = ini_grundwert + ini_modifikator + ini_be_modifikator - belastung_gesamt; - console.log("DSA5 - calc ini toggle " + toggle_npc + " ini_mod " + ini_modifikator + " grundwert " + ini_grundwert + " ini_basiswert " + ini_basiswert + " ini_be_modifikator " + ini_be_modifikator + " belastung_gesamt " + belastung_gesamt); - setAttrs({ - ini_gesamt, - ini_grundwert - }); - }); -}); - -// NPC-Import button// NPC-Import button -on("clicked:importnpc", function () { - getAttrs(["npc_import"], function (values) { - - console.log("DSA5 - Import Trigger"); - let endtoken = 'ENDTOKEN'; - // strip : - let input = values.npc_import.replace(/:/g, '') + endtoken; - //Keywords to look for - let keywords = ["groesse", "gewicht", "MU", "KL", "IN", "CH", "FF", "GE", "KO", "KK", "lep", "asp", "kap", "INI", "VW", "sk", "zk", "gs", "RS/BE", "aktionen", "sonderfertigkeiten", "talente", "zauber", "gkategorie", "typus", "anrufungsschwierigkeit", "beute", "kampfverhalten", "flucht", "jagd", "schmerzplus1", "sonderregeln", "anzahl", "ENDTOKEN"]; - //array for the results - let multi = []; - - keywords.forEach(function (key, index, keywords) { - let translatedKey = getTranslationByKey(key); - let newArray = []; - newArray[0] = translatedKey; //add keyword - newArray[1] = index; //add keyword index - newArray[2] = input.search(translatedKey); //add position in text - newArray[3] = ''; //result value - multi[index] = newArray; - console.log(key + " " + translatedKey); - //console.log(multi[index][0]+" inloop "+multi[index][1]); - }); - - // sort by position - multi.sort(function (a, b) { - let valueA, valueB; - valueA = a[2]; // Where 1 is your index, from your example - valueB = b[2]; - if (valueA < valueB) { - return -1; - } else if (valueA > valueB) { - return 1; - } - return 0; - }); - - // now extract all other elements - multi.forEach(function (key, index, multi) { - let start = multi[index][2]; - if (start == -1) { multi[index][3] = '' } else { - if (multi[index][0] == endtoken) { - //do nothing - } else { - let next = multi[index + 1][2]; - multi[index][3] = input.substring(start + multi[index][0].length, next).trim(); - //console.log(key+" inloop "+(start+multi[index][0].length)+" "+next+" "+multi[index][3]); - } - } - }); - - // sort back in keyword order - multi.sort(function (a, b) { - let valueA, valueB; - // 1 is the index to sort - valueA = a[1]; - valueB = b[1]; - if (valueA < valueB) { - return -1; - } else if (valueA > valueB) { - return 1; - } - return 0; - }); - - //do the output - multi.forEach(function (row, index, multi) { console.log(multi[index][0] + ' ' + multi[index][3]); }); - - setAttrs({ - toggle_npc: 'npc', - groesse: multi[0][3], - gewicht: multi[1][3], - mut: parseInt(multi[2][3]) || 8, - klugheit: parseInt(multi[3][3]) || 8, - intuition: parseInt(multi[4][3]) || 8, - charisma: parseInt(multi[5][3]) || 8, - fingerfertigkeit: parseInt(multi[6][3]) || 8, - gewandheit: parseInt(multi[7][3]) || 8, - konstitution: parseInt(multi[8][3]) || 8, - koerperkraft: parseInt(multi[9][3]) || 8, - le: parseInt(multi[10][3]) || 0, - le_max: parseInt(multi[10][3]) || 0, - ae: parseInt(multi[11][3]) || 0, - ae_max: parseInt(multi[11][3]) || 0, - ke: parseInt(multi[12][3]) || 0, - ke_max: parseInt(multi[12][3]) || 0, - ini_grundwert: parseInt(multi[13][3]) || 0, - aw_grundwert: parseInt(multi[14][3]) || 0, - vw_grundwert: parseInt(multi[14][3]) || 0, - sk_grundwert: parseInt(multi[15][3]) || 0, - zk_grundwert: parseInt(multi[16][3]) || 0, - gs_grundwert: parseInt(multi[17][3]) || 0, - rs_grundwert: parseInt(multi[18][3]) || 0, - schips_grundwert: 0, - anz_angriffe: parseInt(multi[19][3]) || 1, - sonstiges: multi[20][3], - informationen: multi[21][3], - groessekategorie: multi[23][3], - typus: multi[24][3], - schwierigkeit: multi[25][3], - beute: multi[26][3], - kampfverhalten: multi[27][3], - flucht: multi[28][3], - jagd: multi[29][3], - sonderregeln: multi[31][3], - anzahl: multi[32][3] - }); - - }); +on("change:ini_grundwert change:mut_gesamt change:gewandheit_gesamt change:belastung_gesamt change:ini_modifikator change:ini_be_modifikator", () => { + dsa5sheetFunctions.calcInitiative() }); const dsa5drop = (() => { const meleeRanges = { @@ -16189,6 +16393,9 @@ on("clicked:importnpc", function () { case "advantage": case "disadvantage": case "specialability": + //Special ability fix, Refactor this at some point + drop_uniquename = drop_uniquename.replace("Special%20Ability", "Special%20ability") + update = handleAbility(parsed_data, drop_uniquename, last_id) if (switchTab) update["tab"] = 2 break diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/sheet.json b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/sheet.json index e64813ec98..25f4af0218 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/sheet.json +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/sheet.json @@ -5,7 +5,6 @@ "roll20userid": "7913182", "preview": "preview.png", "compendium": "TDE", - "instructions": "This is the official \"Das Schwarze Auge 5.\" (The Dark Eye 5th) Roll20 character sheet by Ulisses Spiele\n* See **[Readme](https://github.com/Roll20/roll20-character-sheets/tree/master/Das%20Schwarze%20Auge%20(TDE)%205%20OFFICIAL%20by%20Ulisses/README.MD)** for more details.", - + "instructions": "### This is the official \"Das Schwarze Auge 5.\" (The Dark Eye 5th) Roll20 character sheet by Ulisses Spiele\nAventuria awaits, as TDE 5 is also available on Roll20.\nThe system includes relevant mechanisms to play in the wonderous world of Aventuria and The Dark Eye and create your own adventures, characters and stories.\n\nThe character sheet includes TDE compendium integration and allows you to add your advantages, disadvantages, cultures, professions, special skill, spells, liturgies, rituals and equipment as you see fit.\n\nSee README for more details.\n\n### Compendium Integration\nThis sheet provides integration for The Dark Eye Compendium\n\n### TSA Character Sheet Migration\nYou can seamlessly exchange the character sheet with the TSA character sheet. Make sure to create a backup of your world in advance.\n\n### Guide and Tutorials\nThe creation of a small Wiki is in progress. In the meantime users can find some Videos in VTToms and Hitdice's Youtube channel in German.\n\n### Feedback and Issues\nIf there is a problem with the character sheet or any compendium books, please check the issue section [Issues](https://github.com/Plushtoast/TDE-Roll20-Official/issues) and open a new issue for us with as much detail as possible.\n\nIf you want to discuss TDE for roll20 or need some assistance you can also join the Discord Servers:\n* [Ulisses Spiele GmbH](https://discord.gg/WXu4m8sc)", "legacy": false } \ No newline at end of file diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translation.json b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translation.json index c6a0fa9086..efacce7d57 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translation.json +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translation.json @@ -1,5 +1,4 @@ { - "---": "---", "1/2": "1/2", "1-kategorie": "1 Kat.", @@ -96,6 +95,8 @@ "furcht": "Furcht", "fw": "FW", "fk-mod": "FK-Mod", + "faecher": "Fächer", + "fwmod": "FW-Mod", "geburtsort": "Geburtsort", "geburtstag": "Tsatag", "gegner-von-hinten": "Gegner von Hinten", @@ -150,7 +151,7 @@ "professionspaket": "Professionspaket hinzufügen?", "kurz": "kurz", "lz": "LZ", - "ladezeit": "Ladezeit in KR", + "ladezeit": "Ladezeit (KR)", "lang": "lang", "lanzen": "Lanzen", "le": "LE", @@ -161,6 +162,7 @@ "leiteigenschaft": "Leiteigenschaft", "leiteigschadensb": "TP-Bonus", "liegend": "Liegend", + "MagieundGlaube": "Magie und Glaube", "magie": "Magie", "malus": "Malus", "max-5": "(max. -5) ", @@ -195,8 +197,8 @@ "pa": "PA", "pa-mod": "PA-Mod", "passierschlag": "Passierschlag", + "passierschlagShort": "P", "parade": "Parade", - "paralyse": "Paralyse", "patzer": "Patzer", "pechmagnet": "Pechmagnet", @@ -212,6 +214,7 @@ "riesig": "riesig", "rituale": "Rituale", "routineprobe": "Routineprobe", + "routineShort": "R", "rs-mod": "RS-Mod.", "rueckkauf": "Rückkauf", "ruestungen": "Rüstungen", @@ -457,6 +460,7 @@ "typ": "Typ", "modifikationen": "Modifikationen", "zauberdauer-in-aktionen": "Zauberdauer in Aktionen", + "zauberdauer": "Zauberdauer", "zaubermodifikationen": "Zaubermodifikationen", "geste-weglassen": "Geste weglassen", "formel-weglassen": "Formel weglassen", @@ -468,6 +472,7 @@ "zeit": "Zeit", "passende-kleidung": "Passende Kleidung", "geeignete-geraetschaften": "Geeignete Gerätschaften", + "peitschen": "Peitschen", "passend": "passend", "unpassend": "unpassend", "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort", @@ -548,6 +553,7 @@ "Selbst-verletzt": "Selbst verletzt", "Stolpern": "Stolpern", "Sturz": "Sturz", + "spiesswaffen": "Spießwaffen", "Verfolgung-durch-Mindergeister": "Verfolgung von Mindergeister", "Verlust-der-Sprache": "Verlust der Sprache", "Verwandlung-in-Kleintier": "Verwandlung in Kleintier", @@ -606,7 +612,7 @@ "keine": "keine", "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert", "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung", - "kampftalente-liste": "Armbrüste,Blasrohre,Bögen,Diskusse,Dolche,Fechtwaffen,Feuerspeien,Hiebwaffen,Kettenwaffen,Lanzen,Peitschen,Raufen,Schilde,Schleudern,Schwerter,Stangenwaffen,Wurfwaffen,Zweihandhiebwaffen,Zweihandschwerter", + "kampftalente-liste": "Armbrüste,Blasrohre,Bögen,Diskusse,Dolche,Faecher,Fechtwaffen,Feuerspeien,Hiebwaffen,Kettenwaffen,Lanzen,Peitschen,Raufen,Schilde,Schleudern,Schwerter,Spiesswaffen,Stangenwaffen,Wurfwaffen,Zweihandhiebwaffen,Zweihandschwerter", "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen", "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft", "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben", @@ -691,6 +697,7 @@ "Magie-TP": "Schaden aus Magie", "Glaube-TP": "Schaden aus Götterwirken", "mitspezialisierung": "Fertigkeitsspezialisierung", + "mitspezialisierungShort": "F", "d2": "W2", "d3": "W3", "d4": "W4", diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/af.json b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/af.json index 1cd691feb7..efacce7d57 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/af.json +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/af.json @@ -95,6 +95,8 @@ "furcht": "Furcht", "fw": "FW", "fk-mod": "FK-Mod", + "faecher": "Fächer", + "fwmod": "FW-Mod", "geburtsort": "Geburtsort", "geburtstag": "Tsatag", "gegner-von-hinten": "Gegner von Hinten", @@ -149,7 +151,7 @@ "professionspaket": "Professionspaket hinzufügen?", "kurz": "kurz", "lz": "LZ", - "ladezeit": "Ladezeit in KR", + "ladezeit": "Ladezeit (KR)", "lang": "lang", "lanzen": "Lanzen", "le": "LE", @@ -160,6 +162,7 @@ "leiteigenschaft": "Leiteigenschaft", "leiteigschadensb": "TP-Bonus", "liegend": "Liegend", + "MagieundGlaube": "Magie und Glaube", "magie": "Magie", "malus": "Malus", "max-5": "(max. -5) ", @@ -194,6 +197,7 @@ "pa": "PA", "pa-mod": "PA-Mod", "passierschlag": "Passierschlag", + "passierschlagShort": "P", "parade": "Parade", "paralyse": "Paralyse", "patzer": "Patzer", @@ -210,6 +214,7 @@ "riesig": "riesig", "rituale": "Rituale", "routineprobe": "Routineprobe", + "routineShort": "R", "rs-mod": "RS-Mod.", "rueckkauf": "Rückkauf", "ruestungen": "Rüstungen", @@ -455,6 +460,7 @@ "typ": "Typ", "modifikationen": "Modifikationen", "zauberdauer-in-aktionen": "Zauberdauer in Aktionen", + "zauberdauer": "Zauberdauer", "zaubermodifikationen": "Zaubermodifikationen", "geste-weglassen": "Geste weglassen", "formel-weglassen": "Formel weglassen", @@ -466,6 +472,7 @@ "zeit": "Zeit", "passende-kleidung": "Passende Kleidung", "geeignete-geraetschaften": "Geeignete Gerätschaften", + "peitschen": "Peitschen", "passend": "passend", "unpassend": "unpassend", "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort", @@ -546,6 +553,7 @@ "Selbst-verletzt": "Selbst verletzt", "Stolpern": "Stolpern", "Sturz": "Sturz", + "spiesswaffen": "Spießwaffen", "Verfolgung-durch-Mindergeister": "Verfolgung von Mindergeister", "Verlust-der-Sprache": "Verlust der Sprache", "Verwandlung-in-Kleintier": "Verwandlung in Kleintier", @@ -604,6 +612,7 @@ "keine": "keine", "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert", "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung", + "kampftalente-liste": "Armbrüste,Blasrohre,Bögen,Diskusse,Dolche,Faecher,Fechtwaffen,Feuerspeien,Hiebwaffen,Kettenwaffen,Lanzen,Peitschen,Raufen,Schilde,Schleudern,Schwerter,Spiesswaffen,Stangenwaffen,Wurfwaffen,Zweihandhiebwaffen,Zweihandschwerter", "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen", "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft", "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben", @@ -688,6 +697,7 @@ "Magie-TP": "Schaden aus Magie", "Glaube-TP": "Schaden aus Götterwirken", "mitspezialisierung": "Fertigkeitsspezialisierung", + "mitspezialisierungShort": "F", "d2": "W2", "d3": "W3", "d4": "W4", diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/ca.json b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/ca.json index 1cd691feb7..efacce7d57 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/ca.json +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/ca.json @@ -95,6 +95,8 @@ "furcht": "Furcht", "fw": "FW", "fk-mod": "FK-Mod", + "faecher": "Fächer", + "fwmod": "FW-Mod", "geburtsort": "Geburtsort", "geburtstag": "Tsatag", "gegner-von-hinten": "Gegner von Hinten", @@ -149,7 +151,7 @@ "professionspaket": "Professionspaket hinzufügen?", "kurz": "kurz", "lz": "LZ", - "ladezeit": "Ladezeit in KR", + "ladezeit": "Ladezeit (KR)", "lang": "lang", "lanzen": "Lanzen", "le": "LE", @@ -160,6 +162,7 @@ "leiteigenschaft": "Leiteigenschaft", "leiteigschadensb": "TP-Bonus", "liegend": "Liegend", + "MagieundGlaube": "Magie und Glaube", "magie": "Magie", "malus": "Malus", "max-5": "(max. -5) ", @@ -194,6 +197,7 @@ "pa": "PA", "pa-mod": "PA-Mod", "passierschlag": "Passierschlag", + "passierschlagShort": "P", "parade": "Parade", "paralyse": "Paralyse", "patzer": "Patzer", @@ -210,6 +214,7 @@ "riesig": "riesig", "rituale": "Rituale", "routineprobe": "Routineprobe", + "routineShort": "R", "rs-mod": "RS-Mod.", "rueckkauf": "Rückkauf", "ruestungen": "Rüstungen", @@ -455,6 +460,7 @@ "typ": "Typ", "modifikationen": "Modifikationen", "zauberdauer-in-aktionen": "Zauberdauer in Aktionen", + "zauberdauer": "Zauberdauer", "zaubermodifikationen": "Zaubermodifikationen", "geste-weglassen": "Geste weglassen", "formel-weglassen": "Formel weglassen", @@ -466,6 +472,7 @@ "zeit": "Zeit", "passende-kleidung": "Passende Kleidung", "geeignete-geraetschaften": "Geeignete Gerätschaften", + "peitschen": "Peitschen", "passend": "passend", "unpassend": "unpassend", "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort", @@ -546,6 +553,7 @@ "Selbst-verletzt": "Selbst verletzt", "Stolpern": "Stolpern", "Sturz": "Sturz", + "spiesswaffen": "Spießwaffen", "Verfolgung-durch-Mindergeister": "Verfolgung von Mindergeister", "Verlust-der-Sprache": "Verlust der Sprache", "Verwandlung-in-Kleintier": "Verwandlung in Kleintier", @@ -604,6 +612,7 @@ "keine": "keine", "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert", "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung", + "kampftalente-liste": "Armbrüste,Blasrohre,Bögen,Diskusse,Dolche,Faecher,Fechtwaffen,Feuerspeien,Hiebwaffen,Kettenwaffen,Lanzen,Peitschen,Raufen,Schilde,Schleudern,Schwerter,Spiesswaffen,Stangenwaffen,Wurfwaffen,Zweihandhiebwaffen,Zweihandschwerter", "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen", "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft", "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben", @@ -688,6 +697,7 @@ "Magie-TP": "Schaden aus Magie", "Glaube-TP": "Schaden aus Götterwirken", "mitspezialisierung": "Fertigkeitsspezialisierung", + "mitspezialisierungShort": "F", "d2": "W2", "d3": "W3", "d4": "W4", diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/cs.json b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/cs.json index 1cd691feb7..efacce7d57 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/cs.json +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/cs.json @@ -95,6 +95,8 @@ "furcht": "Furcht", "fw": "FW", "fk-mod": "FK-Mod", + "faecher": "Fächer", + "fwmod": "FW-Mod", "geburtsort": "Geburtsort", "geburtstag": "Tsatag", "gegner-von-hinten": "Gegner von Hinten", @@ -149,7 +151,7 @@ "professionspaket": "Professionspaket hinzufügen?", "kurz": "kurz", "lz": "LZ", - "ladezeit": "Ladezeit in KR", + "ladezeit": "Ladezeit (KR)", "lang": "lang", "lanzen": "Lanzen", "le": "LE", @@ -160,6 +162,7 @@ "leiteigenschaft": "Leiteigenschaft", "leiteigschadensb": "TP-Bonus", "liegend": "Liegend", + "MagieundGlaube": "Magie und Glaube", "magie": "Magie", "malus": "Malus", "max-5": "(max. -5) ", @@ -194,6 +197,7 @@ "pa": "PA", "pa-mod": "PA-Mod", "passierschlag": "Passierschlag", + "passierschlagShort": "P", "parade": "Parade", "paralyse": "Paralyse", "patzer": "Patzer", @@ -210,6 +214,7 @@ "riesig": "riesig", "rituale": "Rituale", "routineprobe": "Routineprobe", + "routineShort": "R", "rs-mod": "RS-Mod.", "rueckkauf": "Rückkauf", "ruestungen": "Rüstungen", @@ -455,6 +460,7 @@ "typ": "Typ", "modifikationen": "Modifikationen", "zauberdauer-in-aktionen": "Zauberdauer in Aktionen", + "zauberdauer": "Zauberdauer", "zaubermodifikationen": "Zaubermodifikationen", "geste-weglassen": "Geste weglassen", "formel-weglassen": "Formel weglassen", @@ -466,6 +472,7 @@ "zeit": "Zeit", "passende-kleidung": "Passende Kleidung", "geeignete-geraetschaften": "Geeignete Gerätschaften", + "peitschen": "Peitschen", "passend": "passend", "unpassend": "unpassend", "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort", @@ -546,6 +553,7 @@ "Selbst-verletzt": "Selbst verletzt", "Stolpern": "Stolpern", "Sturz": "Sturz", + "spiesswaffen": "Spießwaffen", "Verfolgung-durch-Mindergeister": "Verfolgung von Mindergeister", "Verlust-der-Sprache": "Verlust der Sprache", "Verwandlung-in-Kleintier": "Verwandlung in Kleintier", @@ -604,6 +612,7 @@ "keine": "keine", "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert", "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung", + "kampftalente-liste": "Armbrüste,Blasrohre,Bögen,Diskusse,Dolche,Faecher,Fechtwaffen,Feuerspeien,Hiebwaffen,Kettenwaffen,Lanzen,Peitschen,Raufen,Schilde,Schleudern,Schwerter,Spiesswaffen,Stangenwaffen,Wurfwaffen,Zweihandhiebwaffen,Zweihandschwerter", "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen", "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft", "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben", @@ -688,6 +697,7 @@ "Magie-TP": "Schaden aus Magie", "Glaube-TP": "Schaden aus Götterwirken", "mitspezialisierung": "Fertigkeitsspezialisierung", + "mitspezialisierungShort": "F", "d2": "W2", "d3": "W3", "d4": "W4", diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/da.json b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/da.json index 1cd691feb7..efacce7d57 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/da.json +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/da.json @@ -95,6 +95,8 @@ "furcht": "Furcht", "fw": "FW", "fk-mod": "FK-Mod", + "faecher": "Fächer", + "fwmod": "FW-Mod", "geburtsort": "Geburtsort", "geburtstag": "Tsatag", "gegner-von-hinten": "Gegner von Hinten", @@ -149,7 +151,7 @@ "professionspaket": "Professionspaket hinzufügen?", "kurz": "kurz", "lz": "LZ", - "ladezeit": "Ladezeit in KR", + "ladezeit": "Ladezeit (KR)", "lang": "lang", "lanzen": "Lanzen", "le": "LE", @@ -160,6 +162,7 @@ "leiteigenschaft": "Leiteigenschaft", "leiteigschadensb": "TP-Bonus", "liegend": "Liegend", + "MagieundGlaube": "Magie und Glaube", "magie": "Magie", "malus": "Malus", "max-5": "(max. -5) ", @@ -194,6 +197,7 @@ "pa": "PA", "pa-mod": "PA-Mod", "passierschlag": "Passierschlag", + "passierschlagShort": "P", "parade": "Parade", "paralyse": "Paralyse", "patzer": "Patzer", @@ -210,6 +214,7 @@ "riesig": "riesig", "rituale": "Rituale", "routineprobe": "Routineprobe", + "routineShort": "R", "rs-mod": "RS-Mod.", "rueckkauf": "Rückkauf", "ruestungen": "Rüstungen", @@ -455,6 +460,7 @@ "typ": "Typ", "modifikationen": "Modifikationen", "zauberdauer-in-aktionen": "Zauberdauer in Aktionen", + "zauberdauer": "Zauberdauer", "zaubermodifikationen": "Zaubermodifikationen", "geste-weglassen": "Geste weglassen", "formel-weglassen": "Formel weglassen", @@ -466,6 +472,7 @@ "zeit": "Zeit", "passende-kleidung": "Passende Kleidung", "geeignete-geraetschaften": "Geeignete Gerätschaften", + "peitschen": "Peitschen", "passend": "passend", "unpassend": "unpassend", "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort", @@ -546,6 +553,7 @@ "Selbst-verletzt": "Selbst verletzt", "Stolpern": "Stolpern", "Sturz": "Sturz", + "spiesswaffen": "Spießwaffen", "Verfolgung-durch-Mindergeister": "Verfolgung von Mindergeister", "Verlust-der-Sprache": "Verlust der Sprache", "Verwandlung-in-Kleintier": "Verwandlung in Kleintier", @@ -604,6 +612,7 @@ "keine": "keine", "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert", "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung", + "kampftalente-liste": "Armbrüste,Blasrohre,Bögen,Diskusse,Dolche,Faecher,Fechtwaffen,Feuerspeien,Hiebwaffen,Kettenwaffen,Lanzen,Peitschen,Raufen,Schilde,Schleudern,Schwerter,Spiesswaffen,Stangenwaffen,Wurfwaffen,Zweihandhiebwaffen,Zweihandschwerter", "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen", "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft", "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben", @@ -688,6 +697,7 @@ "Magie-TP": "Schaden aus Magie", "Glaube-TP": "Schaden aus Götterwirken", "mitspezialisierung": "Fertigkeitsspezialisierung", + "mitspezialisierungShort": "F", "d2": "W2", "d3": "W3", "d4": "W4", diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/de.json b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/de.json index 15d5a3bcf2..ee6c0278fb 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/de.json +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/de.json @@ -95,6 +95,8 @@ "furcht": "Furcht", "fw": "FW", "fk-mod": "FK-Mod", + "faecher": "Fächer", + "fwmod": "FW-Mod", "geburtsort": "Geburtsort", "geburtstag": "Tsatag", "gegner-von-hinten": "Gegner von Hinten", @@ -149,7 +151,7 @@ "professionspaket": "Professionspaket hinzufügen?", "kurz": "kurz", "lz": "LZ", - "ladezeit": "Ladezeit in KR", + "ladezeit": "Ladezeit (KR)", "lang": "lang", "lanzen": "Lanzen", "le": "LE", @@ -160,6 +162,7 @@ "leiteigenschaft": "Leiteigenschaft", "leiteigschadensb": "TP-Bonus", "liegend": "Liegend", + "MagieundGlaube": "Magie und Glaube", "magie": "Magie", "malus": "Malus", "max-5": "(max. -5) ", @@ -194,6 +197,7 @@ "pa": "PA", "pa-mod": "PA-Mod", "passierschlag": "Passierschlag", + "passierschlagShort": "P", "parade": "Parade", "paralyse": "Paralyse", "patzer": "Patzer", @@ -210,6 +214,7 @@ "riesig": "riesig", "rituale": "Rituale", "routineprobe": "Routineprobe", + "routineShort": "R", "rs-mod": "RS-Mod.", "rueckkauf": "Rückkauf", "ruestungen": "Rüstungen", @@ -455,6 +460,7 @@ "typ": "Typ", "modifikationen": "Modifikationen", "zauberdauer-in-aktionen": "Zauberdauer in Aktionen", + "zauberdauer": "Zauberdauer", "zaubermodifikationen": "Zaubermodifikationen", "geste-weglassen": "Geste weglassen", "formel-weglassen": "Formel weglassen", @@ -466,6 +472,7 @@ "zeit": "Zeit", "passende-kleidung": "Passende Kleidung", "geeignete-geraetschaften": "Geeignete Gerätschaften", + "peitschen": "Peitschen", "passend": "passend", "unpassend": "unpassend", "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort", @@ -546,6 +553,7 @@ "Selbst-verletzt": "Selbst verletzt", "Stolpern": "Stolpern", "Sturz": "Sturz", + "spiesswaffen": "Spießwaffen", "Verfolgung-durch-Mindergeister": "Verfolgung von Mindergeister", "Verlust-der-Sprache": "Verlust der Sprache", "Verwandlung-in-Kleintier": "Verwandlung in Kleintier", @@ -604,6 +612,7 @@ "keine": "keine", "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert", "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung", + "kampftalente-liste": "Armbrüste,Blasrohre,Bögen,Diskusse,Dolche,Faecher,Fechtwaffen,Feuerspeien,Hiebwaffen,Kettenwaffen,Lanzen,Peitschen,Raufen,Schilde,Schleudern,Schwerter,Spiesswaffen,Stangenwaffen,Wurfwaffen,Zweihandhiebwaffen,Zweihandschwerter", "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen", "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft", "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben", @@ -688,6 +697,7 @@ "Magie-TP": "Schaden aus Magie", "Glaube-TP": "Schaden aus Götterwirken", "mitspezialisierung": "Fertigkeitsspezialisierung", + "mitspezialisierungShort": "F", "d2": "W2", "d3": "W3", "d4": "W4", diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/el.json b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/el.json index 1cd691feb7..efacce7d57 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/el.json +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/el.json @@ -95,6 +95,8 @@ "furcht": "Furcht", "fw": "FW", "fk-mod": "FK-Mod", + "faecher": "Fächer", + "fwmod": "FW-Mod", "geburtsort": "Geburtsort", "geburtstag": "Tsatag", "gegner-von-hinten": "Gegner von Hinten", @@ -149,7 +151,7 @@ "professionspaket": "Professionspaket hinzufügen?", "kurz": "kurz", "lz": "LZ", - "ladezeit": "Ladezeit in KR", + "ladezeit": "Ladezeit (KR)", "lang": "lang", "lanzen": "Lanzen", "le": "LE", @@ -160,6 +162,7 @@ "leiteigenschaft": "Leiteigenschaft", "leiteigschadensb": "TP-Bonus", "liegend": "Liegend", + "MagieundGlaube": "Magie und Glaube", "magie": "Magie", "malus": "Malus", "max-5": "(max. -5) ", @@ -194,6 +197,7 @@ "pa": "PA", "pa-mod": "PA-Mod", "passierschlag": "Passierschlag", + "passierschlagShort": "P", "parade": "Parade", "paralyse": "Paralyse", "patzer": "Patzer", @@ -210,6 +214,7 @@ "riesig": "riesig", "rituale": "Rituale", "routineprobe": "Routineprobe", + "routineShort": "R", "rs-mod": "RS-Mod.", "rueckkauf": "Rückkauf", "ruestungen": "Rüstungen", @@ -455,6 +460,7 @@ "typ": "Typ", "modifikationen": "Modifikationen", "zauberdauer-in-aktionen": "Zauberdauer in Aktionen", + "zauberdauer": "Zauberdauer", "zaubermodifikationen": "Zaubermodifikationen", "geste-weglassen": "Geste weglassen", "formel-weglassen": "Formel weglassen", @@ -466,6 +472,7 @@ "zeit": "Zeit", "passende-kleidung": "Passende Kleidung", "geeignete-geraetschaften": "Geeignete Gerätschaften", + "peitschen": "Peitschen", "passend": "passend", "unpassend": "unpassend", "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort", @@ -546,6 +553,7 @@ "Selbst-verletzt": "Selbst verletzt", "Stolpern": "Stolpern", "Sturz": "Sturz", + "spiesswaffen": "Spießwaffen", "Verfolgung-durch-Mindergeister": "Verfolgung von Mindergeister", "Verlust-der-Sprache": "Verlust der Sprache", "Verwandlung-in-Kleintier": "Verwandlung in Kleintier", @@ -604,6 +612,7 @@ "keine": "keine", "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert", "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung", + "kampftalente-liste": "Armbrüste,Blasrohre,Bögen,Diskusse,Dolche,Faecher,Fechtwaffen,Feuerspeien,Hiebwaffen,Kettenwaffen,Lanzen,Peitschen,Raufen,Schilde,Schleudern,Schwerter,Spiesswaffen,Stangenwaffen,Wurfwaffen,Zweihandhiebwaffen,Zweihandschwerter", "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen", "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft", "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben", @@ -688,6 +697,7 @@ "Magie-TP": "Schaden aus Magie", "Glaube-TP": "Schaden aus Götterwirken", "mitspezialisierung": "Fertigkeitsspezialisierung", + "mitspezialisierungShort": "F", "d2": "W2", "d3": "W3", "d4": "W4", diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/en.json b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/en.json index 6b3237bf1b..4bd25a6705 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/en.json +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/en.json @@ -15,7 +15,7 @@ "ae": "AE", "GEKK": "AGI/STR", "aktiv": "Active", - "aktstatus": "Current Condition", + "aktstatus": "Cur. Condition", "aktuell": "Current", "alter": "Age", "anmerkung": "Note", @@ -95,6 +95,8 @@ "furcht": "Fear", "fw": "SP", "fk-mod": "RC-Mod", + "faecher": "Fans", + "fwmod": "SR-Mod", "geburtsort": "Place of Birth", "geburtstag": "Tsa Day", "gegner-von-hinten": "Attack from Behind", @@ -127,7 +129,7 @@ "inventar": "Inventory", "ja": "yes", "kampf": "Combat", - "kampf-im-wasser": "Combat standing in water", + "kampf-im-wasser": "Combat in water", "kampf-unter-wasser": "Combat under water", "kampfsituationen-status": "Combat Situation / Status", "kampftechniken": "Combat Technique", @@ -149,7 +151,7 @@ "professionspaket": "Add profession package?", "kurz": "short", "lz": "RT", - "ladezeit": "Reload time in CR", + "ladezeit": "Reload time (CR)", "lang": "long", "lanzen": "Lances", "le": "LP", @@ -158,8 +160,9 @@ "leicht": "slowly", "legendaer": "Legendary (2100 AP)", "leiteigenschaft": "Primary Attribute", - "leiteigschadensb": "Damage Threshold", + "leiteigschadensb": "DP-Bonus", "liegend": "Prone", + "MagieundGlaube": "Magic and Religion", "magie": "Magic", "malus": "Penalty", "max-5": "(min. -5) ", @@ -194,6 +197,7 @@ "pa": "PA", "pa-mod": "PA-Mod", "passierschlag": "Attack-of-Opporunity", + "passierschlagShort": "O", "parade": "Parry", "paralyse": "Paralysis", "patzer": "Botch", @@ -210,6 +214,7 @@ "riesig": "huge", "rituale": "Ritual", "routineprobe": "Routine Check", + "routineShort": "R", "rs-mod": "PRO-Mod.", "rueckkauf": "Buy Back", "ruestungen": "Armor", @@ -455,6 +460,7 @@ "typ": "Type", "modifikationen": "Modifications", "zauberdauer-in-aktionen": "Duration in actions", + "zauberdauer": "Casting Time", "zaubermodifikationen": "Spell Modifications", "geste-weglassen": "Omit Gestures", "formel-weglassen": "Omit Incantation", @@ -466,6 +472,7 @@ "zeit": "Time", "passende-kleidung": "Appropriate ritual clothing", "geeignete-geraetschaften": "Proper tools", + "peitschen": "Whips", "passend": "Correct moon or constellation", "unpassend": "Improper constellation", "heiligtum-magischer-ort": "+1 | Sanctum or magical site", @@ -512,10 +519,10 @@ "ruestungsschutz": "Protection", "faktor": "Multiplier", "disclaimer": "© 2021 Ulisses Spiele. DAS SCHWARZE AUGE, AVENTURIEN, DERE, MYRANOR, THARUN, UTHURIA, RIESLAND and THE DARK EYE are registered trademarks of Ulisses Spiele GmbH, Waldems.", - "dukaten": "ducats", - "silbertaler": "silverthalers", - "heller": "halers", - "kreuzer": "kreutzers", + "dukaten": "Ducats", + "silbertaler": "Silverthalers", + "heller": "Halers", + "kreuzer": "Kreutzers", "geldbeutel": "Purse", "Astralkraft-springt-auf-anderes-Ziel": "All remaining AE leaves the spellcaster’s body and jumps to the next closest magically talented being.", "Astralkraft-verlässt-den-Körper": "All remaining AE leaves the spellcaster’s body", @@ -546,6 +553,7 @@ "Selbst-verletzt": "Hurt Yourself", "Stolpern": "Stumble", "Sturz": "Fall", + "spiesswaffen": "Pikes", "Verfolgung-durch-Mindergeister": "A minor spirit stalks the spellcaster", "Verlust-der-Sprache": "The spellcaster cannot speak", "Verwandlung-in-Kleintier": "The spellcaster turns into a small animal", @@ -570,8 +578,8 @@ "3-parade": "3. Parry", "4-parade": "4. Parry", "5-parade": "5. Parry", - "nahkampf_doppelt": "Damgage Points, doubled", - "fernkampf_doppelt": "Damgage Points, doubled", + "nahkampf_doppelt": "Damage Points, doubled", + "fernkampf_doppelt": "Damage Points, doubled", "query_trans": "Bonus / Penalty(-)", "belastung-aktivieren": "Activate Encumberance penalty", "betäubung-aktivieren": "Activate Stupor penalty", @@ -604,11 +612,12 @@ "keine": "None", "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert", "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung", - "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen", - "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft", - "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben", - "wissenstalente-liste": "glueckspiel,geographie,geschichtswissen,goetterkulte,kriegskunst,magiekunde,mechanik,rechnen,rechtskunde,sagenlegenden,sphaerenkunde,sternkunde", - "handwerkstalente-liste": "alchemie,boote,fahrzeuge,handel,hkgift,hkkrankheiten,hkseele,hkwunden,holzbearbeitung,lebensmittelbearbeitung,lederbearbeitung,malenzeichnen,metallbearbeitung,musizieren,schloesserknacken,steinbearbeitung,stoffbearbeitung", + "kampftalente-liste": "Armbrüste,Blasrohre,Bögen,Diskusse,Dolche,Faecher,Fechtwaffen,Feuerspeien,Hiebwaffen,Kettenwaffen,Lanzen,Peitschen,Raufen,Schilde,Schleudern,Schwerter,Spiesswaffen,Stangenwaffen,Wurfwaffen,Zweihandhiebwaffen,Zweihandschwerter", + "koerpertalente-liste": "koerperbeherrschung,zechen,klettern,tanzen,kraftakt,fliegen,gaukeleien,sinnesschaerfe,taschendiebstahl,reiten,selbstbeherrschung,singen,verbergen,schwimmen", + "gesellschaftstalente-liste": "verkleiden,menschenkenntnis,etikette,ueberreden,einschuechtern,bekehren,betoeren,gassenwissen,willenskraft", + "naturtalente-liste": "tierkunde,fischen,orientierung,pflanzenkunde,fesseln,wildnisleben,faehrtensuchen", + "wissenstalente-liste": "sternkunde,glueckspiel,geographie,geschichtswissen,rechtskunde,magiekunde,rechnen,mechanik,sagenlegenden,goetterkulte,sphaerenkunde,kriegskunst", + "handwerkstalente-liste": "alchemie,malenzeichnen,stoffbearbeitung,handel,fahrzeuge,steinbearbeitung,lederbearbeitung,metallbearbeitung,musizieren,schloesserknacken,lebensmittelbearbeitung,boote,hkkrankheiten,hkgift,hkseele,hkwunden,holzbearbeitung", "add_modifikator": "Add modifier", "mu_mod": "Courage +/-", "kl_mod": "Sagacity +/-", @@ -688,6 +697,7 @@ "Magie-TP": "Damage", "Glaube-TP": "Damage", "mitspezialisierung": "with Skill Specialization", + "mitspezialisierungShort": "S", "d2": "D2", "d3": "D3", "d4": "D4", diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/es.json b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/es.json index 1f06a97afd..e108c9e09c 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/es.json +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/es.json @@ -95,6 +95,8 @@ "furcht": "Furcht", "fw": "FW", "fk-mod": "FK-Mod", + "faecher": "Fächer", + "fwmod": "FW-Mod", "geburtsort": "Geburtsort", "geburtstag": "Tsatag", "gegner-von-hinten": "Gegner von Hinten", @@ -149,7 +151,7 @@ "professionspaket": "Professionspaket hinzufügen?", "kurz": "kurz", "lz": "LZ", - "ladezeit": "Ladezeit in KR", + "ladezeit": "Ladezeit (KR)", "lang": "lang", "lanzen": "Lanzen", "le": "LE", @@ -160,6 +162,7 @@ "leiteigenschaft": "Leiteigenschaft", "leiteigschadensb": "TP-Bonus", "liegend": "Liegend", + "MagieundGlaube": "Magie und Glaube", "magie": "Magie", "malus": "Malus", "max-5": "(max. -5) ", @@ -194,6 +197,7 @@ "pa": "PA", "pa-mod": "PA-Mod", "passierschlag": "Passierschlag", + "passierschlagShort": "P", "parade": "Parade", "paralyse": "Paralyse", "patzer": "Patzer", @@ -210,6 +214,7 @@ "riesig": "riesig", "rituale": "Rituale", "routineprobe": "Routineprobe", + "routineShort": "R", "rs-mod": "RS-Mod.", "rueckkauf": "Rückkauf", "ruestungen": "Rüstungen", @@ -455,6 +460,7 @@ "typ": "Typ", "modifikationen": "Modifikationen", "zauberdauer-in-aktionen": "Zauberdauer in Aktionen", + "zauberdauer": "Zauberdauer", "zaubermodifikationen": "Zaubermodifikationen", "geste-weglassen": "Geste weglassen", "formel-weglassen": "Formel weglassen", @@ -466,6 +472,7 @@ "zeit": "Zeit", "passende-kleidung": "Passende Kleidung", "geeignete-geraetschaften": "Geeignete Gerätschaften", + "peitschen": "Peitschen", "passend": "passend", "unpassend": "unpassend", "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort", @@ -546,6 +553,7 @@ "Selbst-verletzt": "Selbst verletzt", "Stolpern": "Stolpern", "Sturz": "Sturz", + "spiesswaffen": "Spießwaffen", "Verfolgung-durch-Mindergeister": "Verfolgung von Mindergeister", "Verlust-der-Sprache": "Verlust der Sprache", "Verwandlung-in-Kleintier": "Verwandlung in Kleintier", @@ -604,6 +612,7 @@ "keine": "keine", "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert", "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung", + "kampftalente-liste": "Armbrüste,Blasrohre,Bögen,Diskusse,Dolche,Faecher,Fechtwaffen,Feuerspeien,Hiebwaffen,Kettenwaffen,Lanzen,Peitschen,Raufen,Schilde,Schleudern,Schwerter,Spiesswaffen,Stangenwaffen,Wurfwaffen,Zweihandhiebwaffen,Zweihandschwerter", "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen", "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft", "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben", @@ -688,6 +697,7 @@ "Magie-TP": "Schaden aus Magie", "Glaube-TP": "Schaden aus Götterwirken", "mitspezialisierung": "Fertigkeitsspezialisierung", + "mitspezialisierungShort": "F", "d2": "W2", "d3": "W3", "d4": "W4", diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/fr.json b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/fr.json index 39ce1ae1bd..0dda85977d 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/fr.json +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/fr.json @@ -39,7 +39,7 @@ "be": "ENC", "be-aktiviert": "ENC activé", "be-gesamt": "ENC total", - "beidhaendigerkampf": "Ambidextre", + "beidhaendigerkampf": "Utilisation de deux armes", "belastung": "Encombrement", "beschreibung": "Description", "betaeubung": "Étourdissement", @@ -85,7 +85,7 @@ "erweiterung5": "5e Extension", "familie": "Famille", "fechtwaffen": "Armes de duel", - "fernkampf": "Combat à distance", + "fernkampf": "Distance", "fernkampfwaffe": "Arme à distance", "fernkampfwaffen": "Armes à distance", "feuerspeien": "Crache-feu", @@ -95,6 +95,8 @@ "furcht": "Terreur", "fw": "VC", "fk-mod": "CD-Mod", + "faecher": "Éventails", + "fwmod": "VC-Mod", "geburtsort": "Lieu de naissance", "geburtstag": "Jour de Tsa", "gegner-von-hinten": "Ennemi par derrière", @@ -130,7 +132,7 @@ "kampf-im-wasser": "Combat dans l'eau", "kampf-unter-wasser": "Combat sous l'eau", "kampfsituationen-status": "Situations de combat / Statuts", - "kampftechniken": "Techniques de Combat", + "kampftechniken": "Techniques", "kampftechnikwert": "Valeur de la technique de combat", "karmaenergie": "Énergie karmique", "ke": "EK", @@ -149,7 +151,7 @@ "professionspaket": "Ajouter un bagage professionnel ?", "kurz": "courte", "lz": "DC", - "ladezeit": "Temps de rechargement en AS", + "ladezeit": "Temps de rechargement (AS)", "lang": "longue", "lanzen": "Lances", "le": "EV", @@ -160,6 +162,7 @@ "leiteigenschaft": "Qualité principale", "leiteigschadensb": "Q + SD", "liegend": "À terre", + "MagieundGlaube": "Magie et Foi", "magie": "Magie", "malus": "Malus", "max-5": "(max. -5) ", @@ -194,6 +197,7 @@ "pa": "PRD", "pa-mod": "PRD-Mod", "passierschlag": "Coup de grâce", + "passierschlagShort": "AO", "parade": "Parade", "paralyse": "Paralysie", "patzer": "Maladresse", @@ -210,6 +214,7 @@ "riesig": "très grand", "rituale": "Rituels", "routineprobe": "Épreuve de routine", + "routineShort": "R", "rs-mod": "PR-Mod.", "rueckkauf": "Rachat", "ruestungen": "Armures", @@ -291,7 +296,7 @@ "weit": "longue", "winzig": "très petit", "wirkung": "Effet", - "wirkungsdauer": "Durée de l'effet", + "wirkungsdauer": "Durée de l'incantation", "wissenstalente": "Connaissances", "wundschwelle": "Seuil de blessure", "wurfwaffen": "Armes de jet", @@ -455,6 +460,7 @@ "typ": "Type", "modifikationen": "Modifications", "zauberdauer-in-aktionen": "Durée d'incantation en actions", + "zauberdauer": "Durée d'incantation", "zaubermodifikationen": "Modifications de sort", "geste-weglassen": "Omettre les gestes", "formel-weglassen": "Omettre la formule", @@ -466,12 +472,13 @@ "zeit": "Moment", "passende-kleidung": "Vêtements appropriés", "geeignete-geraetschaften": "Équipement spécial", + "peitschen": "Fouets", "passend": "approprié", "unpassend": "inapproprié", "heiligtum-magischer-ort": "+1 | Lieu sacré ou magique", "falscher-ritualplatz": "-3 | Mauvais lieu de rituel", "fluch": "Malédiction", - "streich": "Streich", + "streich": "Farce", "animistenkraft": "Pouvoir animiste", "zaubermelodie": "Mélodie magique", "zaubertanz": "Danse magique", @@ -546,6 +553,7 @@ "Selbst-verletzt": "Blessure", "Stolpern": "Faux pas", "Sturz": "Chute", + "spiesswaffen": "Piques", "Verfolgung-durch-Mindergeister": "Poursuivi par un esprit mineur", "Verlust-der-Sprache": "Perte de la parole", "Verwandlung-in-Kleintier": "Transformé en petit animal", @@ -582,11 +590,11 @@ "tragekraft": "Poids transportable", "verwirrung-aktivieren": "Malus de Confusion activé", "entrueckung-aktivieren": "Bonus/Malus d'Extase activé", - "atpa-patzer": "AT/PRD-Maladresse", + "atpa-patzer": "Maladresse d'AT ou de PRD", "erleidet": "subit", "SPdurchPatzer": "BL via une Maladresse", - "nahkampf-atpa-patzer": "Attaque/Parade-Maladresse", - "schild-patzer": "Bouclier-Maladresse", + "nahkampf-atpa-patzer": "Maladresse d'Attaque ou de Parade", + "schild-patzer": "Maladresse au Bouclier", "Nahkampf-TP": "Points d'Impact", "halbeParade": "demi Parade", "schildparade": "Parade au bouclier", @@ -604,6 +612,7 @@ "keine": "aucun", "status-liste": "blind,eingeengt,liegend,fixiert,pechmagnet,vergiftet,brennend,raserei,bewegungsunfaehig,handlungsunfaehig,bewusstlos,unsichtbar,krank,stumm,uebler-geruch,versteinert,blutrausch,taub,ueberrascht", "zustaende-liste": "verwirrung,schmerz,belastung,betaeubung,erregung,entrueckung,paralyse,furcht,trance", + "kampftalente-liste": "Armbrüste,Bögen,Kettenwaffen,Fechtwaffen,Wurfwaffen,Stangenwaffen,Raufen,Schilde,Feuerspeien,Dolche,Diskusse,Schwerter,Zweihandschwerter,Faecher,Peitschen,Schleudern,Hiebwaffen,Zweihandhiebwaffen,Lanzen,Spiesswaffen,Blasrohre", "koerpertalente-liste": "sinnesschaerfe,zechen,gaukeleien,singen,tanzen,reiten,klettern,verbergen,koerperbeherrschung,selbstbeherrschung,schwimmen,kraftakt,fliegen,taschendiebstahl", "gesellschaftstalente-liste": "gassenwissen,bekehren,verkleiden,etikette,einschuechtern,menschenkenntnis,ueberreden,betoeren,willenskraft", "naturtalente-liste": "pflanzenkunde,orientierung,fischen,faehrtensuchen,fesseln,wildnisleben,tierkunde", @@ -642,7 +651,7 @@ "nh_tp_sf_mod": "Main non-directrice PI +/-", "parade_zweite_mod": "PRD supplémentaire +/-", "ausweichen_zweite_mod": "ESQ supplémentaire +/-", - "beidhand_kampf_mod": "Ambidextre mod. +/-", + "beidhand_kampf_mod": "Utilisation de 2 armes mod. +/-", "falsche_hand_mod": "Main non directrice mod. +/-", "talente_mod": "Modificateur aux dés de talent", "switch_description_status": "Basculer l'affichage", @@ -688,6 +697,7 @@ "Magie-TP": "Blessure de magie", "Glaube-TP": "Blessure d'acte divin", "mitspezialisierung": "Spécialisation de compétence", + "mitspezialisierungShort": "Sp", "d2": "D2", "d3": "D3", "d4": "D4", diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/he.json b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/he.json index 1cd691feb7..efacce7d57 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/he.json +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/he.json @@ -95,6 +95,8 @@ "furcht": "Furcht", "fw": "FW", "fk-mod": "FK-Mod", + "faecher": "Fächer", + "fwmod": "FW-Mod", "geburtsort": "Geburtsort", "geburtstag": "Tsatag", "gegner-von-hinten": "Gegner von Hinten", @@ -149,7 +151,7 @@ "professionspaket": "Professionspaket hinzufügen?", "kurz": "kurz", "lz": "LZ", - "ladezeit": "Ladezeit in KR", + "ladezeit": "Ladezeit (KR)", "lang": "lang", "lanzen": "Lanzen", "le": "LE", @@ -160,6 +162,7 @@ "leiteigenschaft": "Leiteigenschaft", "leiteigschadensb": "TP-Bonus", "liegend": "Liegend", + "MagieundGlaube": "Magie und Glaube", "magie": "Magie", "malus": "Malus", "max-5": "(max. -5) ", @@ -194,6 +197,7 @@ "pa": "PA", "pa-mod": "PA-Mod", "passierschlag": "Passierschlag", + "passierschlagShort": "P", "parade": "Parade", "paralyse": "Paralyse", "patzer": "Patzer", @@ -210,6 +214,7 @@ "riesig": "riesig", "rituale": "Rituale", "routineprobe": "Routineprobe", + "routineShort": "R", "rs-mod": "RS-Mod.", "rueckkauf": "Rückkauf", "ruestungen": "Rüstungen", @@ -455,6 +460,7 @@ "typ": "Typ", "modifikationen": "Modifikationen", "zauberdauer-in-aktionen": "Zauberdauer in Aktionen", + "zauberdauer": "Zauberdauer", "zaubermodifikationen": "Zaubermodifikationen", "geste-weglassen": "Geste weglassen", "formel-weglassen": "Formel weglassen", @@ -466,6 +472,7 @@ "zeit": "Zeit", "passende-kleidung": "Passende Kleidung", "geeignete-geraetschaften": "Geeignete Gerätschaften", + "peitschen": "Peitschen", "passend": "passend", "unpassend": "unpassend", "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort", @@ -546,6 +553,7 @@ "Selbst-verletzt": "Selbst verletzt", "Stolpern": "Stolpern", "Sturz": "Sturz", + "spiesswaffen": "Spießwaffen", "Verfolgung-durch-Mindergeister": "Verfolgung von Mindergeister", "Verlust-der-Sprache": "Verlust der Sprache", "Verwandlung-in-Kleintier": "Verwandlung in Kleintier", @@ -604,6 +612,7 @@ "keine": "keine", "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert", "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung", + "kampftalente-liste": "Armbrüste,Blasrohre,Bögen,Diskusse,Dolche,Faecher,Fechtwaffen,Feuerspeien,Hiebwaffen,Kettenwaffen,Lanzen,Peitschen,Raufen,Schilde,Schleudern,Schwerter,Spiesswaffen,Stangenwaffen,Wurfwaffen,Zweihandhiebwaffen,Zweihandschwerter", "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen", "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft", "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben", @@ -688,6 +697,7 @@ "Magie-TP": "Schaden aus Magie", "Glaube-TP": "Schaden aus Götterwirken", "mitspezialisierung": "Fertigkeitsspezialisierung", + "mitspezialisierungShort": "F", "d2": "W2", "d3": "W3", "d4": "W4", diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/hu.json b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/hu.json index 1cd691feb7..efacce7d57 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/hu.json +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/hu.json @@ -95,6 +95,8 @@ "furcht": "Furcht", "fw": "FW", "fk-mod": "FK-Mod", + "faecher": "Fächer", + "fwmod": "FW-Mod", "geburtsort": "Geburtsort", "geburtstag": "Tsatag", "gegner-von-hinten": "Gegner von Hinten", @@ -149,7 +151,7 @@ "professionspaket": "Professionspaket hinzufügen?", "kurz": "kurz", "lz": "LZ", - "ladezeit": "Ladezeit in KR", + "ladezeit": "Ladezeit (KR)", "lang": "lang", "lanzen": "Lanzen", "le": "LE", @@ -160,6 +162,7 @@ "leiteigenschaft": "Leiteigenschaft", "leiteigschadensb": "TP-Bonus", "liegend": "Liegend", + "MagieundGlaube": "Magie und Glaube", "magie": "Magie", "malus": "Malus", "max-5": "(max. -5) ", @@ -194,6 +197,7 @@ "pa": "PA", "pa-mod": "PA-Mod", "passierschlag": "Passierschlag", + "passierschlagShort": "P", "parade": "Parade", "paralyse": "Paralyse", "patzer": "Patzer", @@ -210,6 +214,7 @@ "riesig": "riesig", "rituale": "Rituale", "routineprobe": "Routineprobe", + "routineShort": "R", "rs-mod": "RS-Mod.", "rueckkauf": "Rückkauf", "ruestungen": "Rüstungen", @@ -455,6 +460,7 @@ "typ": "Typ", "modifikationen": "Modifikationen", "zauberdauer-in-aktionen": "Zauberdauer in Aktionen", + "zauberdauer": "Zauberdauer", "zaubermodifikationen": "Zaubermodifikationen", "geste-weglassen": "Geste weglassen", "formel-weglassen": "Formel weglassen", @@ -466,6 +472,7 @@ "zeit": "Zeit", "passende-kleidung": "Passende Kleidung", "geeignete-geraetschaften": "Geeignete Gerätschaften", + "peitschen": "Peitschen", "passend": "passend", "unpassend": "unpassend", "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort", @@ -546,6 +553,7 @@ "Selbst-verletzt": "Selbst verletzt", "Stolpern": "Stolpern", "Sturz": "Sturz", + "spiesswaffen": "Spießwaffen", "Verfolgung-durch-Mindergeister": "Verfolgung von Mindergeister", "Verlust-der-Sprache": "Verlust der Sprache", "Verwandlung-in-Kleintier": "Verwandlung in Kleintier", @@ -604,6 +612,7 @@ "keine": "keine", "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert", "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung", + "kampftalente-liste": "Armbrüste,Blasrohre,Bögen,Diskusse,Dolche,Faecher,Fechtwaffen,Feuerspeien,Hiebwaffen,Kettenwaffen,Lanzen,Peitschen,Raufen,Schilde,Schleudern,Schwerter,Spiesswaffen,Stangenwaffen,Wurfwaffen,Zweihandhiebwaffen,Zweihandschwerter", "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen", "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft", "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben", @@ -688,6 +697,7 @@ "Magie-TP": "Schaden aus Magie", "Glaube-TP": "Schaden aus Götterwirken", "mitspezialisierung": "Fertigkeitsspezialisierung", + "mitspezialisierungShort": "F", "d2": "W2", "d3": "W3", "d4": "W4", diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/it.json b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/it.json index 61f265af39..f244fa3603 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/it.json +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/it.json @@ -95,6 +95,8 @@ "furcht": "Paura", "fw": "LA", "fk-mod": "Mod. CD", + "faecher": "Fächer", + "fwmod": "FW-Mod", "geburtsort": "Luogo di nascita", "geburtstag": "Giorno di Tsa", "gegner-von-hinten": "Attacco alle spalle", @@ -149,7 +151,7 @@ "professionspaket": "Aggiungere pacchetto professionale?", "kurz": "corto", "lz": "TR", - "ladezeit": "Tempo di ricarica in TC", + "ladezeit": "Ladezeit (KR)", "lang": "lungo", "lanzen": "Lance", "le": "EV", @@ -160,6 +162,7 @@ "leiteigenschaft": "Attributo Primario", "leiteigschadensb": "Bonus Impatto", "liegend": "Atterrato", + "MagieundGlaube": "Magie und Glaube", "magie": "Magia", "malus": "Malus", "max-5": "(max. -5)", @@ -194,6 +197,7 @@ "pa": "Par", "pa-mod": "Mod. Par", "passierschlag": "Attacco occasionale", + "passierschlagShort": "P", "parade": "Parata", "paralyse": "Paralisi", "patzer": "Fallimento critico", @@ -210,6 +214,7 @@ "riesig": "enorme", "rituale": "Rituali", "routineprobe": "Prova di routine", + "routineShort": "R", "rs-mod": "Mod. Pro", "rueckkauf": "Riacquisto", "ruestungen": "Armature", @@ -296,7 +301,7 @@ "wundschwelle": "Soglia ferite", "wurfwaffen": "Armi da lancio", "x2": "×2", - "zaehigkeit": "Tenacità (Tnc)", + "zaehigkeit": "Tenacia (Tnc)", "zauber": "Magia", "zaubermelodien": "Canti magici", "zaubertaenze": "Balli magici", @@ -455,6 +460,7 @@ "typ": "Tipo", "modifikationen": "Modifica", "zauberdauer-in-aktionen": "Durata in azioni", + "zauberdauer": "Zauberdauer", "zaubermodifikationen": "Variazioni della magia", "geste-weglassen": "Omettere gesti", "formel-weglassen": "Omettere formula", @@ -466,6 +472,7 @@ "zeit": "Tempo", "passende-kleidung": "Indumenti appropriati", "geeignete-geraetschaften": "Strumenti appropriati", + "peitschen": "Peitschen", "passend": "Astri favorevoli", "unpassend": "Astri sfavorevoli", "heiligtum-magischer-ort": "+1 | Luogo sacro/magico", @@ -546,6 +553,7 @@ "Selbst-verletzt": "Ferita autoinflitta", "Stolpern": "Passo falso", "Sturz": "Caduta", + "spiesswaffen": "Spießwaffen", "Verfolgung-durch-Mindergeister": "Persecuzione da parte di spirito minore", "Verlust-der-Sprache": "Non si riesce a parlare", "Verwandlung-in-Kleintier": "Trasformazione in piccolo animale", @@ -604,6 +612,7 @@ "keine": "nessuna", "status-liste": "liegend,vergiftet,uebler-geruch,blind,eingeengt,raserei,blutrausch,bewegungsunfaehig,brennend,versteinert,pechmagnet,handlungsunfaehig,bewusstlos,unsichtbar,fixiert,krank,stumm,taub,ueberrascht", "zustaende-liste": "verwirrung,schmerz,trance,entrueckung,belastung,paralyse,furcht,betaeubung", + "kampftalente-liste": "Armbrüste,Blasrohre,Bögen,Diskusse,Dolche,Faecher,Fechtwaffen,Feuerspeien,Hiebwaffen,Kettenwaffen,Lanzen,Peitschen,Raufen,Schilde,Schleudern,Schwerter,Spiesswaffen,Stangenwaffen,Wurfwaffen,Zweihandhiebwaffen,Zweihandschwerter", "koerpertalente-liste": "klettern,selbstbeherrschung,tanzen,zechen,taschendiebstahl,singen,reiten,koerperbeherrschung,verbergen,gaukeleien,schwimmen,sinnesschaerfe,kraftakt,fliegen", "gesellschaftstalente-liste": "verkleiden,etikette,willenskraft,einschuechtern,ueberreden,menschenkenntnis,bekehren,betoeren,gassenwissen", "naturtalente-liste": "fesseln,tierkunde,pflanzenkunde,orientierung,fischen,wildnisleben,faehrtensuchen", @@ -688,6 +697,7 @@ "Magie-TP": "Danno da magia", "Glaube-TP": "Danno da opere divine", "mitspezialisierung": "Specializzazione", + "mitspezialisierungShort": "F", "d2": "D2", "d3": "D3", "d4": "D4", diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/ja.json b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/ja.json index 1cd691feb7..efacce7d57 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/ja.json +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/ja.json @@ -95,6 +95,8 @@ "furcht": "Furcht", "fw": "FW", "fk-mod": "FK-Mod", + "faecher": "Fächer", + "fwmod": "FW-Mod", "geburtsort": "Geburtsort", "geburtstag": "Tsatag", "gegner-von-hinten": "Gegner von Hinten", @@ -149,7 +151,7 @@ "professionspaket": "Professionspaket hinzufügen?", "kurz": "kurz", "lz": "LZ", - "ladezeit": "Ladezeit in KR", + "ladezeit": "Ladezeit (KR)", "lang": "lang", "lanzen": "Lanzen", "le": "LE", @@ -160,6 +162,7 @@ "leiteigenschaft": "Leiteigenschaft", "leiteigschadensb": "TP-Bonus", "liegend": "Liegend", + "MagieundGlaube": "Magie und Glaube", "magie": "Magie", "malus": "Malus", "max-5": "(max. -5) ", @@ -194,6 +197,7 @@ "pa": "PA", "pa-mod": "PA-Mod", "passierschlag": "Passierschlag", + "passierschlagShort": "P", "parade": "Parade", "paralyse": "Paralyse", "patzer": "Patzer", @@ -210,6 +214,7 @@ "riesig": "riesig", "rituale": "Rituale", "routineprobe": "Routineprobe", + "routineShort": "R", "rs-mod": "RS-Mod.", "rueckkauf": "Rückkauf", "ruestungen": "Rüstungen", @@ -455,6 +460,7 @@ "typ": "Typ", "modifikationen": "Modifikationen", "zauberdauer-in-aktionen": "Zauberdauer in Aktionen", + "zauberdauer": "Zauberdauer", "zaubermodifikationen": "Zaubermodifikationen", "geste-weglassen": "Geste weglassen", "formel-weglassen": "Formel weglassen", @@ -466,6 +472,7 @@ "zeit": "Zeit", "passende-kleidung": "Passende Kleidung", "geeignete-geraetschaften": "Geeignete Gerätschaften", + "peitschen": "Peitschen", "passend": "passend", "unpassend": "unpassend", "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort", @@ -546,6 +553,7 @@ "Selbst-verletzt": "Selbst verletzt", "Stolpern": "Stolpern", "Sturz": "Sturz", + "spiesswaffen": "Spießwaffen", "Verfolgung-durch-Mindergeister": "Verfolgung von Mindergeister", "Verlust-der-Sprache": "Verlust der Sprache", "Verwandlung-in-Kleintier": "Verwandlung in Kleintier", @@ -604,6 +612,7 @@ "keine": "keine", "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert", "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung", + "kampftalente-liste": "Armbrüste,Blasrohre,Bögen,Diskusse,Dolche,Faecher,Fechtwaffen,Feuerspeien,Hiebwaffen,Kettenwaffen,Lanzen,Peitschen,Raufen,Schilde,Schleudern,Schwerter,Spiesswaffen,Stangenwaffen,Wurfwaffen,Zweihandhiebwaffen,Zweihandschwerter", "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen", "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft", "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben", @@ -688,6 +697,7 @@ "Magie-TP": "Schaden aus Magie", "Glaube-TP": "Schaden aus Götterwirken", "mitspezialisierung": "Fertigkeitsspezialisierung", + "mitspezialisierungShort": "F", "d2": "W2", "d3": "W3", "d4": "W4", diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/ko.json b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/ko.json index 1cd691feb7..efacce7d57 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/ko.json +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/ko.json @@ -95,6 +95,8 @@ "furcht": "Furcht", "fw": "FW", "fk-mod": "FK-Mod", + "faecher": "Fächer", + "fwmod": "FW-Mod", "geburtsort": "Geburtsort", "geburtstag": "Tsatag", "gegner-von-hinten": "Gegner von Hinten", @@ -149,7 +151,7 @@ "professionspaket": "Professionspaket hinzufügen?", "kurz": "kurz", "lz": "LZ", - "ladezeit": "Ladezeit in KR", + "ladezeit": "Ladezeit (KR)", "lang": "lang", "lanzen": "Lanzen", "le": "LE", @@ -160,6 +162,7 @@ "leiteigenschaft": "Leiteigenschaft", "leiteigschadensb": "TP-Bonus", "liegend": "Liegend", + "MagieundGlaube": "Magie und Glaube", "magie": "Magie", "malus": "Malus", "max-5": "(max. -5) ", @@ -194,6 +197,7 @@ "pa": "PA", "pa-mod": "PA-Mod", "passierschlag": "Passierschlag", + "passierschlagShort": "P", "parade": "Parade", "paralyse": "Paralyse", "patzer": "Patzer", @@ -210,6 +214,7 @@ "riesig": "riesig", "rituale": "Rituale", "routineprobe": "Routineprobe", + "routineShort": "R", "rs-mod": "RS-Mod.", "rueckkauf": "Rückkauf", "ruestungen": "Rüstungen", @@ -455,6 +460,7 @@ "typ": "Typ", "modifikationen": "Modifikationen", "zauberdauer-in-aktionen": "Zauberdauer in Aktionen", + "zauberdauer": "Zauberdauer", "zaubermodifikationen": "Zaubermodifikationen", "geste-weglassen": "Geste weglassen", "formel-weglassen": "Formel weglassen", @@ -466,6 +472,7 @@ "zeit": "Zeit", "passende-kleidung": "Passende Kleidung", "geeignete-geraetschaften": "Geeignete Gerätschaften", + "peitschen": "Peitschen", "passend": "passend", "unpassend": "unpassend", "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort", @@ -546,6 +553,7 @@ "Selbst-verletzt": "Selbst verletzt", "Stolpern": "Stolpern", "Sturz": "Sturz", + "spiesswaffen": "Spießwaffen", "Verfolgung-durch-Mindergeister": "Verfolgung von Mindergeister", "Verlust-der-Sprache": "Verlust der Sprache", "Verwandlung-in-Kleintier": "Verwandlung in Kleintier", @@ -604,6 +612,7 @@ "keine": "keine", "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert", "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung", + "kampftalente-liste": "Armbrüste,Blasrohre,Bögen,Diskusse,Dolche,Faecher,Fechtwaffen,Feuerspeien,Hiebwaffen,Kettenwaffen,Lanzen,Peitschen,Raufen,Schilde,Schleudern,Schwerter,Spiesswaffen,Stangenwaffen,Wurfwaffen,Zweihandhiebwaffen,Zweihandschwerter", "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen", "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft", "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben", @@ -688,6 +697,7 @@ "Magie-TP": "Schaden aus Magie", "Glaube-TP": "Schaden aus Götterwirken", "mitspezialisierung": "Fertigkeitsspezialisierung", + "mitspezialisierungShort": "F", "d2": "W2", "d3": "W3", "d4": "W4", diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/nl.json b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/nl.json index 0aa63a1511..d104bd8092 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/nl.json +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/nl.json @@ -95,6 +95,8 @@ "furcht": "Angst", "fw": "VaW", "fk-mod": "AG-Mod", + "faecher": "Fächer", + "fwmod": "FW-Mod", "geburtsort": "Geboorteplaats", "geburtstag": "Tsadag", "gegner-von-hinten": "Vijand langs achter", @@ -149,7 +151,7 @@ "professionspaket": "Professionspaket hinzufügen?", "kurz": "kort", "lz": "LT", - "ladezeit": "Laadtijd in GvR", + "ladezeit": "Ladezeit (KR)", "lang": "lang", "lanzen": "Lansen", "le": "LE", @@ -160,6 +162,7 @@ "leiteigenschaft": "Hoofdeigenschap", "leiteigschadensb": "Leiteig. + Schadensb.", "liegend": "Liggend", + "MagieundGlaube": "Magie und Glaube", "magie": "Magie", "malus": "Malus", "max-5": "(max. -5) ", @@ -194,6 +197,7 @@ "pa": "AW", "pa-mod": "AW-Mod", "passierschlag": "Gelegenheidsaanval", + "passierschlagShort": "P", "parade": "Afweer", "paralyse": "Paralyse", "patzer": "Blunder", @@ -210,6 +214,7 @@ "riesig": "reusachtig", "rituale": "Rituelen", "routineprobe": "Routineproef", + "routineShort": "R", "rs-mod": "BP-Mod.", "rueckkauf": "Terugkoop", "ruestungen": "Pantsers", @@ -455,6 +460,7 @@ "typ": "Type", "modifikationen": "Modificaties", "zauberdauer-in-aktionen": "Toverduur in acties", + "zauberdauer": "Zauberdauer", "zaubermodifikationen": "Tovermodificaties", "geste-weglassen": "Gebaar weglaten", "formel-weglassen": "Formule weglaten", @@ -466,6 +472,7 @@ "zeit": "Tijd", "passende-kleidung": "Passende kledij", "geeignete-geraetschaften": "Geschikte voorwerpen", + "peitschen": "Peitschen", "passend": "passend", "unpassend": "onpassend", "heiligtum-magischer-ort": "+1 | Heiligdom/Magisch oord", @@ -546,6 +553,7 @@ "Selbst-verletzt": "Zichzelf verwond", "Stolpern": "Struikelen", "Sturz": "Val", + "spiesswaffen": "Spießwaffen", "Verfolgung-durch-Mindergeister": "Vervolging door mindere geesten", "Verlust-der-Sprache": "Verlies van spraak", "Verwandlung-in-Kleintier": "Verandering in klein dier", @@ -604,6 +612,7 @@ "keine": "geen", "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,taub,fixiert,handlungsunfaehig,eingeengt,liegend,unsichtbar,pechmagnet,raserei,stumm,vergiftet,ueberrascht,versteinert,uebler-geruch,krank", "zustaende-liste": "furcht,belastung,paralyse,schmerz,trance,betaeubung,entrueckung,verwirrung", + "kampftalente-liste": "Armbrüste,Blasrohre,Bögen,Diskusse,Dolche,Faecher,Fechtwaffen,Feuerspeien,Hiebwaffen,Kettenwaffen,Lanzen,Peitschen,Raufen,Schilde,Schleudern,Schwerter,Spiesswaffen,Stangenwaffen,Wurfwaffen,Zweihandhiebwaffen,Zweihandschwerter", "koerpertalente-liste": "tanzen,zechen,klettern,kraftakt,gaukeleien,koerperbeherrschung,reiten,verbergen,fliegen,taschendiebstahl,selbstbeherrschung,singen,sinnesschaerfe,schwimmen", "gesellschaftstalente-liste": "bekehren,etikette,einschuechtern,menschenkenntnis,ueberreden,gassenwissen,betoeren,verkleiden,willenskraft", "naturtalente-liste": "tierkunde,fesseln,orientierung,pflanzenkunde,faehrtensuchen,fischen,wildnisleben", @@ -688,6 +697,7 @@ "Magie-TP": "Schade door Magie", "Glaube-TP": "Schade door Goddelijke werking", "mitspezialisierung": "Specialisatie", + "mitspezialisierungShort": "F", "d2": "D2", "d3": "D3", "d4": "D4", diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/pl.json b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/pl.json index 1cd691feb7..efacce7d57 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/pl.json +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/pl.json @@ -95,6 +95,8 @@ "furcht": "Furcht", "fw": "FW", "fk-mod": "FK-Mod", + "faecher": "Fächer", + "fwmod": "FW-Mod", "geburtsort": "Geburtsort", "geburtstag": "Tsatag", "gegner-von-hinten": "Gegner von Hinten", @@ -149,7 +151,7 @@ "professionspaket": "Professionspaket hinzufügen?", "kurz": "kurz", "lz": "LZ", - "ladezeit": "Ladezeit in KR", + "ladezeit": "Ladezeit (KR)", "lang": "lang", "lanzen": "Lanzen", "le": "LE", @@ -160,6 +162,7 @@ "leiteigenschaft": "Leiteigenschaft", "leiteigschadensb": "TP-Bonus", "liegend": "Liegend", + "MagieundGlaube": "Magie und Glaube", "magie": "Magie", "malus": "Malus", "max-5": "(max. -5) ", @@ -194,6 +197,7 @@ "pa": "PA", "pa-mod": "PA-Mod", "passierschlag": "Passierschlag", + "passierschlagShort": "P", "parade": "Parade", "paralyse": "Paralyse", "patzer": "Patzer", @@ -210,6 +214,7 @@ "riesig": "riesig", "rituale": "Rituale", "routineprobe": "Routineprobe", + "routineShort": "R", "rs-mod": "RS-Mod.", "rueckkauf": "Rückkauf", "ruestungen": "Rüstungen", @@ -455,6 +460,7 @@ "typ": "Typ", "modifikationen": "Modifikationen", "zauberdauer-in-aktionen": "Zauberdauer in Aktionen", + "zauberdauer": "Zauberdauer", "zaubermodifikationen": "Zaubermodifikationen", "geste-weglassen": "Geste weglassen", "formel-weglassen": "Formel weglassen", @@ -466,6 +472,7 @@ "zeit": "Zeit", "passende-kleidung": "Passende Kleidung", "geeignete-geraetschaften": "Geeignete Gerätschaften", + "peitschen": "Peitschen", "passend": "passend", "unpassend": "unpassend", "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort", @@ -546,6 +553,7 @@ "Selbst-verletzt": "Selbst verletzt", "Stolpern": "Stolpern", "Sturz": "Sturz", + "spiesswaffen": "Spießwaffen", "Verfolgung-durch-Mindergeister": "Verfolgung von Mindergeister", "Verlust-der-Sprache": "Verlust der Sprache", "Verwandlung-in-Kleintier": "Verwandlung in Kleintier", @@ -604,6 +612,7 @@ "keine": "keine", "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert", "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung", + "kampftalente-liste": "Armbrüste,Blasrohre,Bögen,Diskusse,Dolche,Faecher,Fechtwaffen,Feuerspeien,Hiebwaffen,Kettenwaffen,Lanzen,Peitschen,Raufen,Schilde,Schleudern,Schwerter,Spiesswaffen,Stangenwaffen,Wurfwaffen,Zweihandhiebwaffen,Zweihandschwerter", "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen", "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft", "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben", @@ -688,6 +697,7 @@ "Magie-TP": "Schaden aus Magie", "Glaube-TP": "Schaden aus Götterwirken", "mitspezialisierung": "Fertigkeitsspezialisierung", + "mitspezialisierungShort": "F", "d2": "W2", "d3": "W3", "d4": "W4", diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/pt.json b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/pt.json index d2f03f29c0..42c296021e 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/pt.json +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/pt.json @@ -95,6 +95,8 @@ "furcht": "Furcht", "fw": "FW", "fk-mod": "FK-Mod", + "faecher": "Fächer", + "fwmod": "FW-Mod", "geburtsort": "Geburtsort", "geburtstag": "Tsatag", "gegner-von-hinten": "Gegner von Hinten", @@ -122,8 +124,8 @@ "handwerkstalente": "Handwerkstalente", "hiebwaffen": "Hiebwaffen", "info": "Info", - "initiative": "Initiative", - "intuition": "Intuition", + "initiative": "Iniciativa", + "intuition": "Intuição", "inventar": "Inventar", "ja": "ja", "kampf": "Kampf", @@ -149,7 +151,7 @@ "professionspaket": "Professionspaket hinzufügen?", "kurz": "kurz", "lz": "LZ", - "ladezeit": "Ladezeit in KR", + "ladezeit": "Ladezeit (KR)", "lang": "lang", "lanzen": "Lanzen", "le": "LE", @@ -160,6 +162,7 @@ "leiteigenschaft": "Leiteigenschaft", "leiteigschadensb": "TP-Bonus", "liegend": "Liegend", + "MagieundGlaube": "Magie und Glaube", "magie": "Magie", "malus": "Malus", "max-5": "(max. -5) ", @@ -194,6 +197,7 @@ "pa": "PA", "pa-mod": "PA-Mod", "passierschlag": "Passierschlag", + "passierschlagShort": "P", "parade": "Parade", "paralyse": "Paralyse", "patzer": "Patzer", @@ -210,6 +214,7 @@ "riesig": "riesig", "rituale": "Rituale", "routineprobe": "Routineprobe", + "routineShort": "R", "rs-mod": "RS-Mod.", "rueckkauf": "Rückkauf", "ruestungen": "Rüstungen", @@ -455,6 +460,7 @@ "typ": "Typ", "modifikationen": "Modifikationen", "zauberdauer-in-aktionen": "Zauberdauer in Aktionen", + "zauberdauer": "Zauberdauer", "zaubermodifikationen": "Zaubermodifikationen", "geste-weglassen": "Geste weglassen", "formel-weglassen": "Formel weglassen", @@ -466,6 +472,7 @@ "zeit": "Zeit", "passende-kleidung": "Passende Kleidung", "geeignete-geraetschaften": "Geeignete Gerätschaften", + "peitschen": "Peitschen", "passend": "passend", "unpassend": "unpassend", "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort", @@ -546,6 +553,7 @@ "Selbst-verletzt": "Selbst verletzt", "Stolpern": "Stolpern", "Sturz": "Sturz", + "spiesswaffen": "Spießwaffen", "Verfolgung-durch-Mindergeister": "Verfolgung von Mindergeister", "Verlust-der-Sprache": "Verlust der Sprache", "Verwandlung-in-Kleintier": "Verwandlung in Kleintier", @@ -604,6 +612,7 @@ "keine": "keine", "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert", "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung", + "kampftalente-liste": "Armbrüste,Blasrohre,Bögen,Diskusse,Dolche,Faecher,Fechtwaffen,Feuerspeien,Hiebwaffen,Kettenwaffen,Lanzen,Peitschen,Raufen,Schilde,Schleudern,Schwerter,Spiesswaffen,Stangenwaffen,Wurfwaffen,Zweihandhiebwaffen,Zweihandschwerter", "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen", "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft", "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben", @@ -688,6 +697,7 @@ "Magie-TP": "Schaden aus Magie", "Glaube-TP": "Schaden aus Götterwirken", "mitspezialisierung": "Fertigkeitsspezialisierung", + "mitspezialisierungShort": "F", "d2": "W2", "d3": "W3", "d4": "W4", diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/ru.json b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/ru.json index 1cd691feb7..efacce7d57 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/ru.json +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/ru.json @@ -95,6 +95,8 @@ "furcht": "Furcht", "fw": "FW", "fk-mod": "FK-Mod", + "faecher": "Fächer", + "fwmod": "FW-Mod", "geburtsort": "Geburtsort", "geburtstag": "Tsatag", "gegner-von-hinten": "Gegner von Hinten", @@ -149,7 +151,7 @@ "professionspaket": "Professionspaket hinzufügen?", "kurz": "kurz", "lz": "LZ", - "ladezeit": "Ladezeit in KR", + "ladezeit": "Ladezeit (KR)", "lang": "lang", "lanzen": "Lanzen", "le": "LE", @@ -160,6 +162,7 @@ "leiteigenschaft": "Leiteigenschaft", "leiteigschadensb": "TP-Bonus", "liegend": "Liegend", + "MagieundGlaube": "Magie und Glaube", "magie": "Magie", "malus": "Malus", "max-5": "(max. -5) ", @@ -194,6 +197,7 @@ "pa": "PA", "pa-mod": "PA-Mod", "passierschlag": "Passierschlag", + "passierschlagShort": "P", "parade": "Parade", "paralyse": "Paralyse", "patzer": "Patzer", @@ -210,6 +214,7 @@ "riesig": "riesig", "rituale": "Rituale", "routineprobe": "Routineprobe", + "routineShort": "R", "rs-mod": "RS-Mod.", "rueckkauf": "Rückkauf", "ruestungen": "Rüstungen", @@ -455,6 +460,7 @@ "typ": "Typ", "modifikationen": "Modifikationen", "zauberdauer-in-aktionen": "Zauberdauer in Aktionen", + "zauberdauer": "Zauberdauer", "zaubermodifikationen": "Zaubermodifikationen", "geste-weglassen": "Geste weglassen", "formel-weglassen": "Formel weglassen", @@ -466,6 +472,7 @@ "zeit": "Zeit", "passende-kleidung": "Passende Kleidung", "geeignete-geraetschaften": "Geeignete Gerätschaften", + "peitschen": "Peitschen", "passend": "passend", "unpassend": "unpassend", "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort", @@ -546,6 +553,7 @@ "Selbst-verletzt": "Selbst verletzt", "Stolpern": "Stolpern", "Sturz": "Sturz", + "spiesswaffen": "Spießwaffen", "Verfolgung-durch-Mindergeister": "Verfolgung von Mindergeister", "Verlust-der-Sprache": "Verlust der Sprache", "Verwandlung-in-Kleintier": "Verwandlung in Kleintier", @@ -604,6 +612,7 @@ "keine": "keine", "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert", "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung", + "kampftalente-liste": "Armbrüste,Blasrohre,Bögen,Diskusse,Dolche,Faecher,Fechtwaffen,Feuerspeien,Hiebwaffen,Kettenwaffen,Lanzen,Peitschen,Raufen,Schilde,Schleudern,Schwerter,Spiesswaffen,Stangenwaffen,Wurfwaffen,Zweihandhiebwaffen,Zweihandschwerter", "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen", "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft", "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben", @@ -688,6 +697,7 @@ "Magie-TP": "Schaden aus Magie", "Glaube-TP": "Schaden aus Götterwirken", "mitspezialisierung": "Fertigkeitsspezialisierung", + "mitspezialisierungShort": "F", "d2": "W2", "d3": "W3", "d4": "W4", diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/sl.json b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/sl.json index 1cd691feb7..efacce7d57 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/sl.json +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/sl.json @@ -95,6 +95,8 @@ "furcht": "Furcht", "fw": "FW", "fk-mod": "FK-Mod", + "faecher": "Fächer", + "fwmod": "FW-Mod", "geburtsort": "Geburtsort", "geburtstag": "Tsatag", "gegner-von-hinten": "Gegner von Hinten", @@ -149,7 +151,7 @@ "professionspaket": "Professionspaket hinzufügen?", "kurz": "kurz", "lz": "LZ", - "ladezeit": "Ladezeit in KR", + "ladezeit": "Ladezeit (KR)", "lang": "lang", "lanzen": "Lanzen", "le": "LE", @@ -160,6 +162,7 @@ "leiteigenschaft": "Leiteigenschaft", "leiteigschadensb": "TP-Bonus", "liegend": "Liegend", + "MagieundGlaube": "Magie und Glaube", "magie": "Magie", "malus": "Malus", "max-5": "(max. -5) ", @@ -194,6 +197,7 @@ "pa": "PA", "pa-mod": "PA-Mod", "passierschlag": "Passierschlag", + "passierschlagShort": "P", "parade": "Parade", "paralyse": "Paralyse", "patzer": "Patzer", @@ -210,6 +214,7 @@ "riesig": "riesig", "rituale": "Rituale", "routineprobe": "Routineprobe", + "routineShort": "R", "rs-mod": "RS-Mod.", "rueckkauf": "Rückkauf", "ruestungen": "Rüstungen", @@ -455,6 +460,7 @@ "typ": "Typ", "modifikationen": "Modifikationen", "zauberdauer-in-aktionen": "Zauberdauer in Aktionen", + "zauberdauer": "Zauberdauer", "zaubermodifikationen": "Zaubermodifikationen", "geste-weglassen": "Geste weglassen", "formel-weglassen": "Formel weglassen", @@ -466,6 +472,7 @@ "zeit": "Zeit", "passende-kleidung": "Passende Kleidung", "geeignete-geraetschaften": "Geeignete Gerätschaften", + "peitschen": "Peitschen", "passend": "passend", "unpassend": "unpassend", "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort", @@ -546,6 +553,7 @@ "Selbst-verletzt": "Selbst verletzt", "Stolpern": "Stolpern", "Sturz": "Sturz", + "spiesswaffen": "Spießwaffen", "Verfolgung-durch-Mindergeister": "Verfolgung von Mindergeister", "Verlust-der-Sprache": "Verlust der Sprache", "Verwandlung-in-Kleintier": "Verwandlung in Kleintier", @@ -604,6 +612,7 @@ "keine": "keine", "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert", "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung", + "kampftalente-liste": "Armbrüste,Blasrohre,Bögen,Diskusse,Dolche,Faecher,Fechtwaffen,Feuerspeien,Hiebwaffen,Kettenwaffen,Lanzen,Peitschen,Raufen,Schilde,Schleudern,Schwerter,Spiesswaffen,Stangenwaffen,Wurfwaffen,Zweihandhiebwaffen,Zweihandschwerter", "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen", "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft", "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben", @@ -688,6 +697,7 @@ "Magie-TP": "Schaden aus Magie", "Glaube-TP": "Schaden aus Götterwirken", "mitspezialisierung": "Fertigkeitsspezialisierung", + "mitspezialisierungShort": "F", "d2": "W2", "d3": "W3", "d4": "W4", diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/sv.json b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/sv.json index 1cd691feb7..efacce7d57 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/sv.json +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/sv.json @@ -95,6 +95,8 @@ "furcht": "Furcht", "fw": "FW", "fk-mod": "FK-Mod", + "faecher": "Fächer", + "fwmod": "FW-Mod", "geburtsort": "Geburtsort", "geburtstag": "Tsatag", "gegner-von-hinten": "Gegner von Hinten", @@ -149,7 +151,7 @@ "professionspaket": "Professionspaket hinzufügen?", "kurz": "kurz", "lz": "LZ", - "ladezeit": "Ladezeit in KR", + "ladezeit": "Ladezeit (KR)", "lang": "lang", "lanzen": "Lanzen", "le": "LE", @@ -160,6 +162,7 @@ "leiteigenschaft": "Leiteigenschaft", "leiteigschadensb": "TP-Bonus", "liegend": "Liegend", + "MagieundGlaube": "Magie und Glaube", "magie": "Magie", "malus": "Malus", "max-5": "(max. -5) ", @@ -194,6 +197,7 @@ "pa": "PA", "pa-mod": "PA-Mod", "passierschlag": "Passierschlag", + "passierschlagShort": "P", "parade": "Parade", "paralyse": "Paralyse", "patzer": "Patzer", @@ -210,6 +214,7 @@ "riesig": "riesig", "rituale": "Rituale", "routineprobe": "Routineprobe", + "routineShort": "R", "rs-mod": "RS-Mod.", "rueckkauf": "Rückkauf", "ruestungen": "Rüstungen", @@ -455,6 +460,7 @@ "typ": "Typ", "modifikationen": "Modifikationen", "zauberdauer-in-aktionen": "Zauberdauer in Aktionen", + "zauberdauer": "Zauberdauer", "zaubermodifikationen": "Zaubermodifikationen", "geste-weglassen": "Geste weglassen", "formel-weglassen": "Formel weglassen", @@ -466,6 +472,7 @@ "zeit": "Zeit", "passende-kleidung": "Passende Kleidung", "geeignete-geraetschaften": "Geeignete Gerätschaften", + "peitschen": "Peitschen", "passend": "passend", "unpassend": "unpassend", "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort", @@ -546,6 +553,7 @@ "Selbst-verletzt": "Selbst verletzt", "Stolpern": "Stolpern", "Sturz": "Sturz", + "spiesswaffen": "Spießwaffen", "Verfolgung-durch-Mindergeister": "Verfolgung von Mindergeister", "Verlust-der-Sprache": "Verlust der Sprache", "Verwandlung-in-Kleintier": "Verwandlung in Kleintier", @@ -604,6 +612,7 @@ "keine": "keine", "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert", "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung", + "kampftalente-liste": "Armbrüste,Blasrohre,Bögen,Diskusse,Dolche,Faecher,Fechtwaffen,Feuerspeien,Hiebwaffen,Kettenwaffen,Lanzen,Peitschen,Raufen,Schilde,Schleudern,Schwerter,Spiesswaffen,Stangenwaffen,Wurfwaffen,Zweihandhiebwaffen,Zweihandschwerter", "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen", "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft", "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben", @@ -688,6 +697,7 @@ "Magie-TP": "Schaden aus Magie", "Glaube-TP": "Schaden aus Götterwirken", "mitspezialisierung": "Fertigkeitsspezialisierung", + "mitspezialisierungShort": "F", "d2": "W2", "d3": "W3", "d4": "W4", diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/tr.json b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/tr.json index 1cd691feb7..efacce7d57 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/tr.json +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/tr.json @@ -95,6 +95,8 @@ "furcht": "Furcht", "fw": "FW", "fk-mod": "FK-Mod", + "faecher": "Fächer", + "fwmod": "FW-Mod", "geburtsort": "Geburtsort", "geburtstag": "Tsatag", "gegner-von-hinten": "Gegner von Hinten", @@ -149,7 +151,7 @@ "professionspaket": "Professionspaket hinzufügen?", "kurz": "kurz", "lz": "LZ", - "ladezeit": "Ladezeit in KR", + "ladezeit": "Ladezeit (KR)", "lang": "lang", "lanzen": "Lanzen", "le": "LE", @@ -160,6 +162,7 @@ "leiteigenschaft": "Leiteigenschaft", "leiteigschadensb": "TP-Bonus", "liegend": "Liegend", + "MagieundGlaube": "Magie und Glaube", "magie": "Magie", "malus": "Malus", "max-5": "(max. -5) ", @@ -194,6 +197,7 @@ "pa": "PA", "pa-mod": "PA-Mod", "passierschlag": "Passierschlag", + "passierschlagShort": "P", "parade": "Parade", "paralyse": "Paralyse", "patzer": "Patzer", @@ -210,6 +214,7 @@ "riesig": "riesig", "rituale": "Rituale", "routineprobe": "Routineprobe", + "routineShort": "R", "rs-mod": "RS-Mod.", "rueckkauf": "Rückkauf", "ruestungen": "Rüstungen", @@ -455,6 +460,7 @@ "typ": "Typ", "modifikationen": "Modifikationen", "zauberdauer-in-aktionen": "Zauberdauer in Aktionen", + "zauberdauer": "Zauberdauer", "zaubermodifikationen": "Zaubermodifikationen", "geste-weglassen": "Geste weglassen", "formel-weglassen": "Formel weglassen", @@ -466,6 +472,7 @@ "zeit": "Zeit", "passende-kleidung": "Passende Kleidung", "geeignete-geraetschaften": "Geeignete Gerätschaften", + "peitschen": "Peitschen", "passend": "passend", "unpassend": "unpassend", "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort", @@ -546,6 +553,7 @@ "Selbst-verletzt": "Selbst verletzt", "Stolpern": "Stolpern", "Sturz": "Sturz", + "spiesswaffen": "Spießwaffen", "Verfolgung-durch-Mindergeister": "Verfolgung von Mindergeister", "Verlust-der-Sprache": "Verlust der Sprache", "Verwandlung-in-Kleintier": "Verwandlung in Kleintier", @@ -604,6 +612,7 @@ "keine": "keine", "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert", "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung", + "kampftalente-liste": "Armbrüste,Blasrohre,Bögen,Diskusse,Dolche,Faecher,Fechtwaffen,Feuerspeien,Hiebwaffen,Kettenwaffen,Lanzen,Peitschen,Raufen,Schilde,Schleudern,Schwerter,Spiesswaffen,Stangenwaffen,Wurfwaffen,Zweihandhiebwaffen,Zweihandschwerter", "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen", "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft", "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben", @@ -688,6 +697,7 @@ "Magie-TP": "Schaden aus Magie", "Glaube-TP": "Schaden aus Götterwirken", "mitspezialisierung": "Fertigkeitsspezialisierung", + "mitspezialisierungShort": "F", "d2": "W2", "d3": "W3", "d4": "W4", diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/uk.json b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/uk.json index 1cd691feb7..efacce7d57 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/uk.json +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/uk.json @@ -95,6 +95,8 @@ "furcht": "Furcht", "fw": "FW", "fk-mod": "FK-Mod", + "faecher": "Fächer", + "fwmod": "FW-Mod", "geburtsort": "Geburtsort", "geburtstag": "Tsatag", "gegner-von-hinten": "Gegner von Hinten", @@ -149,7 +151,7 @@ "professionspaket": "Professionspaket hinzufügen?", "kurz": "kurz", "lz": "LZ", - "ladezeit": "Ladezeit in KR", + "ladezeit": "Ladezeit (KR)", "lang": "lang", "lanzen": "Lanzen", "le": "LE", @@ -160,6 +162,7 @@ "leiteigenschaft": "Leiteigenschaft", "leiteigschadensb": "TP-Bonus", "liegend": "Liegend", + "MagieundGlaube": "Magie und Glaube", "magie": "Magie", "malus": "Malus", "max-5": "(max. -5) ", @@ -194,6 +197,7 @@ "pa": "PA", "pa-mod": "PA-Mod", "passierschlag": "Passierschlag", + "passierschlagShort": "P", "parade": "Parade", "paralyse": "Paralyse", "patzer": "Patzer", @@ -210,6 +214,7 @@ "riesig": "riesig", "rituale": "Rituale", "routineprobe": "Routineprobe", + "routineShort": "R", "rs-mod": "RS-Mod.", "rueckkauf": "Rückkauf", "ruestungen": "Rüstungen", @@ -455,6 +460,7 @@ "typ": "Typ", "modifikationen": "Modifikationen", "zauberdauer-in-aktionen": "Zauberdauer in Aktionen", + "zauberdauer": "Zauberdauer", "zaubermodifikationen": "Zaubermodifikationen", "geste-weglassen": "Geste weglassen", "formel-weglassen": "Formel weglassen", @@ -466,6 +472,7 @@ "zeit": "Zeit", "passende-kleidung": "Passende Kleidung", "geeignete-geraetschaften": "Geeignete Gerätschaften", + "peitschen": "Peitschen", "passend": "passend", "unpassend": "unpassend", "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort", @@ -546,6 +553,7 @@ "Selbst-verletzt": "Selbst verletzt", "Stolpern": "Stolpern", "Sturz": "Sturz", + "spiesswaffen": "Spießwaffen", "Verfolgung-durch-Mindergeister": "Verfolgung von Mindergeister", "Verlust-der-Sprache": "Verlust der Sprache", "Verwandlung-in-Kleintier": "Verwandlung in Kleintier", @@ -604,6 +612,7 @@ "keine": "keine", "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert", "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung", + "kampftalente-liste": "Armbrüste,Blasrohre,Bögen,Diskusse,Dolche,Faecher,Fechtwaffen,Feuerspeien,Hiebwaffen,Kettenwaffen,Lanzen,Peitschen,Raufen,Schilde,Schleudern,Schwerter,Spiesswaffen,Stangenwaffen,Wurfwaffen,Zweihandhiebwaffen,Zweihandschwerter", "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen", "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft", "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben", @@ -688,6 +697,7 @@ "Magie-TP": "Schaden aus Magie", "Glaube-TP": "Schaden aus Götterwirken", "mitspezialisierung": "Fertigkeitsspezialisierung", + "mitspezialisierungShort": "F", "d2": "W2", "d3": "W3", "d4": "W4", diff --git a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/zh.json b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/zh.json index 1cd691feb7..efacce7d57 100644 --- a/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/zh.json +++ b/Das Schwarze Auge (TDE) 5 OFFICIAL by Ulisses/translations/zh.json @@ -95,6 +95,8 @@ "furcht": "Furcht", "fw": "FW", "fk-mod": "FK-Mod", + "faecher": "Fächer", + "fwmod": "FW-Mod", "geburtsort": "Geburtsort", "geburtstag": "Tsatag", "gegner-von-hinten": "Gegner von Hinten", @@ -149,7 +151,7 @@ "professionspaket": "Professionspaket hinzufügen?", "kurz": "kurz", "lz": "LZ", - "ladezeit": "Ladezeit in KR", + "ladezeit": "Ladezeit (KR)", "lang": "lang", "lanzen": "Lanzen", "le": "LE", @@ -160,6 +162,7 @@ "leiteigenschaft": "Leiteigenschaft", "leiteigschadensb": "TP-Bonus", "liegend": "Liegend", + "MagieundGlaube": "Magie und Glaube", "magie": "Magie", "malus": "Malus", "max-5": "(max. -5) ", @@ -194,6 +197,7 @@ "pa": "PA", "pa-mod": "PA-Mod", "passierschlag": "Passierschlag", + "passierschlagShort": "P", "parade": "Parade", "paralyse": "Paralyse", "patzer": "Patzer", @@ -210,6 +214,7 @@ "riesig": "riesig", "rituale": "Rituale", "routineprobe": "Routineprobe", + "routineShort": "R", "rs-mod": "RS-Mod.", "rueckkauf": "Rückkauf", "ruestungen": "Rüstungen", @@ -455,6 +460,7 @@ "typ": "Typ", "modifikationen": "Modifikationen", "zauberdauer-in-aktionen": "Zauberdauer in Aktionen", + "zauberdauer": "Zauberdauer", "zaubermodifikationen": "Zaubermodifikationen", "geste-weglassen": "Geste weglassen", "formel-weglassen": "Formel weglassen", @@ -466,6 +472,7 @@ "zeit": "Zeit", "passende-kleidung": "Passende Kleidung", "geeignete-geraetschaften": "Geeignete Gerätschaften", + "peitschen": "Peitschen", "passend": "passend", "unpassend": "unpassend", "heiligtum-magischer-ort": "+1 | Heiligtum/Magischer Ort", @@ -546,6 +553,7 @@ "Selbst-verletzt": "Selbst verletzt", "Stolpern": "Stolpern", "Sturz": "Sturz", + "spiesswaffen": "Spießwaffen", "Verfolgung-durch-Mindergeister": "Verfolgung von Mindergeister", "Verlust-der-Sprache": "Verlust der Sprache", "Verwandlung-in-Kleintier": "Verwandlung in Kleintier", @@ -604,6 +612,7 @@ "keine": "keine", "status-liste": "bewegungsunfaehig,bewusstlos,blind,blutrausch,brennend,eingeengt,fixiert,handlungsunfaehig,krank,liegend,pechmagnet,raserei,stumm,taub,ueberrascht,uebler-geruch,unsichtbar,vergiftet,versteinert", "zustaende-liste": "belastung,betaeubung,entrueckung,furcht,paralyse,schmerz,trance,verwirrung", + "kampftalente-liste": "Armbrüste,Blasrohre,Bögen,Diskusse,Dolche,Faecher,Fechtwaffen,Feuerspeien,Hiebwaffen,Kettenwaffen,Lanzen,Peitschen,Raufen,Schilde,Schleudern,Schwerter,Spiesswaffen,Stangenwaffen,Wurfwaffen,Zweihandhiebwaffen,Zweihandschwerter", "koerpertalente-liste": "fliegen,gaukeleien,klettern,koerperbeherrschung,kraftakt,reiten,schwimmen,selbstbeherrschung,singen,sinnesschaerfe,tanzen,taschendiebstahl,verbergen,zechen", "gesellschaftstalente-liste": "bekehren,betoeren,einschuechtern,etikette,gassenwissen,menschenkenntnis,ueberreden,verkleiden,willenskraft", "naturtalente-liste": "faehrtensuchen,fesseln,fischen,orientierung,pflanzenkunde,tierkunde,wildnisleben", @@ -688,6 +697,7 @@ "Magie-TP": "Schaden aus Magie", "Glaube-TP": "Schaden aus Götterwirken", "mitspezialisierung": "Fertigkeitsspezialisierung", + "mitspezialisierungShort": "F", "d2": "W2", "d3": "W3", "d4": "W4", diff --git a/Deathwatch/translations/es.json b/Deathwatch/translations/es.json index 8c86f9f3a1..5e3f04102c 100644 --- a/Deathwatch/translations/es.json +++ b/Deathwatch/translations/es.json @@ -4,7 +4,7 @@ "ChapterDemeanour": "Actitud del Capítulo", "Speciality": "Especialidad", "Rank": "Rango", - "Renown": "Renown", + "Renown": "Renombre", "PowerArmourHistory": "Servoarmadura", "PlayerName": "Jugador", "Gender": "Género", diff --git a/Earthdawn (FASA Official)/Earthdawn.css b/Earthdawn (FASA Official)/Earthdawn.css index 2150468af2..16c1f20b8c 100644 --- a/Earthdawn (FASA Official)/Earthdawn.css +++ b/Earthdawn (FASA Official)/Earthdawn.css @@ -1,4 +1,4 @@ -/* Earthdawn.css 211026*/ +/* Earthdawn.css */ /* ############################################ css Reset ######################################################################### */ /* @import url('https://fonts.googleapis.com/css2?family=IM+Fell+English+SC&display=swap'); */ @@ -75,20 +75,19 @@ textarea, /* ############################################ Main section ####################################################################### */ /* Colors: code description What used for. */ .sheet-user-root { - --bg-color: rgb(255,242,201,0.15);/*rgb(240,235,220,0.1); /* Main background color ;*/ - --outline-color: #071840; /* Proposal JB2 #13294B; /*Proposal CD :#004A82; /* JB Version :black Main border */ + --bg-color: rgb(255,242,201,0.15);/*Main background color ;*/ + --outline-color: #071840; /* Main border */ --font-color: #071840; /* Color of fonts on the normal background */ --header-font-color: white; /* Color of fonts on the header background */ - --highlight-font-color: #071840; /*#1473B4;/*#5a189a; /*#B6244F; /* #c94a01; /* #5a189a Color of fonts on the icon background */ - --input-color: rgba(0, 0, 10, 0.1); /* Proposal CD with transparency rgba(177, 233, 255, 0.3); /*# Proposal CD :B1E9FF;/* JB Version : Grey rgba(0, 0, 10, 0.08); /* Light gray Main section Input fields that are not disabled. */ + --highlight-font-color: #071840; /* Color of fonts on the icon background */ + --input-color: rgba(0, 0, 10, 0.1); /* Main section Input fields that are not disabled. */ --hover-color: red; /* Color of active fields when hovered. */ --hover-color-bg: rgba(255, 0, 0, 0.5); /* Color of active fields when hovered. */ --locked-color: transparent; /* Main section Input fields that are locked */ - --control-secondary: #1473B4;/*#8D9EC6;/*#758b99; /* #C6DCEA header section background */ - --inactive-color: #1473B4;/*#8D9EC6; /*#758b99; /* Color of the inactive tabs */ - /* --control-main: #E8ECEC; /*#FFFFFF; /* main section outline */ - --button-color: rgba(245, 245, 245, 1); /*proposal Chris #8BCDFF /*v JBF : rgba(245, 245, 245, 1); /* button color */ - --icon-color: rgba(0, 0, 10, 0.1); /*proposal Chris #8BCDFF /*v JBF : rgba(245, 245, 245, 1); /* actionable icons */ + --control-secondary: #1473B4; /* header section background */ + --inactive-color: #1473B4; /* Color of the inactive tabs */ + --button-color: rgba(245, 245, 245, 1); /* button color */ + --icon-color: rgba(0, 0, 10, 0.1); /* actionable icons */ } @@ -101,40 +100,38 @@ xxxxx { } /* For absolutely weird reason, we need this line to make the CSS work*/ -.sheet-testRepOption1:not(:checked)~.repcontainer .sheet-HideIfNotOption1, -.sheet-testRepOption2:not(:checked)~.repcontainer .sheet-HideIfNotOption2, -.sheet-testRepOption3:not(:checked)~.repcontainer .sheet-HideIfNotOption3, -.sheet-testRepOption4:not(:checked)~.repcontainer .sheet-HideIfNotOption4, -.sheet-testSpellEffect:not([value="Circle"])~.sheet-SpellEffectCircle, -.sheet-testNPC:not([value="0"])~div .sheet-HideIfNPC, -.sheet-testNPC[value="0"]~div .sheet-HideIfPC, -.sheet-testQuest2[value="0"]~div .sheet-HideIfNotQuest, +/*.sheet-testAPI:not(:checked)~.sheet-api, Knacks tab is not inside a div */ +.sheet-testAPI:not([value="1"])~div .sheet-api, +.sheet-testAPI:not([value="1"])~div .sheet-Karma-ControlBox, +.sheet-testAPI[value="1"]~div .sheet-NoAPI, +.sheet-testCreation:not([value="1"])~div .sheet-Creation, +.sheet-testCreation[value="1"]~div .sheet-NotCreation, +.sheet-testEdition[value="-1"]~div .sheet-HideIf1879, +.sheet-testEdition:not([value="-1"])~div .sheet-HideIfNot1879, +.sheet-testEdition[value="3"]~div .sheet-HideIfEdition3, +.sheet-testEdition:not([value="3"])~div .sheet-HideIfNotEdition3, +.sheet-testEdition[value="4"]~div .sheet-HideIfEdition4, +.sheet-testEdition:not([value="4"])~div .sheet-HideIfNotEdition4, .sheet-testPath[value="0"]~div .sheet-HideIfNotPath, -.sheet-testRace:not([value="3"])~div .sheet-HideIfNotHuman, -.sheet-testRace:not([value="7"])~div .sheet-HideIfNotTskrang, -.sheet-testRace:not([value="99"])~div .sheet-HideIfNotCreature, +.sheet-testQuest[value="0"]~div .sheet-HideIfNotQuest, .sheet-testNbDisc[value="0"]~div .sheet-HideIfZeroDisc, .sheet-testNbDisc[value="1"]~div .sheet-HideIfOneDisc, .sheet-testNbDisc[value="2"]~div .sheet-HideIfTwoDisc, .sheet-testNbDisc[value="3"]~div .sheet-HideIfThreeDisc, -.sheet-testNum[value="0"]+.sheet-HideIfZero, -.sheet-testNum:not([value="0"])+span+.sheet-HideIfNotZero, -.sheet-testNum[value="1"]+.sheet-HideIfOne, -.sheet-testNum[value="2"]+.sheet-HideIfTwo, -.sheet-testNum[value="3"]+.sheet-HideIfThree, -.sheet-testModType[value="(0)"]~span>.sheet-HideIfNoRoll, -.sheet-testModType[value="(0)"]~.sheet-HideIfNoRoll, -.sheet-testModType:not([value="(0)"])~span>.sheet-HideIfRoll, -.sheet-testModType:not([value="(0)"])~.sheet-HideIfRoll, -.sheet-testRecord[value="LP"]~.sheet-HideIfLP, -.sheet-testRecord[value="SP"]~.sheet-HideIfSP, -.sheet-testRecord[value="Other"]~.sheet-HideIfOther, -.sheet-testCloseChecked:checked+.sheet-HideIfCloseChecked, -.sheet-testCloseChecked:not(:checked)+.sheet-HideIfNotCloseChecked, -.sheet-testCloseChecked:not(:checked)+.sheet-HideIfCloseChecked+.sheet-HideIfNotCloseChecked, -.sheet-testFreeOrThread[value*="-link"]+.sheet-HideIfFreeOrThread, -.sheet-testFreeOrThread:not([value*="-link"])+.sheet-HideIfNotFreeOrThread, -.sheet-testFreeOrThread:not([value*="-link"])+.sheet-HideIfFreeOrThread+.sheet-HideIfNotFreeOrThread, +.sheet-testNPC:not([value="0"])~div .sheet-HideIfNotPC, +.sheet-testNPC[value="0"]~div .sheet-HideIfPC, +.sheet-testRace:not([value="1"])~div .sheet-HideIfNotDwarf, +.sheet-testRace:not([value="2"])~div .sheet-HideIfNotElf, +.sheet-testRace:not([value="3"])~div .sheet-HideIfNotHuman, +.sheet-testRace:not([value="4"])~div .sheet-HideIfNotObsidiman, +.sheet-testRace:not([value="5"])~div .sheet-HideIfNotOrk, +.sheet-testRace:not([value="6"])~div .sheet-HideIfNotTroll, +.sheet-testRace:not([value="7"])~div .sheet-HideIfNotTskrang, +.sheet-testRace:not([value="8"])~div .sheet-HideIfNotWindling, +.sheet-testRace:not([value="99"])~div .sheet-HideIfNotCreature, +.sheet-testRace[value="99"]~div .sheet-HideIfCreature, +.sheet-testStepDisplay:not([value="1"])~div .sheet-StepTotal, +.sheet-testStepDisplay[value="1"]~div .sheet-StepBase, .sheet-testChecked:checked~.sheet-HideIfChecked, .sheet-testChecked:not(:checked)~.sheet-HideIfNotChecked, .sheet-testChecked:checked~div>.sheet-HideIfChecked, @@ -144,39 +141,66 @@ xxxxx { .sheet-testChecked:not(:checked)~div>div>.sheet-HideIfNotChecked, .sheet-testChecked:checked~span>.sheet-HideIfChecked, .sheet-testChecked:not(:checked)~.sheet-table-row>.sheet-HideIfNotChecked, -.sheet-testRepEditMode:checked~.repcontainer .sheet-HideIfEditMode,/*JBF@CD new class for Edit mode*/ +.sheet-testCloseChecked:checked+.sheet-HideIfCloseChecked, +.sheet-testCloseChecked:not(:checked)+.sheet-HideIfNotCloseChecked, +.sheet-testCloseChecked:not(:checked)+.sheet-HideIfCloseChecked+.sheet-HideIfNotCloseChecked, +.sheet-testNum[value="0"]+.sheet-HideIfZero, +.sheet-testNum:not([value="0"])+span+.sheet-HideIfNotZero, +.sheet-testNum[value="1"]+.sheet-HideIfOne, +.sheet-testNum[value="2"]+.sheet-HideIfTwo, +.sheet-testNum[value="3"]+.sheet-HideIfThree, +.sheet-testNum[value="0"]~ .sheet-HideIfZero, +.sheet-testNum[value="0"]~div .sheet-HideIfZero, +.sheet-testNum[value="1"]~div .sheet-HideIfOne, +.sheet-testNum[value="2"]~div .sheet-HideIfTwo, +.sheet-testNum[value="3"]~div .sheet-HideIfThree, +.sheet-testNum[value="0"]~ .sheet-HideIfLessThan1, +.sheet-testNum[value="0"]~div .sheet-HideIfLessThan1, +.sheet-testNum[value="1"]~div .sheet-HideIfLessThan2, +.sheet-testNum[value="2"]~div .sheet-HideIfLessThan3, +.sheet-testNum[value="3"]~div .sheet-HideIfLessThan4, +.sheet-testNum[value="4"]~div .sheet-HideIfLessThan5, +.sheet-testNum[value="5"]~div .sheet-HideIfLessThan6, +.sheet-testNum[value="6"]~div .sheet-HideIfLessThan7, +.sheet-testNum[value="7"]~div .sheet-HideIfLessThan8, +.sheet-testNum[value="8"]~div .sheet-HideIfLessThan9, +.sheet-testNum[value="9"]~div .sheet-HideIfLessThan10, +.sheet-testNum[value="10"]~div .sheet-HideIfLessThan11, +.sheet-testNum[value="11"]~div .sheet-HideIfLessThan12, +.sheet-testNum[value="12"]~div .sheet-HideIfLessThan13, +.sheet-testNum[value="13"]~div .sheet-HideIfLessThan14, +.sheet-testNum[value="14"]~div .sheet-HideIfLessThan15, +.sheet-testModType[value="(0)"]~span>.sheet-HideIfNoRoll, +.sheet-testModType[value="(0)"]~.sheet-HideIfNoRoll, +.sheet-testModType:not([value="(0)"])~span>.sheet-HideIfRoll, +.sheet-testModType:not([value="(0)"])~.sheet-HideIfRoll, +.sheet-testRecord[value="LP"]~.sheet-HideIfLP, +.sheet-testRecord[value="SP"]~.sheet-HideIfSP, +.sheet-testRecord[value="Other"]~.sheet-HideIfOther, +.sheet-testRepEditMode:checked~.repcontainer .sheet-HideIfEditMode, .sheet-testRepEditMode:not(:checked)~.repcontainer .sheet-HideIfNotEditMode, -.sheet-testRepEditMode:checked~.sheet-HideIfEditMode,/*JBF@CD new class for Edit mode*/ +.sheet-testRepEditMode:checked~.sheet-HideIfEditMode, .sheet-testRepEditMode:not(:checked)~.sheet-HideIfNotEditMode, -.sheet-testRepEditMode:checked~div>.sheet-HideIfEditMode,/*JBF@CD new class for Edit mode*/ +.sheet-testRepEditMode:checked~div>.sheet-HideIfEditMode, .sheet-testRepEditMode:not(:checked)~div>.sheet-HideIfNotEditMode, -.sheet-testRepEditMode:checked~div>div>.sheet-HideIfEditMode,/*JBF@CD new class for Edit mode*/ +.sheet-testRepEditMode:checked~div>div>.sheet-HideIfEditMode, .sheet-testRepEditMode:not(:checked)~div>div>.sheet-HideIfNotEditMode, -.sheet-testRepEditMode:checked~span>.sheet-HideIfEditMode,/*JBF@CD new class for Edit mode*/ +.sheet-testRepEditMode:checked~span>.sheet-HideIfEditMode, .sheet-testRepEditMode:not(:checked)~span>.sheet-HideIfNotEditMode, -.sheet-testRepEditMode:checked~div>div>span>.sheet-HideIfEditMode,/*JBF@CD new class for Edit mode*/ +.sheet-testRepEditMode:checked~div>div>span>.sheet-HideIfEditMode, .sheet-testRepEditMode:not(:checked)~div>div>span>.sheet-HideIfNotEditMode, -.sheet-edition3:checked~div .sheet-HideIfEdition3, -.sheet-edition3:checked~div>div.sheet-HideIfEdition3, -.sheet-edition3:not(:checked)~div .sheet-HideIfNotEdition3, -.sheet-edition4:checked~div .sheet-HideIfEdition4, -.sheet-edition4:checked~div>div>.sheet-HideIfEdition4, -.sheet-edition4:checked~div>div>div>.sheet-HideIfEdition4, -.sheet-edition4:checked~div>div>div>div>.sheet-HideIfEdition4, -.sheet-edition4:not(:checked)~div .sheet-HideIfNotEdition4, -.sheet-test1879:checked~div .sheet-HideIf1879, -.sheet-test1879:not(:checked)~div .sheet-HideIfNot1879, -.sheet-testCreation:not([value="1"])~div .sheet-Creation, -.sheet-testCreation[value="1"]~div .sheet-NotCreation, -.sheet-testAPI:not(:checked)~.sheet-api, /* Knacks tab is not inside a div */ -.sheet-testAPI:not(:checked)~div .sheet-api, -.sheet-testAPI:not(:checked)~div .sheet-Karma-ControlBox, -.sheet-testAPI:checked~div .sheet-NoAPI, -.sheet-testStepDisplay:not(:checked)~div .sheet-StepTotal, -.sheet-testStepDisplay:checked~div .sheet-StepBase, +.sheet-testRepOption1:not(:checked)~.repcontainer .sheet-HideIfNotOption1, +.sheet-testRepOption2:not(:checked)~.repcontainer .sheet-HideIfNotOption2, +.sheet-testRepOption3:not(:checked)~.repcontainer .sheet-HideIfNotOption3, +.sheet-testRepOption4:not(:checked)~.repcontainer .sheet-HideIfNotOption4, +.sheet-testFreeOrThread[value*="-link"]+.sheet-HideIfFreeOrThread, +.sheet-testFreeOrThread:not([value*="-link"])+.sheet-HideIfNotFreeOrThread, +.sheet-testFreeOrThread:not([value*="-link"])+.sheet-HideIfFreeOrThread+.sheet-HideIfNotFreeOrThread, .sheet-testPlaceholder:not(:placeholder-shown)~.sheet-hideIfNotPlaceholder, .sheet-testPlaceholder:placeholder-shown~.sheet-hideIfPlaceholder, .sheet-testPlaceholder:not(:placeholder-shown)~div .sheet-hideIfNotPlaceholder, +.sheet-testPlaceholder:not(:placeholder-shown)~span .sheet-hideIfNotPlaceholder, +.sheet-testPlaceholder:placeholder-shown~span .sheet-hideIfPlaceholder, input[type="number"]:disabled.sheet-hidden, /* Need this bit of extra specificity here */ .sheet-hidden { display: none; @@ -184,6 +208,8 @@ input[type="number"]:disabled.sheet-hidden, /* Need this bit of extra specif .sheet-testCloseChecked:checked+.sheet-UnHideIfCloseChecked, .sheet-testChecked:checked~.sheet-UnHideIfChecked, +.sheet-testDSPPath[value="81.0"]~div .sheet-UnHideIfDSPPath, +.sheet-testDSPPath[value="83.0"]~div .sheet-UnHideIfDSPPath, .sheet-testNum:not([value="0"])+.sheet-UnhideIfNotZero, .sheet-testNum:not([value="0"])+.sheet-testNum+.sheet-UnhideIfNotZero, .sheet-testDevotion[value^="QD-"]+.sheet-UnhideIfDevotion @@ -206,27 +232,6 @@ input[type="number"]:disabled.sheet-hidden, /* Need this bit of extra specif .sheet-testNum2[value="15"]~div .sheet-UnhideIf15 { display: inline-block; } -.sheet-testNum[value="0"]~ .sheet-HideIfLessThan1, -.sheet-testNum[value="0"]~div .sheet-HideIfLessThan1, -.sheet-testNum[value="1"]~div .sheet-HideIfLessThan2, -.sheet-testNum[value="2"]~div .sheet-HideIfLessThan3, -.sheet-testNum[value="3"]~div .sheet-HideIfLessThan4, -.sheet-testNum[value="4"]~div .sheet-HideIfLessThan5, -.sheet-testNum[value="5"]~div .sheet-HideIfLessThan6, -.sheet-testNum[value="6"]~div .sheet-HideIfLessThan7, -.sheet-testNum[value="7"]~div .sheet-HideIfLessThan8, -.sheet-testNum[value="8"]~div .sheet-HideIfLessThan9, -.sheet-testNum[value="9"]~div .sheet-HideIfLessThan10, -.sheet-testNum[value="10"]~div .sheet-HideIfLessThan11, -.sheet-testNum[value="11"]~div .sheet-HideIfLessThan12, -.sheet-testNum[value="12"]~div .sheet-HideIfLessThan13, -.sheet-testNum[value="13"]~div .sheet-HideIfLessThan14, -.sheet-testNum[value="14"]~div .sheet-HideIfLessThan15 -{ display: none; } - - - - @@ -287,7 +292,6 @@ input.sheet-buttonlabel { text-align: left; padding: 0; margin: 0; - /* font-family: Papyrus, fantasy; */ font-family: 'Aladin', "Helvetica Neue", Helvetica, sans-serif; font-weight: normal; color: var( --font-color ); @@ -301,7 +305,6 @@ button:hover input.sheet-buttonlabel { - select { background-color: var( --input-color ); border-left: none; @@ -311,6 +314,7 @@ select { text-align: center; } + textarea[readonly], textarea { border: 1px solid var( --outline-color ); @@ -328,7 +332,7 @@ input[type="number"][readonly], input[type="number"][readonly]:hover, input[type="number"].sheet-Locked, /* Sometime need this bit of extra specificity */ input[type="text"].sheet-Locked, -.sheet-testKarmaAuto:not(:checked)~div .sheet-Karma-ControlBox, +.sheet-testKarmaAuto:not([value="1"])~div .sheet-Karma-ControlBox, .sheet-testLocked:checked~.sheet-LockIfChecked, .sheet-testLocked:checked~span .sheet-LockIfChecked, .sheet-testLocked:checked~div .sheet-LockIfChecked, @@ -339,25 +343,23 @@ input[type="text"].sheet-Locked, .sheet-testLocked:not(:checked)~div .sheet-LockIfNotChecked { background-color: var( --locked-color ); pointer-events: none; - /* font-style : italic; */ -moz-appearance: textfield; - /* font-family: Papyrus, fantasy; */ font-family: 'Aladin', "Helvetica Neue", Helvetica, sans-serif; font-weight: normal; } -.sheet-testRepEditMode:checked~.repcontainer .sheet-LockIfEditMode,/*JBF@CD new class for Edit mode*/ +.sheet-testRepEditMode:checked~.repcontainer .sheet-LockIfEditMode, .sheet-testRepEditMode:not(:checked)~.repcontainer .sheet-LockIfNotEditMode, -.sheet-testRepEditMode:checked~.sheet-LockIfEditMode,/*JBF@CD new class for Edit mode*/ +.sheet-testRepEditMode:checked~.sheet-LockIfEditMode, .sheet-testRepEditMode:not(:checked)~.sheet-LockIfNotEditMode, -.sheet-testRepEditMode:checked~div>.sheet-LockIfEditMode,/*JBF@CD new class for Edit mode*/ +.sheet-testRepEditMode:checked~div>.sheet-LockIfEditMode, .sheet-testRepEditMode:not(:checked)~div>.sheet-LockIfNotEditMode, -.sheet-testRepEditMode:checked~div>div>.sheet-LockIfEditMode,/*JBF@CD new class for Edit mode*/ +.sheet-testRepEditMode:checked~div>div>.sheet-LockIfEditMode, .sheet-testRepEditMode:not(:checked)~div>div>.sheet-LockIfNotEditMode, .sheet-testRepEditMode:not(:checked)~div>span>.sheet-LockIfNotEditMode, -.sheet-testRepEditMode:checked~span>.sheet-LockIfEditMode,/*JBF@CD new class for Edit mode*/ +.sheet-testRepEditMode:checked~span>.sheet-LockIfEditMode, .sheet-testRepEditMode:not(:checked)~span>.sheet-LockIfNotEditMode, -.sheet-testRepEditMode:checked~div>div>span>.sheet-LockIfEditMode,/*JBF@CD new class for Edit mode*/ +.sheet-testRepEditMode:checked~div>div>span>.sheet-LockIfEditMode, .sheet-testRepEditMode:not(:checked)~div>div>span>.sheet-LockIfNotEditMode { background-color: var( --locked-color ); pointer-events: none; @@ -366,8 +368,6 @@ input[type="text"].sheet-Locked, } - - .sheet-testNum[value="7"]+.sheet-UnlockIf7, .sheet-testNum[value="99"]+.sheet-UnlockIf99, .sheet-testLocked:checked~.sheet-UnlockIfChecked, @@ -385,7 +385,6 @@ input[type="text"].sheet-Locked, font-weight: Bold; } -/* JBF@CD 210106 : What's the intention of having a different style for readonly and Locked */ input:disabled, input:disabled::-webkit-inner-spin-button, @@ -425,9 +424,7 @@ input.sheet-nospinner::-webkit-outer-spin-button { } -/* ############# JBF 210104 : fancy font to be more ED-esque ### */ .sheet-fancyfont { - /* font-family: Papyrus, fantasy; */ font-family: 'Aladin', "Helvetica Neue", Helvetica, sans-serif; font-weight: normal; } @@ -457,16 +454,6 @@ input.sheet-nospinner::-webkit-outer-spin-button { } - /* -input[type="text"], -select { - width: 100%; - margin: 0; -} -*/ - - - .sheet-labeledDropdown { display: table; width: 90% @@ -576,7 +563,6 @@ button[type="roll"].sheet-text-button-header { transition-delay: 0s; border: 1px solid red; } -/*JBF@JBF 210106 the hover with outline color is a bit ugly... maybe something else*/ input[name*="combatOption"]:checked + b, @@ -588,7 +574,6 @@ input[name*="condition"]:checked + b { padding-bottom: 1px; padding-top: 1px; } -/*JBF@JBF@CD 210106 : with the icons, must be dead code*/ @@ -655,46 +640,45 @@ input[type="number"].sheet-attrCostsGreen { .charsheet input[type="number"].sheet-buffLeft, .charsheet input[type="number"].sheet-buffRight { - vertical-align: top; /* JBF was important */ - padding: 0px; /* JBF was important */ - margin-top: 0px; /* JBF was important */ - margin-bottom: 0px; /* JBF was important */ - /* background : lightgrey; */ + vertical-align: top; + padding: 0px; + margin-top: 0px; + margin-bottom: 0px; } .charsheet b.sheet-buffSignLeft, .charsheet b.sheet-buffSignRight { - vertical-align: top; /* JBF was important */ - padding: 0px; /* JBF was important */ - margin-top: 0px; /* JBF was important */ - margin-bottom: 0px; /* JBF was important */ + vertical-align: top; + padding: 0px; + margin-top: 0px; + margin-bottom: 0px; width: 0.3em; text-align: right; } .charsheet b.sheet-buffSignRight{ - margin-right: 0px; /* JBF was important */ - margin-left: -1px; /* JBF was important */ + margin-right: 0px; + margin-left: -1px; } .charsheet input[type="number"].sheet-buffRight { - margin-left: -4px; /* JBF was important */ - margin-right: -20px; /* JBF was important */ - text-align: center; /* JBF was important */ - width: 2.3em; /* JBF was important */ + margin-left: -4px; + margin-right: -20px; + text-align: center; + width: 2.3em; } .charsheet b.sheet-buffSignLeft { - margin-right: -20px; /* JBF was important */ - margin-left: -4px; /* JBF was important */ + margin-right: -20px; + margin-left: -4px; } .charsheet input[type="number"].sheet-buffLeft { text-align: right; - margin-left: 0px; /* JBF was important */ - margin-right: -5px; /* JBF was important */ - width: 1.8em; /* JBF was important */ + margin-left: 0px; + margin-right: -5px; + width: 1.8em; } .sheet-buffRight::-webkit-inner-spin-button, @@ -833,7 +817,7 @@ span:hover .sheet-buffRight{ .sheet-iconlabelbig, .sheet-header-hidden { transition: height 0.5s, flex-grow 0.5s, min-width 0.5s, flex-basis 0.5s, width 0.5s, max-width 0.5s , margin 0.5s, padding 0.5s; - transition-delay: 1.5s; + /* transition-delay: 1.5s; */ overflow: hidden; } @@ -842,23 +826,23 @@ span:hover .sheet-buffRight{ .sheet-header-iconbox { flex-grow: 1; /* it can grow */ flex-shrink: 1; /* it can shrink */ - flex-basis: 30px; /* arbitrary depending on design */ - min-width: 30px; /* equal to flex-basis */ + /* flex-basis: 30px; /* arbitrary depending on design */ */ + /* min-width: 30px; /* equal to flex-basis */ */ /*max-width: 100%; JBF@JBF 210228 (100% - margins)/number of boxes */ text-align: center; transition: flex-grow, 0.5s; transition: min-width 0.5s; - transition-delay: 1.5s; + /* transition-delay: 1.5s; */ } .sheet-header-flex-container:not(:hover) .sheet-header-iconbox { - flex-grow: 0.0000000001; /* it cant grow anymore... We want it to collapse */ - flex-basis: auto; - width: auto; - min-width: 0px; - padding: 0px !important; + /* flex-grow: 0.0000000001; /* it cant grow anymore... We want it to collapse */ */ + /* flex-basis: 30px; */ + /* width: auto; + min-width: 30px; */ + /* padding: 0px !important; */ transition: flex-grow, 0.5s, min-width 0.5s; - transition-delay: 1.5s; + /* transition-delay: 1.5s; */ } .sheet-header-logo-Earthdawn { @@ -877,16 +861,16 @@ span:hover .sheet-buffRight{ background-repeat: no-repeat; background-size: contain; max-width: 200px; - width: calc(100% - 800px); /* WIdth of Logo =100%-2X where X = min-width of header-name*/ + width: calc(100% - 800px); /* Width of Logo =100%-2X where X = min-width of header-name*/ } -.sheet-testQuest2:not([value="0"])~div .sheet-header-logo-1879, -.sheet-testQuest2:not([value="0"])~div .sheet-header-logo-Earthdawn +.sheet-testQuest:not([value="0"])~div .sheet-header-logo-1879, +.sheet-testQuest:not([value="0"])~div .sheet-header-logo-Earthdawn { - width: calc(100% - 1000px); /* WIdth of Logo =100%-2X where X = min-width of headername*/ + width: calc(100% - 1000px); /* If Questor, Logo needs to be smaller */ } -.sheet-testQuest2:not([value="0"])~div .sheet-header-name { +.sheet-testQuest:not([value="0"])~div .sheet-header-name { min-width: min(500px, 25%); width: calc(50% - 100px); } @@ -926,12 +910,6 @@ background-color: var( --bg-color ); background-blend-mode: multiply, multiply,multiply, multiply; background-position: -17px -15px,calc(100% + 23px) -10px,-17px 1356px,calc(100% + 23px) 1362px; background-size : 250px 1372px, 250px 1372px,250px 1372px, 250px 1372px; -/*Try for parchment*/ -/* background-image: url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Border-left-nobottom.png),url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Border-right-nobottom.png),url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Border-left-nobottom3.png),url(https://raw.githubusercontent.com/roll20/roll20-character-sheets/master/Earthdawn%20%28FASA%20Official%29/Images/Border-right-nobottom3.png),url(https://t4.ftcdn.net/jpg/03/05/14/25/240_F_305142598_FnNsAjjAYwJkD6FAjnNRZ3Mscr3jOudU.jpg); -background-repeat:no-repeat, no-repeat,no-repeat, no-repeat,repeat; -background-blend-mode: multiply, multiply,multiply, multiply,multiply; -background-position: -17px -15px,calc(100% + 23px) -10px,-17px 1356px,calc(100% + 23px) 1362px, 0px 0px; -background-size : 250px 1372px, 250px 1372px,250px 1372px, 250px 1372px, 340px 240px; */ padding-left: 13px; padding-right: 13px; padding-top: 10px; @@ -1752,7 +1730,8 @@ input.sheet-tabMain:not([value="2"]):not([value="1"])~div input.sheet-tabSpell[v input.sheet-tabAdjust[value="1"]~.sheet-section-adjustments-common, input.sheet-tabAdjust[value="2"]~.sheet-section-adjustments-maneuvers, input.sheet-tabAdjust[value="3"]~.sheet-section-adjustments-advanced, -input.sheet-tabAdjust[value="4"]~.sheet-section-adjustments-help { +input.sheet-tabAdjust[value="4"]~.sheet-section-adjustments-release , +input.sheet-tabAdjust[value="5"]~.sheet-section-adjustments-help { max-height: 999999px; max-width: 999999px; visibility: visible; @@ -2137,6 +2116,9 @@ input.sheet-iconcheckbox:checked + .sheet-iconlabel { border: 1px solid black; } + + + input.sheet-iconcheckbox:checked + .sheet-iconlabel-white, input.sheet-iconcheckbox:not(:checked) + .sheet-iconlabelbig { opacity: 1; @@ -2181,7 +2163,8 @@ input[type="radio"].sheet-iconcheckbox:not(:checked) + .sheet-iconlabel-white:ho height: 0px; /* width:0px; */ border: 1px solid transparent; - padding: 0px; + background : transparent; + /* padding: 0px; */ margin: 0px; } @@ -2330,8 +2313,7 @@ margin-bottom: 0.2em; color: black; background: white; /* font-family: Papyrus, fantasy; */ - font-family: 'Aladin', "Helvetica Neue", Helvetica, sans-serif; - font-weight: normal; + font-family: 'Aladin', Papyrus, "Helvetica Neue", Helvetica, sans-serif; vertical-align: middle; line-height: 1.2em; font-size: 1.2em; @@ -2489,14 +2471,10 @@ margin-bottom: 0.2em; .sheet-icon-link-out, .sheet-icon-link-in-out, .repcontrol, - .sheet-edition3:checked~div .sheet-HideIfEdition3, - .sheet-edition3:checked~div>div.sheet-HideIfEdition3, - .sheet-edition3:not(:checked)~div .sheet-HideIfNotEdition3, - .sheet-edition4:checked~div .sheet-HideIfEdition4, - .sheet-edition4:checked~div>div>.sheet-HideIfEdition4, - .sheet-edition4:checked~div>div>div>.sheet-HideIfEdition4, - .sheet-edition4:checked~div>div>div>div>.sheet-HideIfEdition4, - .sheet-edition4:not(:checked)~div .sheet-HideIfNotEdition4, + .sheet-testEdition[value="3"]~div .sheet-HideIfEdition3, + .sheet-testEdition:not([value="3"])~div .sheet-HideIfNotEdition3, + .sheet-testEdition[value="4"]~div .sheet-HideIfEdition4, + .sheet-testEdition:not([value="4"])~div .sheet-HideIfNotEdition4, .sheet-testCloseChecked:checked+.sheet-HideIfCloseChecked, .sheet-testCloseChecked:not(:checked)+.sheet-HideIfNotCloseChecked, .sheet-testCloseChecked:not(:checked)+.sheet-HideIfCloseChecked+.sheet-HideIfNotCloseChecked, @@ -2504,16 +2482,16 @@ margin-bottom: 0.2em; .nav, .sheet-Creation, .sheet-HideIfPrint, - .sheet-tabMain~div .repcontainer .sheet-HideIfOverviewNoEdit.sheet-HideIfPrint, - .sheet-tabMain~div .sheet-HideIfOverviewNoEdit.sheet-HideIfPrint, + .sheet-tabMain~div .repcontainer .sheet-HideIfOverviewNoEdit.sheet-HideIfPrint, + .sheet-tabMain~div .sheet-HideIfOverviewNoEdit.sheet-HideIfPrint, .sheet-tabMain~div .sheet-HideIfOverview.sheet-HideIfPrint, .sheet-tabMain~div .sheet-HideIfNotOverview.sheet-HideIfPrint, - .sheet-tabMain~div .repcontainer .sheet-HideIfCombatNoEdit.sheet-HideIfPrint, - .sheet-tabMain~div .sheet-HideIfCombatNoEdit.sheet-HideIfPrint, + .sheet-tabMain~div .repcontainer .sheet-HideIfCombatNoEdit.sheet-HideIfPrint, + .sheet-tabMain~div .sheet-HideIfCombatNoEdit.sheet-HideIfPrint, .sheet-tabMain~div .sheet-HideIfCombat.sheet-HideIfPrint, .sheet-tabMain~div .sheet-HideIfNotCombat.sheet-HideIfPrint, - .sheet-testAPI:not(:checked)~div .sheet-api, - .sheet-testAPI:checked~div .sheet-NoAPI { + .sheet-testAPI:not([value="1"])~div .sheet-api, + .sheet-testAPI:[value="1"]~div .sheet-NoAPI { display: none !important; } diff --git a/Earthdawn (FASA Official)/Earthdawn.html b/Earthdawn (FASA Official)/Earthdawn.html index 01f4325469..22c6061ed9 100644 --- a/Earthdawn (FASA Official)/Earthdawn.html +++ b/Earthdawn (FASA Official)/Earthdawn.html @@ -3,10 +3,10 @@ - - - - - - - - - - - - - + + + + + + + + + + + + +
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@@ -608,13 +595,12 @@ Comments JBF@CD are action/reminders to Chris - -
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@@ -719,27 +705,25 @@ Comments JBF@CD are action/reminders to Chris Aggr. : - + + Def. : - - - Called Shot : - - - - - Tail Atk : - + Called Shot : + + + Tail Atk : + Blindsiding : - @@ -749,50 +733,44 @@ Comments JBF@CD are action/reminders to Chris Harried : - Blindsided : - Surprised : - - Uncon. : - + + Uncon. : + Dead : - - Diving/Charging : - - + + Ambushing : - - - - - - - -
- -
+ + +
+
@@ -805,7 +783,7 @@ Comments JBF@CD are action/reminders to Chris      
-
+
Show Tooltips
@@ -837,9 +815,8 @@ Comments JBF@CD are action/reminders to Chris Overview Combat - - Talents - Powers + Talents + Powers Knacks Skills @@ -847,61 +824,59 @@ Comments JBF@CD are action/reminders to Chris Equipment Notes - Legend + Legend Parameters
- - - + + + - - + + - + - + - + - + - + - + - + - + - +
- + - -
-
-
- - - + +
+
+
+
Attributes
-
@@ -915,11 +890,11 @@ Comments JBF@CD are action/reminders to Chris readonly="readonly" title="@{Attr-Costs} Number of Attribute points remaining from the starting 25, after raising Racial attributes to Orig values." type="number">
- Karma Points :   
+ Karma Points :   
Spend Attributes points or set the Step
-
+
@@ -949,7 +924,7 @@ Comments JBF@CD are action/reminders to Chris @@ -988,17 +963,17 @@ Comments JBF@CD are action/reminders to Chris + - - - - + + + + + - +
@@ -1021,7 +996,7 @@ Comments JBF@CD are action/reminders to Chris - + - + @@ -1068,7 +1043,7 @@ Comments JBF@CD are action/reminders to Chris - + - + @@ -1110,7 +1085,7 @@ Comments JBF@CD are action/reminders to Chris
-
+
LP Incr.:
@@ -1154,7 +1129,7 @@ Comments JBF@CD are action/reminders to Chris @@ -1193,17 +1168,17 @@ Comments JBF@CD are action/reminders to Chris + - - - - + + + + + - +
@@ -1224,7 +1199,7 @@ Comments JBF@CD are action/reminders to Chris - + - + @@ -1271,7 +1246,7 @@ Comments JBF@CD are action/reminders to Chris - + - + @@ -1313,7 +1288,7 @@ Comments JBF@CD are action/reminders to Chris
-
+
LP Incr.:
@@ -1357,7 +1332,7 @@ Comments JBF@CD are action/reminders to Chris @@ -1396,17 +1371,17 @@ Comments JBF@CD are action/reminders to Chris + - - - - + + + + + - +
@@ -1428,7 +1403,7 @@ Comments JBF@CD are action/reminders to Chris - + - + @@ -1475,7 +1450,7 @@ Comments JBF@CD are action/reminders to Chris - + - + @@ -1517,9 +1492,9 @@ Comments JBF@CD are action/reminders to Chris
-
+
-
LP Incr.:
+
LP Incr.:
@@ -1599,17 +1574,17 @@ Comments JBF@CD are action/reminders to Chris + - - - - + + + + + - +
@@ -1629,7 +1604,7 @@ Comments JBF@CD are action/reminders to Chris - + - + @@ -1676,7 +1651,7 @@ Comments JBF@CD are action/reminders to Chris - + - + @@ -1718,7 +1693,7 @@ Comments JBF@CD are action/reminders to Chris
-
+
LP Incr.:
@@ -1801,17 +1776,17 @@ Comments JBF@CD are action/reminders to Chris + - - - - + + + + + - +
@@ -1832,7 +1807,7 @@ Comments JBF@CD are action/reminders to Chris - + - + @@ -1879,7 +1854,7 @@ Comments JBF@CD are action/reminders to Chris - + - + - - +
-
+
LP Incr.:
@@ -1935,10 +1909,9 @@ Comments JBF@CD are action/reminders to Chris
-
- +
- +
@@ -1965,7 +1938,7 @@ Comments JBF@CD are action/reminders to Chris @@ -2004,17 +1977,17 @@ Comments JBF@CD are action/reminders to Chris + - - - - + + + + + - +
@@ -2035,7 +2008,7 @@ Comments JBF@CD are action/reminders to Chris - + - + - - +
- + - + - + - - +
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+
LP Incr.:
-
- -
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- +
+
+
- - +
3- Characteristics. @@ -2157,7 +2125,7 @@ Comments JBF@CD are action/reminders to Chris
Defenses
-
@@ -2174,19 +2142,19 @@ Comments JBF@CD are action/reminders to Chris
- + + - - - + + @@ -2207,7 +2175,7 @@ Comments JBF@CD are action/reminders to Chris : -
- + + - - - + + @@ -2259,7 +2227,7 @@ Comments JBF@CD are action/reminders to Chris : -
- + + - + - - + + @@ -2313,7 +2281,7 @@ Comments JBF@CD are action/reminders to Chris : -
- + + - - - + + @@ -2373,7 +2341,7 @@ Comments JBF@CD are action/reminders to Chris : -
- + + - - - + + @@ -2418,7 +2386,7 @@ Comments JBF@CD are action/reminders to Chris
: -
- + + - - - + + + + @@ -2476,7 +2444,7 @@ Comments JBF@CD are action/reminders to Chris - + - + - - - + + - + - + - - +
- - - + + - +
+ -
- -
- -
- + +
+
+
- + +
Modifiers
-
- + @@ -2629,16 +2590,14 @@ Comments JBF@CD are action/reminders to Chris
-
- - - +
+ -
+
Effects
@@ -2738,17 +2697,16 @@ Comments JBF@CD are action/reminders to Chris min="0" title="@{Adjust-Attacks-Bonus}: Enter the Step number of any Bonus Die (other than karma) here." type="number"> -
- +
- +
- +
Damage
Damage-CC
@@ -2788,19 +2746,18 @@ Comments JBF@CD are action/reminders to Chris
- -
- Dmg Bonus die: - -
- + +
+ Dmg Bonus die: + +
- + @@ -2821,59 +2778,53 @@ Comments JBF@CD are action/reminders to Chris
-
- - -
- -
+
+
+
- +
Steps
-
 1 
D4-2
 16 
D12+D8+D6
-
 2 
D4-1
 17 
D12+2D8
-
 3 
D4
 18 
D12+D10+D8
-
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D6
 19 
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-
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-
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-
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-
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-
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-
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-
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-
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+
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  30 
2D20+2D6
-
-
- +
+
- + +
- - - - - + +
- +
0- Choose between Building a Hero (Select PC) / or creating a Foe (Select NPC, or Mook)
PC? @@ -2884,244 +2835,266 @@ Comments JBF@CD are action/reminders to Chris
- - - +
-
Overview
-
-
- +
- + +
-
Combat
-
- -
+
- - - - + +
Header Parameters
Karma: Auto Mode : - -
Damage - Stun: - Wound Treshold : + + - - -
+
+
+ + Combat Options and Situation Modifiers : + +
+
Left Panes Parameters
+
- - Combat Options and Situation Modifiers : + +
- -
Left Panes Parameters
-
- - Attributes - Effect and Action Toggle: - - -
-
- - Defenses - Natural Value toggle - -
-
- -
Overview Combat Section Parameters
-
-
- - Overview - Misc Pools and Movement - -
-
- - Combat - Misc Pools and Movement - -
+ + Defenses - Natural Value toggle +
- - -
+
Overview Combat Section Parameters
+
+
+ + Overview - Misc Pools and Movement + +
+
+ + Combat - Misc Pools and Movement + +
+
+
- + + +
1- Choose a Race and Discipline
Racial Abilities will be automatically added
- - +
 Discipline / Other   Circle  Durability
+ + + + + + + + + + + + + + +
- - -   -   - - - - - - + +
+ + +   +   + + + + + + + + + + + + + + + + + +
+ +
+ + Base Discipline : + - - - - - - - - - +
+
- +
-  Discipline - / Other  +  Discipline / Other  Circle
- - - - - - + + - + -
- +
Race @@ -3182,16 +3154,14 @@ Comments JBF@CD are action/reminders to Chris
- +
- + Movement
@@ -3222,7 +3192,7 @@ Comments JBF@CD are action/reminders to Chris
- + Passion: 
@@ -3230,7 +3200,7 @@ Comments JBF@CD are action/reminders to Chris
- + Passion: 
@@ -3252,14 +3222,13 @@ Comments JBF@CD are action/reminders to Chris
-
+
- - -
+ +
Health Adjustments
-
For Creatures, you can here set some adjustment to the health values - Note that to manually set attributes, you can enter a temporary buff and use the function "Set Adjustments" that will transfer the temporary buff as permanent adjustment
+
For NPCs, you can here set some adjustment to the health values - Note that to manually set attributes, you can enter a temporary buff and use the function "Set Adjustments" that will transfer the temporary buff as permanent adjustment
Unconscious Rating: @@ -3278,24 +3247,17 @@ Comments JBF@CD are action/reminders to Chris
-
- +
- - - - - - -
- - -
- - -
+ + +
+ +
+
Creature & Opponent Maneuvers :
@@ -3312,15 +3274,15 @@ Comments JBF@CD are action/reminders to Chris Hamstring - + Overrun - + Pounce - + Squeeze the Life @@ -3358,15 +3320,15 @@ Comments JBF@CD are action/reminders to Chris Defang - + Enrage - + Provoke - + Pry Loose @@ -3391,10 +3353,10 @@ Comments JBF@CD are action/reminders to Chris -
@@ -3403,11 +3365,11 @@ Comments JBF@CD are action/reminders to Chris
-
- +
+
- +
Movement
@@ -3419,14 +3381,14 @@ Comments JBF@CD are action/reminders to Chris - - + + - - + + - + + @@ -3438,10 +3400,10 @@ Comments JBF@CD are action/reminders to Chris -
@@ -3465,10 +3427,10 @@ Comments JBF@CD are action/reminders to Chris
- + - - + + + @@ -3476,11 +3438,11 @@ Comments JBF@CD are action/reminders to Chris
- + - - + + @@ -3489,7 +3451,7 @@ Comments JBF@CD are action/reminders to Chris
- +
@@ -3525,21 +3487,20 @@ Comments JBF@CD are action/reminders to Chris
-
-
+
+
Weapons and Attacks
- +
- -
+
Nb Actions: @@ -3559,13 +3520,13 @@ Comments JBF@CD are action/reminders to Chris + - - - + + @@ -3574,15 +3535,15 @@ Comments JBF@CD are action/reminders to Chris
- +
- +
- - + + @@ -3598,7 +3559,7 @@ Comments JBF@CD are action/reminders to Chris - + + @@ -3617,15 +3578,13 @@ Comments JBF@CD are action/reminders to Chris - - + - - + - + - + - - - + + - + - + - - + - - +
-
-
- +
+
- +
- - Talents, Knacks and Skills - Powers + Talents, Knacks and Skills + Powers
- +
- - +
-
-
- - Talents - Powers -
+ +
Talents
+
Powers
+
- i -
@@ -3774,112 +3726,98 @@ Comments JBF@CD are action/reminders to Chris
Add below the Talents of your discipline, and spend 8 Ranks. Remaining Points : + readonly="readonly" value="8" + title="@{Talents-Costs} Number of Talent points remaining from the starting 8." + type="number">
- -
+
- - +
-
Knacks
i -
-
- - - +
-
Skills
i -
-
5- Assign Skill Ranks
- -
2 Rks Knowledge, 1 Rk Artisan, 2 Rks Speak Language, 1Rk R/W Language, 8 Rks Others . Remaining : - + +
+ + + + +
+
Repeating Sections Parameters
+
+ Modifier Exceptions : + +
- -
- - -
-
Repeating Sections Parameters
-
- Modifier Exceptions : - - -
-
- After roll parameters : - - -
-
+
+ After roll parameters : + + +
+
Links :
@@ -3887,38 +3825,41 @@ Comments JBF@CD are action/reminders to Chris Special : -
-
- - -
- - - + +
+
- -
- +
+
- -  Talent Name  -  Power Name   +  Talent Name  +  Power Name    Type  @@ -3933,17 +3874,449 @@ Comments JBF@CD are action/reminders to Chris Kma DP
- + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
- - -
- - + +
- + + + + + - - -
+ + +
If you have a PDF copy of the book, you can copy an entire Talent or Questor Devotion description (starting with the name, and including everything) and paste it into this tiny text box. It will be parsed and whatever fields - can be set based upon the text will be. You will still need to manually set some of the fields, most importaintly "Modifiers". + can be set based upon the text will be. You will still need to manually set some of the fields, most importantly "Modifiers". + You can also just type the Talent Name, and it will just be Autofilled with settings from the database.
- + @@ -3986,12 +4364,12 @@ Comments JBF@CD are action/reminders to Chris - + - + @@ -4003,69 +4381,66 @@ Comments JBF@CD are action/reminders to Chris - + + + + + + + + + + + + + + + + + + + + + + + + + + + + - - - - - - + - - - - - - - + - - - + + + + + + + + + + + + - - - - - + - - - + + + + + + + + + + + + + + + + + - - - - - - - - + - - - - - - - - - - - + - - - - - - - - - - - - + - - - + + + + - + - + - + - + @@ -4114,7 +4489,7 @@ Comments JBF@CD are action/reminders to Chris - + @@ -4134,37 +4509,45 @@ Comments JBF@CD are action/reminders to Chris 2 5 6 + 10 - + @@ -4174,11 +4557,11 @@ Comments JBF@CD are action/reminders to Chris @@ -4187,73 +4570,81 @@ Comments JBF@CD are action/reminders to Chris - + -Nat -Nat
- + @@ -4267,11 +4658,11 @@ Comments JBF@CD are action/reminders to Chris @@ -4287,18 +4678,18 @@ Comments JBF@CD are action/reminders to Chris - + - + - + - - + + @@ -4307,31 +4698,31 @@ Comments JBF@CD are action/reminders to Chris - + - + @@ -4354,9 +4745,9 @@ Comments JBF@CD are action/reminders to Chris - + - + @@ -4371,35 +4762,34 @@ Comments JBF@CD are action/reminders to Chris - + - - + - + - + - @@ -4433,34 +4823,32 @@ Comments JBF@CD are action/reminders to Chris -
- +
- +
- - +
- + Max Karma Allowed - + Karma Required: - + - - + + Max DP Allowed - + DP Required: - +
- +
- - - + + Visibility : - + - Default + Default @@ -4493,172 +4880,180 @@ Comments JBF@CD are action/reminders to Chris - - Result Mods : - + Result Mods : + + +
-
-
- - - - +
Modifiers Exceptions - Move Based : Vision Based : Defensive : - Resistance :
- - +
- Special: - - -
+ Special: + + +
+ +
+ + Link : + + + + + + + +
- -
- - Link : - - - - - - - -
+
+ After roll parameters - + + + -
- After roll parameters - + + + : + + - - - - - - - : - +
+
+
- - - - -
-
-
- - - +
- +
- -
+ +
-
-
- +
+
- - - +
- - - - -
+
- - + +
+ +
+ Knack Summary Report - + Hide : + + + Use Current Ranks and Circle : + + + Use Substitution Ranks and Circle : + + + + +
+
+ +
+ +
+ + + +
- -  Knack Name  -  Power Name   +  Knack Name  +  Power Name    Type   Rank   Rank  @@ -4677,11 +5072,8 @@ Comments JBF@CD are action/reminders to Chris
- - -
- - +
+ - + - - - + + + + @@ -4820,21 +5210,21 @@ Comments JBF@CD are action/reminders to Chris - + - + - + - + - + @@ -4854,87 +5244,95 @@ Comments JBF@CD are action/reminders to Chris 2 5 6 + 10 - + - + - + - + -Nat -Nat - + - + @@ -4944,35 +5342,35 @@ Comments JBF@CD are action/reminders to Chris - + - + - + - + - + - + @@ -4983,41 +5381,39 @@ Comments JBF@CD are action/reminders to Chris - + - - - - + + - + - + @@ -5032,34 +5428,33 @@ Comments JBF@CD are action/reminders to Chris - + - - + - + - + - - + - + -
- +
- +
- - +
Max Karma Allowed : @@ -5102,10 +5495,10 @@ Comments JBF@CD are action/reminders to Chris Karma Required : - + - + Max DP Allowed : : @@ -5113,12 +5506,12 @@ Comments JBF@CD are action/reminders to Chris DP Required : - +
- +
@@ -5134,30 +5527,30 @@ Comments JBF@CD are action/reminders to Chris
- +
- - Link : - - - - + + Link : + + + + + + - - -
+
- - + + Visibility : - + - Default + Default @@ -5168,138 +5561,134 @@ Comments JBF@CD are action/reminders to Chris - - - - Result Mods : - + Result Mods : + + +
-
-
- - +
Modifiers Exceptions - Move Based : Vision Based : Defensive : - Resistance :
- - +
- Special: - - -
+ Special: + + +
- - - +
After roll parameters - - - - - : - - -
-
-
- - - - +
+
+
+ +
-
-
- +
+
- +
- -
+
5- Assign Skill Ranks
+ +
2 Rks Knowledge, 1 Rk Artisan, 2 Rks Speak Language, 1Rk R/W Language, 8 Rks Others . Remaining : + +
+ + + +
- +
Type - -  Skill Name  -  Power Name   +  Skill Name  +  Power Name    Type   Rank   Rank  @@ -5313,7 +5702,166 @@ Comments JBF@CD are action/reminders to Chris DP
- + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -5381,7 +5929,7 @@ Comments JBF@CD are action/reminders to Chris - + @@ -5404,7 +5952,7 @@ Comments JBF@CD are action/reminders to Chris - + @@ -5500,16 +6048,14 @@ Comments JBF@CD are action/reminders to Chris - +
- - +
- - + - + - - + + + + + + + - + + + + - --> - - - -
- - If you have a PDF copy of the book, you can copy an entire Skill or Questor Devotion description (starting with the name, and including everything) and paste it into this tiny text box. It will be parsed and whatever fields can be set based upon the text will be. You will still need to manually set some of the fields, most importaintly "Modifiers". + + + + + + + + - + +
+ +
+ + If you have a PDF copy of the book, you can copy an entire Skill or Questor Devotion description (starting with the name, and including everything) and paste it into this tiny text box. It will be parsed and whatever fields can be set based upon the text will be. You will still need to manually set some of the fields, most importaintly "Modifiers". + You can also just type the Skill Name, and it will just be Autofilled with settings from the database. + + +
+ + @@ -5583,12 +6149,12 @@ Comments JBF@CD are action/reminders to Chris - + - + @@ -5602,12 +6168,11 @@ Comments JBF@CD are action/reminders to Chris - + - + - @@ -5616,10 +6181,10 @@ Comments JBF@CD are action/reminders to Chris - - - - + + + + + @@ -5629,9 +6194,9 @@ Comments JBF@CD are action/reminders to Chris - - - + + + + @@ -5639,7 +6204,7 @@ Comments JBF@CD are action/reminders to Chris - + - - - + + + + - + - + - + - + - + @@ -5706,36 +6271,44 @@ Comments JBF@CD are action/reminders to Chris 2 5 6 + 10 - + @@ -5745,45 +6318,44 @@ Comments JBF@CD are action/reminders to Chris - + - + -Nat -Nat - - + - + @@ -5795,36 +6367,36 @@ Comments JBF@CD are action/reminders to Chris - + - + - + - + - + - + @@ -5835,41 +6407,40 @@ Comments JBF@CD are action/reminders to Chris - + - - - + + - + - + @@ -5884,47 +6455,43 @@ Comments JBF@CD are action/reminders to Chris - + - - - - + + - - - + - @@ -5939,34 +6506,32 @@ Comments JBF@CD are action/reminders to Chris -
- +
- +
- - +
Max Karma Allowed : - + Karma Required : - + - - + + Max DP Allowed : - + DP Required : - +
- +
- - - + + Visibility : - + - Default + Default + + + + + Result Mods : + + +
+
- + + +
+ Modifiers Exceptions - + Move Based : + + + Vision Based : + + + + Defensive : + + + Resistance : + + +
- + + + +
- +
- Result Mods : - - -
- - - - - -
- Modifiers Exceptions - - Move Based : - - - Vision Based : - - - - Defensive : - - - Resistance : - - -
- - - -
- Special: - - -
- - - -
- - - Link : - - - - + +
+ + + Link : + + + + + + + + + - - - - - -
+
- -
- After roll parameters - + +
+ After roll parameters - + + + + + : + + + + +
+
+
- - - - - - - : - - - - - -
-
-
- - - +
- -
+ +
-
+
- +
Languages Known @@ -6138,11 +6691,11 @@ Comments JBF@CD are action/reminders to Chris
- +
- Skill + Skill Talent
@@ -6258,30 +6811,28 @@ Comments JBF@CD are action/reminders to Chris      -    Read/Write :    +    Read/Write :    -
-
- +
+
- +
- - +
-
@@ -6290,12 +6841,12 @@ Comments JBF@CD are action/reminders to Chris
i -
-
+
4b- Spells, Spell Talents, and Matrixes
As a spellcaster, you have 2 Free Matrixes that do not count for your 8 Telnt points. Go to your Grimoire (click Spell Tab, and then Grimoire subtab), choose @@ -6306,11 +6857,10 @@ Comments JBF@CD are action/reminders to Chris Spells of Circle 1 and 2
- +
- - +
Create SpellCasting Talents :
- +
- -  Talent Name  -  Power Name   +  Talent Name  +  Power Name    Rank   Step   Target  @@ -6352,17 +6901,15 @@ Comments JBF@CD are action/reminders to Chris DP
- +
- +
- +
-
- - +
- + @@ -6383,10 +6930,10 @@ Comments JBF@CD are action/reminders to Chris + - - - - + + + + + @@ -6394,7 +6941,7 @@ Comments JBF@CD are action/reminders to Chris - + @@ -6402,17 +6949,16 @@ Comments JBF@CD are action/reminders to Chris + - - - + + + + - - + @@ -6421,7 +6967,7 @@ Comments JBF@CD are action/reminders to Chris - + @@ -6440,34 +6986,34 @@ Comments JBF@CD are action/reminders to Chris 2 5 - 6 + 6 @@ -6480,39 +7026,38 @@ Comments JBF@CD are action/reminders to Chris - + - + - + - - + - + - + - - + + @@ -6521,31 +7066,31 @@ Comments JBF@CD are action/reminders to Chris - + - + @@ -6562,15 +7107,15 @@ Comments JBF@CD are action/reminders to Chris - - + + - + - + @@ -6585,46 +7130,43 @@ Comments JBF@CD are action/reminders to Chris - + - - - - - + + + -
-
+
+
-
-
+
+
- + - - +
@@ -6633,11 +7175,9 @@ Comments JBF@CD are action/reminders to Chris i
- - - +
- +
Type @@ -6648,32 +7188,27 @@ Comments JBF@CD are action/reminders to Chris Duration Description
- - +
- - + Mat. G/R Grim. Raw - - + - - + - - + @@ -6684,8 +7219,7 @@ Comments JBF@CD are action/reminders to Chris - - + Starting Weaving @@ -6694,36 +7228,31 @@ Comments JBF@CD are action/reminders to Chris Cast Finished - - + - - + -
@@ -7370,122 +7875,114 @@ Comments JBF@CD are action/reminders to Chris
- - +
- - - + +
-
Inventory
- - - +
-
- - Carried/Capacity: - - / - -
-
- : - - : - - : - -
-
- : -
- - - -
- - - - - - - - - - - - - - - - - - - -
- Un.Wgt. - - - Tot.Wgt. - - - -
-
- - + +
Notes
Est. other weight: @@ -7581,34 +8075,32 @@ Comments JBF@CD are action/reminders to Chris
-
+
- +
- +
Equipment
-
- - - - + +
Equipment and Inventory Parameters
Container Management :
@@ -7616,7 +8108,7 @@ Comments JBF@CD are action/reminders to Chris Blood Magic :
@@ -7624,7 +8116,7 @@ Comments JBF@CD are action/reminders to Chris Mounts & Companions :
@@ -7632,19 +8124,16 @@ Comments JBF@CD are action/reminders to Chris LifeStyle :
-
+
- - - +
- - + Name @@ -7653,8 +8142,7 @@ Comments JBF@CD are action/reminders to Chris Myst IP - - +
@@ -7671,7 +8159,7 @@ Comments JBF@CD are action/reminders to Chris - Notes :
- +
- - +
@@ -7693,21 +8180,21 @@ Comments JBF@CD are action/reminders to Chris - + - + -
- +           Weapon Dmg @@ -7730,16 +8217,13 @@ Comments JBF@CD are action/reminders to Chris Stn Kma DP - - +
- - - - + + @@ -7750,21 +8234,20 @@ Comments JBF@CD are action/reminders to Chris - - + + + title="@{repeating_weapons_X_WPN_Roll-NoAPI} Roll Damage for this weapon modified by combat options and conditions."> - - + @@ -7772,9 +8255,9 @@ Comments JBF@CD are action/reminders to Chris + - - - + + + + @@ -7783,8 +8266,8 @@ Comments JBF@CD are action/reminders to Chris - - + + + @@ -7793,7 +8276,7 @@ Comments JBF@CD are action/reminders to Chris - + + @@ -7811,23 +8294,21 @@ Comments JBF@CD are action/reminders to Chris - - + - - + - + - + - + @@ -7868,13 +8349,13 @@ Comments JBF@CD are action/reminders to Chris - - + + - + - + - - - - + + - - + +
- - - Range : - - Weight : - - + + Range : + Weight : Maximum Karma Allowed : Maximum DP Allowed : - - +
Link :
-
- -
+ +
-
+
- +
Thread Items and Woven Threads
-
-

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

+

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

 Items     Rank     Tier  @@ -7998,43 +8472,42 @@ Comments JBF@CD are action/reminders to Chris - + - + - + -
- - + +
-
-
- Blood Magic : -
- +
+
+ Blood Magic : +
+ +
-
-
- -  Items     -  Dmg        -  Effects  -
- - - - +
+ +  Items     +  Dmg        +  Effects  +
+ + + + - + - + -
- - -
- -
Mounts and other Animals -
- -
-
-
- - Name - Animal - Speed - Carry - Feed - Stable - Weight -
- - - - - - - - - - - - - - - - - - - - - - -
-
-
- - - + +
- Equipment Weight: - - - -
Lifestyle
- Lifestyle - - - LS Adjust: - - - Prepaid Through: - - -
+
Mounts and other Animals +
+ +
+
+
+ + Name + Animal + Speed + Carry + Feed + Stable + Weight +
+ + + + + + + + + + + + + + + + + + + + + + +
+
+
+ + + +
+ Equipment Weight: + + + +
Lifestyle
+ Lifestyle + + + LS Adjust: + + + Prepaid Through: + + +
+
-
-
- +
- +
Miscellaneous
- - +
6- Racial Abilities
Automatically Determined by your Race. You need to manually enter any Racial Talent (Versatility/Astral Sight)
- -
- +
Racial Abilities : - - Movement : 10, Karma Mod: 4, Heat Sight, Strong Back - - Movement : 14, Karma Mod: 4, Low Light Vision - - Movement : 12, Karma Mod: 5, Versatility - - Movement : 10, Karma Mod: 3, Increased Wound Threshold, Natural Armor - - Movement : 12, Karma Mod: 5, Gahad, Low Light Vision - - Movement : 14, Karma Mod: 3, Heat Sight - - Movement : 12, Karma Mod: 4, Tail Combat - - Movement : 6/16, Karma Mod: 6, Astral Signt, Flight, Increased Physical Defense + Movement : 10, Karma Mod: 4, Heat Sight, Strong Back + Movement : 14, Karma Mod: 4, Low Light Vision + Movement : 12, Karma Mod: 5, Versatility + Movement : 10, Karma Mod: 3, Increased Wound Threshold, Natural Armor + Movement : 12, Karma Mod: 5, Gahad, Low Light Vision + Movement : 14, Karma Mod: 3, Heat Sight + Movement : 12, Karma Mod: 4, Tail Combat + Movement : 6/16, Karma Mod: 6, Astral Sight, Flight, Increased Physical Defense
-
-
+
- +
7- Equip Your Character
Basic Equipment and silver as per the Player Guide p72 has been initialized in the Equipment tab. Don't forget to pick Artisan's kit per your artisan skill
8- Flesh Out your character
Describe how he looks, and his personally traits
- - +
- +
-
Movement
+
Movement
@@ -8594,14 +9049,14 @@ Comments JBF@CD are action/reminders to Chris - - + + - - + + - + + @@ -8613,10 +9068,10 @@ Comments JBF@CD are action/reminders to Chris -
@@ -8632,7 +9087,7 @@ Comments JBF@CD are action/reminders to Chris
- +
@@ -8640,10 +9095,10 @@ Comments JBF@CD are action/reminders to Chris
- + - - + + + @@ -8651,11 +9106,11 @@ Comments JBF@CD are action/reminders to Chris
- + - - + + @@ -8663,8 +9118,7 @@ Comments JBF@CD are action/reminders to Chris
- - +
@@ -8700,92 +9154,89 @@ Comments JBF@CD are action/reminders to Chris
-
-
- +
+
- + +
- +
-
Notes
- - - +
Age:  - - - Sex:  - + + + Sex:  + -
- -
+ +
@@ -8892,7 +9343,7 @@ Comments JBF@CD are action/reminders to Chris - + @@ -8936,7 +9387,7 @@ Comments JBF@CD are action/reminders to Chris
- +
Attitude :
- -
- + +
+
- +
- +
@@ -8977,17 +9428,16 @@ Comments JBF@CD are action/reminders to Chris Earthdawn® is a registered trademark of FASA Corporation. Earthdawn® and all associated trademarks, copyrights, and logos are used under license from FASA Corporation. Copyright © 1993-2020 FASA Corporation
Roll20 character sheet & API by Christopher D. Dickey and Jean-Baptiste Faure. Approved by FASA.
-
- +
- + +
-
+
-
9- Link your Token
With the API, most of the functions of the sheet can be accessed directly from the Token on the map. Karma, Damage and Wounds appear as bars, status and options, and general modifiers appear as markers icons on the token, and your most common actions appear as Token Action buttons when the token is selected. @@ -8997,11 +9447,11 @@ Comments JBF@CD are action/reminders to Chris value="!Earthdawn~ charID: @{character_id}~ LinkToken: ?{Standard both sets the token to display in the standard way and links the token|Standard|SetTokenOnly|LinkOnly}" title="Clicking this button will Link this Character with the selected Token on the map."> Link Token
-
9- 10- - Play the Game !
+ Play the Game ! +
If you created the character per the Rules, click here to exit creation and store the Free Ranks for Legend Point Tracking.
-
- +
- +
- +
-
Legend
-
- - - + +
Legend Parameters
- - Display - Calculated Mode : - - - - Transaction Mode : - - + + Display - Calculated Mode : + + + + Transaction Mode : + +
@@ -9065,7 +9513,7 @@ Comments JBF@CD are action/reminders to Chris
- +
Calculated Legend Point Tracking
@@ -9075,45 +9523,90 @@ Comments JBF@CD are action/reminders to Chris - + Creation : - + + Creation : + + + + + Spells : + + + + - Cost : + + = + - - + Spells : - - - - - Cost : - - = - - Current Calc : -
+
- +
Transaction Legend Point Tracking
@@ -9126,9 +9619,9 @@ Comments JBF@CD are action/reminders to Chris i
-
+
- +
Journal Entries
@@ -9145,9 +9638,9 @@ Comments JBF@CD are action/reminders to Chris Amount : @@ -9163,36 +9656,37 @@ Comments JBF@CD are action/reminders to Chris - - - - - - + + + + + + +
-
-
- +
+
- + +
- +
-
Parameters
@@ -9202,29 +9696,29 @@ Comments JBF@CD are action/reminders to Chris Character Maneuvers Sheet - Help + R.Notes + Help
- - +
Character Adjustments
i
PC / NPC?
- +
Attributes : @@ -9238,8 +9732,7 @@ Comments JBF@CD are action/reminders to Chris Recov. Knockd.
- - +
Value: @@ -9249,8 +9742,7 @@ Comments JBF@CD are action/reminders to Chris
- - +
Step: @@ -9263,8 +9755,7 @@ Comments JBF@CD are action/reminders to Chris
- - +
Maximum Karma Allowed : @@ -9276,8 +9767,7 @@ Comments JBF@CD are action/reminders to Chris
- - +
Maximum DP Allowed: @@ -9288,16 +9778,15 @@ Comments JBF@CD are action/reminders to Chris
- - +
Visibility : - + - Default + Default @@ -9305,20 +9794,18 @@ Comments JBF@CD are action/reminders to Chris - - @@ -9328,10 +9815,10 @@ Comments JBF@CD are action/reminders to Chris - + - Default + Default @@ -9342,17 +9829,17 @@ Comments JBF@CD are action/reminders to Chris @@ -9362,10 +9849,10 @@ Comments JBF@CD are action/reminders to Chris - + - Default + Default @@ -9376,17 +9863,17 @@ Comments JBF@CD are action/reminders to Chris @@ -9396,10 +9883,10 @@ Comments JBF@CD are action/reminders to Chris - + - Default + Default @@ -9410,17 +9897,17 @@ Comments JBF@CD are action/reminders to Chris @@ -9430,10 +9917,10 @@ Comments JBF@CD are action/reminders to Chris - + - Default + Default @@ -9444,17 +9931,17 @@ Comments JBF@CD are action/reminders to Chris @@ -9464,10 +9951,10 @@ Comments JBF@CD are action/reminders to Chris - + - Default + Default @@ -9478,17 +9965,17 @@ Comments JBF@CD are action/reminders to Chris @@ -9499,7 +9986,7 @@ Comments JBF@CD are action/reminders to Chris

- +
Defense&Armor: @@ -9527,8 +10014,7 @@ Comments JBF@CD are action/reminders to Chris

- - +
Health Ratings : @@ -9548,8 +10034,7 @@ Comments JBF@CD are action/reminders to Chris

- - +
Discipline Adjust : @@ -9564,17 +10049,23 @@ Comments JBF@CD are action/reminders to Chris
- - - - - - + + + + + +
+
+ Custom Karma Ablities +
+ +
+
- +
Misc : @@ -9598,7 +10089,7 @@ Comments JBF@CD are action/reminders to Chris - @@ -9640,7 +10131,7 @@ Comments JBF@CD are action/reminders to Chris - @@ -9666,15 +10157,12 @@ Comments JBF@CD are action/reminders to Chris - - +

- - - +
Parameters : @@ -9684,18 +10172,29 @@ Comments JBF@CD are action/reminders to Chris
Defensive Stance - - + + + +
Agressive Attack - - - + + + + + +
- - +
Masks: @@ -9706,15 +10205,16 @@ Comments JBF@CD are action/reminders to Chris
- +
Document every permanent or semi-permanent adjustment here. You or your GM should be able to glance at these notes and know why every adjustment has been made. Example typical entry might be "MD +3: +1 Wiz 2nd, +2 Group thread".
-
+
- + +
Special Maneuvers
@@ -9722,7 +10222,7 @@ Comments JBF@CD are action/reminders to Chris For creatures, document here the special maneuvers that the creature have. This will control how control icons will be displayed, and how maneuver options are offered in combat
- + Creature Maneuvers
@@ -9762,7 +10262,7 @@ Comments JBF@CD are action/reminders to Chris
- + Opponent Maneuvers
@@ -9787,87 +10287,87 @@ Comments JBF@CD are action/reminders to Chris
- - - Custom Maneuvers -
- -
-
- - - - - - - - - -
+ +
+ +
+
+
- - Horror Powers -
- - Corrupt Karma - - - - - - Cursed Luck - + + Horror Powers +
+ + Corrupt Karma + + + + + + Cursed Luck + - - - - - -
-
+ + + + + + + +
+
- +
Sheet and API parameters
Sheet Options
- - +
- - - + + @@ -9877,27 +10377,24 @@ Comments JBF@CD are action/reminders to Chris -
- - -

+ Special Functions
- + - +
Copy and Paste mask (starting with mask name) into this tiny text box.
@@ -9980,21 +10477,30 @@ Comments JBF@CD are action/reminders to Chris
General Information
- + Last User : - + - + Edition : - + Sheet Version :
+
+ + +
+
Release Notes
+
+ This section will sometimes give important instructions about actions that must be taken to keep the character sheet working correctly with the new version.
+ +
- +
Help and Tips
@@ -10005,27 +10511,27 @@ Comments JBF@CD are action/reminders to Chris
Show Tooltips
-
-
+
+
Add Modifiers
-
+
Edit Fields
-
+
- +
General Icons
i @@ -10116,10 +10622,9 @@ Comments JBF@CD are action/reminders to Chris
- +
Combat Options, Status, and Modifiers
- i - + i
: Option Agressive Attack @@ -10200,17 +10705,14 @@ Comments JBF@CD are action/reminders to Chris : Opponent Maneuver
-
Release Notes
-
- This section will sometimes give important instructions about actions that must be taken to keep the character sheet working correctly with the new version.
- -
-
-
-
-
-
-
+ +
+
+ +
+
+ + @@ -10262,7 +10764,7 @@ Comments JBF@CD are action/reminders to Chris diff --git a/Earthdawn (FASA Official)/Images/Link-in.png b/Earthdawn (FASA Official)/Images/Link-in.png index f4f99d1bda..00338270d5 100644 Binary files a/Earthdawn (FASA Official)/Images/Link-in.png and b/Earthdawn (FASA Official)/Images/Link-in.png differ diff --git a/Earthdawn (FASA Official)/Images/Link-out.png b/Earthdawn (FASA Official)/Images/Link-out.png index f70ee44d1f..04d961c837 100644 Binary files a/Earthdawn (FASA Official)/Images/Link-out.png and b/Earthdawn (FASA Official)/Images/Link-out.png differ diff --git a/Earthdawn (FASA Official)/Images/Tail.png b/Earthdawn (FASA Official)/Images/Tail.png index 19fb1c6ac6..565287e7b0 100644 Binary files a/Earthdawn (FASA Official)/Images/Tail.png and b/Earthdawn (FASA Official)/Images/Tail.png differ diff --git a/Earthdawn (FASA Official)/sheet.json b/Earthdawn (FASA Official)/sheet.json index d3b7c42688..c9cc6979b4 100644 --- a/Earthdawn (FASA Official)/sheet.json +++ b/Earthdawn (FASA Official)/sheet.json @@ -6,4 +6,382 @@ "preview": "Earthdawn.PNG", "legacy": false, "instructions": "The \"Roll20 Earthdawn by FASA\" character sheet is optimized for 4th edition, but currently has limited support for other editions. It works OK all by itself, but works best with the \"Earthdawn by FASA character sheet companion\" API script (The one script enhances both the Earthdawn and 1879 character sheets).\r\rFor more information please see [Earthdawn Sheet wiki page](https://wiki.roll20.net/Earthdawn_-_FASA_Official_V2)." -} \ No newline at end of file + , + "useroptions" :[ + { + "attribute" :"API", + "displayname" : "Is API Installed ?", + "description " : "Declares to the character sheet if the API is installed or not.", + "type" : "select", + "options": [ + "No API|0", + "API|1" + ], + "default": "0" + }, + { + "attribute" :"edition", + "displayname" : "What Game/Edition is your campaign", + "description " : "Declares to the character sheet the edition to be used (Edition 4 is the most widely supported).", + "type" : "select", + "options": [ + "Earthdawn 4th Ed|4", + "Earthdawn 3rd Ed|3", + "Earthdawn 1st Ed|1", + "1879|-1" + ], + "default": "4" + }, + { + "attribute" :"show_karma_auto", + "displayname" : "Header - Show Karma Auto Mode", + "description " : "Enables the selection of the Karma Auto Mode, where each individual action can be set to automatically spend Karma or not. Refer to the wiki", + "type" : "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute" :"show_damage_stun", + "displayname" : "Header - Show Stun Damage", + "description " : "Show or Hide the Stun Damage and other Damage Details", + "type" : "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + + { + "attribute" :"show_wound_treshold", + "displayname" : "Header - Show Wound Treshold", + "description " : "Show a Wound Treshold Box in the header together with a Modifier", + "type" : "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute" :"show_options_status", + "displayname" : "Header - Combat Options and Situation Modifiers", + "description " : "Toggles the display of the options and statuses in the header, either just the basic ones, or all of them", + "type" : "select", + "options": [ + "Basic|0", + "All|1" + ], + "default": "0" + }, + { + "attribute" :"show_actnefct_toggle", + "displayname" : "Left Pane - Action/Effect Toggle", + "description " : "Show or Hide the Action/Effect Toggles for the Attributes. These allows to select between rolling an Action or an Effect tets, that have different modifiers applying to them.", + "type" : "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute" :"show_natural_toggle", + "displayname" : "Left Pane - Defenses Natural Values Toggle", + "description " : "Show or Hide the Natural Defenses Toggle. Natural Defenses are the value of PD, MD, SD, PA, and MA, independantly from any equipment, but taking into account Discipline bonuses", + "type" : "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute" :"show_overview_miscpool", + "displayname" : "Overview - Miscellaneous Pools and Movement", + "description " : "Show or Hide the Miscellaneous Pools and Movement in the Overview", + "type" : "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute" :"show_combat_miscpool", + "displayname" : "Combat - Miscellaneous Pools and Movement", + "description " : "Show or Hide the Miscellaneous Pools and Movement in the Combat", + "type" : "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute" :"show_repeating_mod_exc", + "displayname" : "Repeating Sections (Talents, Skills ...) - Exceptions", + "description " : "In the Talents, Skills and Knacks, shows the advanced parameters for modifier exceptions. These parameters allow fine tuning of the modifiers that applies to a certain test (for example, active defenses are not affected by Defensive Stance -3 on all Action Tests). Note that the sheet has a database of the main Talents and their modifier exceptions, so you need this option only if you want to override the system.", + "type" : "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute" :"show_repeating_success", + "displayname" : "API Only - Repeating Sections (Talents, Skills ...) - After roll parameters", + "description " : "Show all the parameters that affect the behaviour of the system after rolling. This includes special Effects, Displaying a Text, and Visibility.", + "type" : "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute" :"show_repeating_links", + "displayname" : "API Only - Repeating Sections (Talents, Skills ...) - Links", + "description " : "Show all the parameters related to links. Refer to Wiki", + "type" : "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute" :"show_repeating_special", + "displayname" : "API Only - Repeating Sections (Talents, Skills ...) - Special", + "description " : "Shows the Special field, that allows to declare to the system some specific Talents, such as Spellcasting, Initiative, Knockdown or Recovery Replacement. Refer to Wiki", + "type" : "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute" :"uatta", + "displayname" : "Use All Talents to Advance (PG p453)", + "description " : "Specifies if the optional Use All Talents To Advance Option is to be used to recommend Circle Advancement in the Talent Summary.", + "type" : "select", + "options": [ + "Core - Disabled|0", + "Option - Enabled|1" + ], + "default": "0" + }, + + { + "attribute" :"show_container", + "displayname" : "Equipment - Container Management", + "description " : "Enables the Management of the Inventory per container. Refer to Wiki", + "type" : "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute" :"show_blood", + "displayname" : "Equipment - Blood Magic", + "description " : "Enables the Management of Blood Charms.", + "type" : "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute" :"show_mounts", + "displayname" : "Equipment - Mounts", + "description " : "Enables the Management of Mounts.", + "type" : "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute" :"show_lifestyle", + "displayname" : "Equipment - Lifestyle", + "description " : "Enables the Management of Lifestyle.", + "type" : "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "0" + }, + { + "attribute" :"legend-calc-mode", + "displayname" : "Legend - Calculated Mode", + "description " : "Toggle to display CALCULATED Mode LP Tracking. In the CALCULATED MODE, you only have to record your Career Legend Points @{Career-LP}. Based on all your Rank values and Attribute improvements, the system will fill your Calculated Current Legend Points @{LP-Current-Calc}. Note that the system needs to know the ranks you spent for free at creation. Refer to the info in the CALCULATED MODE for more information.", + "type" : "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "1" + }, + { + "attribute" :"LP-SpellsOption", + "displayname" : "Legend - Standard/House Rule: Spells cost/do not cost LP", + "description " : "", + "type" : "select", + "options": [ + "Standard - Spells cost LP|1", + "Houserule - Spells do not cost LP|0" + ], + "default": "1" + }, + { + "attribute" :"LP-AttribOption", + "displayname" : "Legend - Standard/Option Rule: Attribute Increases cost/do not cost LP", + "description " : "", + "type" : "select", + "options": [ + "Standard - Attributes cost LP|1", + "Optional - Attributes do not cost LP|0" + ], + "default": "1" + }, + { + "attribute" :"legend-transaction-mode", + "displayname" : "Legend - Transaction Mode", + "description " : "Toggle to display TRANSACTION Mode LP Tracking. In the TRANSACTION MODE, your Career and Current points can be edited. The Current is stored in a separated @{LP-Current} field. You track your LP/SP by Posting transactions in your journal. Transaction can be a Legend Award at the end of an Adventure, or the cost of increasing a Talent Rank. The API will automatically propose you to post some of the transactions. Refer to the tooltip in the TRANSACTION MODE.", + "type" : "select", + "options": [ + "Hide|0", + "Show|1" + ], + "default": "1" + }, + { + "attribute" :"RollType-Dex", + "displayname" : "Default Visibility for Rolls - Dex", + "description " : "Who should the roll result be shown to ?.", + "type" : "select", + "options": [ + "Sheet Default|@{RollType}", + "Public| ", + "GM|/w gm" + ], + "default": "@{RollType}" + }, + { + "attribute" :"RollType-Str", + "displayname" : "Default Visibility for Rolls - Str", + "description " : "Who should the roll result be shown to ?.", + "type" : "select", + "options": [ + "Sheet Default|@{RollType}", + "Public| ", + "GM|/w gm" + ], + "default": "@{RollType}" + }, + { + "attribute" :"RollType-Tou", + "displayname" : "Default Visibility for Rolls - Tou", + "description " : "Who should the roll result be shown to ?.", + "type" : "select", + "options": [ + "Sheet Default|@{RollType}", + "Public| ", + "GM|/w gm" + ], + "default": "@{RollType}" + }, + { + "attribute" :"RollType-Per", + "displayname" : "Default Visibility for Rolls - Per", + "description " : "Who should the roll result be shown to ?.", + "type" : "select", + "options": [ + "Sheet Default|@{RollType}", + "Public| ", + "GM|/w gm" + ], + "default": "@{RollType}" + }, + { + "attribute" :"RollType-Wil", + "displayname" : "Default Visibility for Rolls - Wil", + "description " : "Who should the roll result be shown to ?.", + "type" : "select", + "options": [ + "Sheet Default|@{RollType}", + "Public| ", + "GM|/w gm" + ], + "default": "@{RollType}" + }, + { + "attribute" :"RollType-Cha", + "displayname" : "Default Visibility for Rolls - Cha", + "description " : "Who should the roll result be shown to ?.", + "type" : "select", + "options": [ + "Sheet Default|@{RollType}", + "Public| ", + "GM|/w gm" + ], + "default": "@{RollType}" + }, + { + "attribute" :"Misc-KarmaRitual", + "displayname" : "Character - Karma Ritual", + "description " : "Select effect on Karma of the NewDay button, between standard 4th ediition rule (refills Karma to Full) and several Homerule options or previous edition rules.", + "type" : "select", + "options": [ + "Full|-1", + "Circle|-2", + "Racial Mod|-3", + "Talent Rank|-4", + "None|0", + "1|1", + "2|2", + "3|3", + "4|4", + "5|5", + "6|6", + "7|7", + "8|8", + "9|9", + "10|10" + ], + "default": "-1" + }, + { + "attribute" :"StepDisplayFinal", + "displayname" : "Legend - Step Display", + "description " : "Parameter to decide between displaying the Base Value (without modifiers) or Final Value (after all Modifiers) in each of the steps.", + "type" : "select", + "options": [ + "Base Values|0", + "Final Values|1" + ], + "default": "1" + }, + { + "attribute" :"effectIsAction", + "displayname" : "General - Effect/Action", + "description " : "Very unclear in the rules, but many of the modifiers apply to Action Tests, but it seems that Effect tests are only affected by a few things like wounds. This parameter ignores this rule and considers everything is an action.", + "type" : "select", + "options": [ + "Effect is NOT Action|0", + "Effect is Action|1" + ], + "default": "0" + } + ] +} diff --git a/Exalted 3/translations/af.json b/Exalted 3/translations/af.json index 411cf496b2..62a61712b8 100644 --- a/Exalted 3/translations/af.json +++ b/Exalted 3/translations/af.json @@ -119,35 +119,33 @@ "defining-u": "Defining", "character-information-items-u": "Character Information/Items:", "specialties-u": "Specialties", - "specialty-u": "Specialty:", "willpower-u": "Willpower", "current-willpower-u": "Current:", "maximum-willpower-u": "Maximum:", "limit-u": "Limit", "limit-description-place": "Limit Description", + "limit-colon-u": "Limit:", "merits-u": "Merits", - "merit-u": "Merit:", "show-hide-description-u": "Show/Hide Description", "combat-u": "Combat", "join-battle-u": "Join Battle:", "health-u": "Health", "incapacitated-u": "Inc", - "limit-colon-u": "Limit:", "defenses-u": "Defenses", "parry-u": "Parry:", "evasion-u": "Evasion:", "soak-u": "Soak:", "resolve-u": "Resolve:", "guile-u": "Guile:", - "parry-no-specialization-u": "Parry [(Weapon Skill + Dexterity + Specialization) / 2]", + "parry-no-specialization-u": "Base Parry [(Weapon Skill + Dexterity) / 2]", "parry-with-specialization-u": "Parry with bonuses/penalties", - "evasion-no-specialization-u": "Evasion [Dodge + Dexterity + Specialization) / 2]", + "evasion-no-specialization-u": "Base Evasion [Dodge + Dexterity) / 2]", "evasion-with-specialization-u": "Evasion with bonuses/penalties", "soak-no-armor-u": "Unarmored Soak", "soak-with-armor-u": "Armored Soak", - "resolve-no-specialization-u": "Resolve [(Integrity + Wits + Specialization) / 2]", + "resolve-no-specialization-u": "Base Resolve [(Integrity + Wits) / 2]", "resolve-with-specialization-u": "Resolve with bonuses/penalties", - "guile-no-specialization-u": "Guile [(Socialize + Manipulation + Specialization) / 2]", + "guile-no-specialization-u": "Base Guile [(Socialize + Manipulation) / 2]", "guile-with-specialization-u": "Guile with bonuses/penalties", "melee-weapons-u": "Melee Weapons", "weapon-u": "Weapon:", @@ -162,6 +160,8 @@ "withering-damage-u": "W DAM:", "decisive-attack-u": "D ATK:", "decisive-damage-u": "D DAM:", + "brawl-abbreviation-u": "BRL", + "melee-abbreviation-u": "MEL", "martial-arts-1-u": "MA1", "martial-arts-2-u": "MA2", "martial-arts-3-u": "MA3", @@ -175,7 +175,8 @@ "tags-u": "Tags:", "ranged-weapons-u": "Ranged Weapons", "range-u": "Range:", - "archery-u": "Archery", + "archery-abbrev-u": "ARC", + "thrown-abbrev-u": "TRW", "close-range-u": "Close", "short-range-u": "Short", "medium-range-u": "Medium", @@ -199,6 +200,8 @@ "simple-u": "Simple", "permanent-u": "Permanent", "cast-u": "Cast:", + "charm-desc-place": "Charm Effect/Description", + "charm-misc-place": "Misc. Charm Details (Not included in chat card).", "custom-abilities-u": "Custom Abilities", "old-martialarts-u": "Old Martial Arts", "snake-style-u": "Snake Style", @@ -248,10 +251,8 @@ "magnitude": "Magnitude", "size": "Size", "health-levels": "Health Levels", - "charm-desc-place": "Charm Effect/Description", - "charm-misc-place": "Misc. Charm Details (Not included in chat card).", - "brawl-abbreviation-u": "BRL", - "melee-abbreviation-u": "MEL", - "archery-abbrev-u": "ARC", - "thrown-abbrev-u": "TRW" -} \ No newline at end of file + "sheet-val-mods-u": "Sheet Value Modifiers", + "add-max-personal-ess-u": "Additional Max Personal Essence:", + "add-max-peripheral-ess-u": "Additional Max Peripheral Essence:", + "wound-penalty-negation-u": "Wound Penalty Negation" +} diff --git a/Exalted 3/translations/ca.json b/Exalted 3/translations/ca.json index 411cf496b2..62a61712b8 100644 --- a/Exalted 3/translations/ca.json +++ b/Exalted 3/translations/ca.json @@ -119,35 +119,33 @@ "defining-u": "Defining", "character-information-items-u": "Character Information/Items:", "specialties-u": "Specialties", - "specialty-u": "Specialty:", "willpower-u": "Willpower", "current-willpower-u": "Current:", "maximum-willpower-u": "Maximum:", "limit-u": "Limit", "limit-description-place": "Limit Description", + "limit-colon-u": "Limit:", "merits-u": "Merits", - "merit-u": "Merit:", "show-hide-description-u": "Show/Hide Description", "combat-u": "Combat", "join-battle-u": "Join Battle:", "health-u": "Health", "incapacitated-u": "Inc", - "limit-colon-u": "Limit:", "defenses-u": "Defenses", "parry-u": "Parry:", "evasion-u": "Evasion:", "soak-u": "Soak:", "resolve-u": "Resolve:", "guile-u": "Guile:", - "parry-no-specialization-u": "Parry [(Weapon Skill + Dexterity + Specialization) / 2]", + "parry-no-specialization-u": "Base Parry [(Weapon Skill + Dexterity) / 2]", "parry-with-specialization-u": "Parry with bonuses/penalties", - "evasion-no-specialization-u": "Evasion [Dodge + Dexterity + Specialization) / 2]", + "evasion-no-specialization-u": "Base Evasion [Dodge + Dexterity) / 2]", "evasion-with-specialization-u": "Evasion with bonuses/penalties", "soak-no-armor-u": "Unarmored Soak", "soak-with-armor-u": "Armored Soak", - "resolve-no-specialization-u": "Resolve [(Integrity + Wits + Specialization) / 2]", + "resolve-no-specialization-u": "Base Resolve [(Integrity + Wits) / 2]", "resolve-with-specialization-u": "Resolve with bonuses/penalties", - "guile-no-specialization-u": "Guile [(Socialize + Manipulation + Specialization) / 2]", + "guile-no-specialization-u": "Base Guile [(Socialize + Manipulation) / 2]", "guile-with-specialization-u": "Guile with bonuses/penalties", "melee-weapons-u": "Melee Weapons", "weapon-u": "Weapon:", @@ -162,6 +160,8 @@ "withering-damage-u": "W DAM:", "decisive-attack-u": "D ATK:", "decisive-damage-u": "D DAM:", + "brawl-abbreviation-u": "BRL", + "melee-abbreviation-u": "MEL", "martial-arts-1-u": "MA1", "martial-arts-2-u": "MA2", "martial-arts-3-u": "MA3", @@ -175,7 +175,8 @@ "tags-u": "Tags:", "ranged-weapons-u": "Ranged Weapons", "range-u": "Range:", - "archery-u": "Archery", + "archery-abbrev-u": "ARC", + "thrown-abbrev-u": "TRW", "close-range-u": "Close", "short-range-u": "Short", "medium-range-u": "Medium", @@ -199,6 +200,8 @@ "simple-u": "Simple", "permanent-u": "Permanent", "cast-u": "Cast:", + "charm-desc-place": "Charm Effect/Description", + "charm-misc-place": "Misc. Charm Details (Not included in chat card).", "custom-abilities-u": "Custom Abilities", "old-martialarts-u": "Old Martial Arts", "snake-style-u": "Snake Style", @@ -248,10 +251,8 @@ "magnitude": "Magnitude", "size": "Size", "health-levels": "Health Levels", - "charm-desc-place": "Charm Effect/Description", - "charm-misc-place": "Misc. Charm Details (Not included in chat card).", - "brawl-abbreviation-u": "BRL", - "melee-abbreviation-u": "MEL", - "archery-abbrev-u": "ARC", - "thrown-abbrev-u": "TRW" -} \ No newline at end of file + "sheet-val-mods-u": "Sheet Value Modifiers", + "add-max-personal-ess-u": "Additional Max Personal Essence:", + "add-max-peripheral-ess-u": "Additional Max Peripheral Essence:", + "wound-penalty-negation-u": "Wound Penalty Negation" +} diff --git a/Exalted 3/translations/cs.json b/Exalted 3/translations/cs.json index 12ef865a01..c13c043de8 100644 --- a/Exalted 3/translations/cs.json +++ b/Exalted 3/translations/cs.json @@ -119,35 +119,33 @@ "defining-u": "Defining", "character-information-items-u": "Character Information/Items:", "specialties-u": "Specialties", - "specialty-u": "Specialty:", "willpower-u": "Willpower", "current-willpower-u": "Current:", "maximum-willpower-u": "Maximum:", "limit-u": "Limit", "limit-description-place": "Limit Description", + "limit-colon-u": "Limit:", "merits-u": "Merits", - "merit-u": "Merit:", "show-hide-description-u": "Show/Hide Description", "combat-u": "Combat", "join-battle-u": "Join Battle:", "health-u": "Health", "incapacitated-u": "Inc", - "limit-colon-u": "Limit:", "defenses-u": "Defenses", "parry-u": "Parry:", "evasion-u": "Evasion:", "soak-u": "Soak:", "resolve-u": "Resolve:", "guile-u": "Guile:", - "parry-no-specialization-u": "Parry [(Weapon Skill + Dexterity + Specialization) / 2]", + "parry-no-specialization-u": "Base Parry [(Weapon Skill + Dexterity) / 2]", "parry-with-specialization-u": "Parry with bonuses/penalties", - "evasion-no-specialization-u": "Evasion [Dodge + Dexterity + Specialization) / 2]", + "evasion-no-specialization-u": "Base Evasion [Dodge + Dexterity) / 2]", "evasion-with-specialization-u": "Evasion with bonuses/penalties", "soak-no-armor-u": "Unarmored Soak", "soak-with-armor-u": "Armored Soak", - "resolve-no-specialization-u": "Resolve [(Integrity + Wits + Specialization) / 2]", + "resolve-no-specialization-u": "Base Resolve [(Integrity + Wits) / 2]", "resolve-with-specialization-u": "Resolve with bonuses/penalties", - "guile-no-specialization-u": "Guile [(Socialize + Manipulation + Specialization) / 2]", + "guile-no-specialization-u": "Base Guile [(Socialize + Manipulation) / 2]", "guile-with-specialization-u": "Guile with bonuses/penalties", "melee-weapons-u": "Melee Weapons", "weapon-u": "Weapon:", @@ -162,6 +160,8 @@ "withering-damage-u": "W DAM:", "decisive-attack-u": "D ATK:", "decisive-damage-u": "D DAM:", + "brawl-abbreviation-u": "BRL", + "melee-abbreviation-u": "MEL", "martial-arts-1-u": "MA1", "martial-arts-2-u": "MA2", "martial-arts-3-u": "MA3", @@ -175,7 +175,8 @@ "tags-u": "Tags:", "ranged-weapons-u": "Ranged Weapons", "range-u": "Range:", - "archery-u": "Archery", + "archery-abbrev-u": "ARC", + "thrown-abbrev-u": "TRW", "close-range-u": "Close", "short-range-u": "Short", "medium-range-u": "Medium", @@ -199,6 +200,8 @@ "simple-u": "Simple", "permanent-u": "Permanent", "cast-u": "Cast:", + "charm-desc-place": "Charm Effect/Description", + "charm-misc-place": "Misc. Charm Details (Not included in chat card).", "custom-abilities-u": "Custom Abilities", "old-martialarts-u": "Old Martial Arts", "snake-style-u": "Snake Style", @@ -248,10 +251,8 @@ "magnitude": "Magnitude", "size": "Velikost", "health-levels": "Health Levels", - "charm-desc-place": "Charm Effect/Description", - "charm-misc-place": "Misc. Charm Details (Not included in chat card).", - "brawl-abbreviation-u": "BRL", - "melee-abbreviation-u": "MEL", - "archery-abbrev-u": "ARC", - "thrown-abbrev-u": "TRW" -} \ No newline at end of file + "sheet-val-mods-u": "Sheet Value Modifiers", + "add-max-personal-ess-u": "Additional Max Personal Essence:", + "add-max-peripheral-ess-u": "Additional Max Peripheral Essence:", + "wound-penalty-negation-u": "Wound Penalty Negation" +} diff --git a/Exalted 3/translations/da.json b/Exalted 3/translations/da.json index 411cf496b2..62a61712b8 100644 --- a/Exalted 3/translations/da.json +++ b/Exalted 3/translations/da.json @@ -119,35 +119,33 @@ "defining-u": "Defining", "character-information-items-u": "Character Information/Items:", "specialties-u": "Specialties", - "specialty-u": "Specialty:", "willpower-u": "Willpower", "current-willpower-u": "Current:", "maximum-willpower-u": "Maximum:", "limit-u": "Limit", "limit-description-place": "Limit Description", + "limit-colon-u": "Limit:", "merits-u": "Merits", - "merit-u": "Merit:", "show-hide-description-u": "Show/Hide Description", "combat-u": "Combat", "join-battle-u": "Join Battle:", "health-u": "Health", "incapacitated-u": "Inc", - "limit-colon-u": "Limit:", "defenses-u": "Defenses", "parry-u": "Parry:", "evasion-u": "Evasion:", "soak-u": "Soak:", "resolve-u": "Resolve:", "guile-u": "Guile:", - "parry-no-specialization-u": "Parry [(Weapon Skill + Dexterity + Specialization) / 2]", + "parry-no-specialization-u": "Base Parry [(Weapon Skill + Dexterity) / 2]", "parry-with-specialization-u": "Parry with bonuses/penalties", - "evasion-no-specialization-u": "Evasion [Dodge + Dexterity + Specialization) / 2]", + "evasion-no-specialization-u": "Base Evasion [Dodge + Dexterity) / 2]", "evasion-with-specialization-u": "Evasion with bonuses/penalties", "soak-no-armor-u": "Unarmored Soak", "soak-with-armor-u": "Armored Soak", - "resolve-no-specialization-u": "Resolve [(Integrity + Wits + Specialization) / 2]", + "resolve-no-specialization-u": "Base Resolve [(Integrity + Wits) / 2]", "resolve-with-specialization-u": "Resolve with bonuses/penalties", - "guile-no-specialization-u": "Guile [(Socialize + Manipulation + Specialization) / 2]", + "guile-no-specialization-u": "Base Guile [(Socialize + Manipulation) / 2]", "guile-with-specialization-u": "Guile with bonuses/penalties", "melee-weapons-u": "Melee Weapons", "weapon-u": "Weapon:", @@ -162,6 +160,8 @@ "withering-damage-u": "W DAM:", "decisive-attack-u": "D ATK:", "decisive-damage-u": "D DAM:", + "brawl-abbreviation-u": "BRL", + "melee-abbreviation-u": "MEL", "martial-arts-1-u": "MA1", "martial-arts-2-u": "MA2", "martial-arts-3-u": "MA3", @@ -175,7 +175,8 @@ "tags-u": "Tags:", "ranged-weapons-u": "Ranged Weapons", "range-u": "Range:", - "archery-u": "Archery", + "archery-abbrev-u": "ARC", + "thrown-abbrev-u": "TRW", "close-range-u": "Close", "short-range-u": "Short", "medium-range-u": "Medium", @@ -199,6 +200,8 @@ "simple-u": "Simple", "permanent-u": "Permanent", "cast-u": "Cast:", + "charm-desc-place": "Charm Effect/Description", + "charm-misc-place": "Misc. Charm Details (Not included in chat card).", "custom-abilities-u": "Custom Abilities", "old-martialarts-u": "Old Martial Arts", "snake-style-u": "Snake Style", @@ -248,10 +251,8 @@ "magnitude": "Magnitude", "size": "Size", "health-levels": "Health Levels", - "charm-desc-place": "Charm Effect/Description", - "charm-misc-place": "Misc. Charm Details (Not included in chat card).", - "brawl-abbreviation-u": "BRL", - "melee-abbreviation-u": "MEL", - "archery-abbrev-u": "ARC", - "thrown-abbrev-u": "TRW" -} \ No newline at end of file + "sheet-val-mods-u": "Sheet Value Modifiers", + "add-max-personal-ess-u": "Additional Max Personal Essence:", + "add-max-peripheral-ess-u": "Additional Max Peripheral Essence:", + "wound-penalty-negation-u": "Wound Penalty Negation" +} diff --git a/Exalted 3/translations/de.json b/Exalted 3/translations/de.json index b1f2d50149..7e4fbef0c6 100644 --- a/Exalted 3/translations/de.json +++ b/Exalted 3/translations/de.json @@ -119,35 +119,33 @@ "defining-u": "Defining", "character-information-items-u": "Character Information/Items:", "specialties-u": "Specialties", - "specialty-u": "Specialty:", "willpower-u": "Willpower", "current-willpower-u": "Current:", "maximum-willpower-u": "Maximum:", "limit-u": "Limit", "limit-description-place": "Limit Description", + "limit-colon-u": "Limit:", "merits-u": "Merits", - "merit-u": "Merit:", "show-hide-description-u": "Show/Hide Description", "combat-u": "Combat", "join-battle-u": "Join Battle:", "health-u": "Health", "incapacitated-u": "Inc", - "limit-colon-u": "Limit:", "defenses-u": "Defenses", "parry-u": "Parry:", "evasion-u": "Evasion:", "soak-u": "Soak:", "resolve-u": "Resolve:", "guile-u": "Guile:", - "parry-no-specialization-u": "Parry [(Weapon Skill + Dexterity + Specialization) / 2]", + "parry-no-specialization-u": "Base Parry [(Weapon Skill + Dexterity) / 2]", "parry-with-specialization-u": "Parry with bonuses/penalties", - "evasion-no-specialization-u": "Evasion [Dodge + Dexterity + Specialization) / 2]", + "evasion-no-specialization-u": "Base Evasion [Dodge + Dexterity) / 2]", "evasion-with-specialization-u": "Evasion with bonuses/penalties", "soak-no-armor-u": "Unarmored Soak", "soak-with-armor-u": "Armored Soak", - "resolve-no-specialization-u": "Resolve [(Integrity + Wits + Specialization) / 2]", + "resolve-no-specialization-u": "Base Resolve [(Integrity + Wits) / 2]", "resolve-with-specialization-u": "Resolve with bonuses/penalties", - "guile-no-specialization-u": "Guile [(Socialize + Manipulation + Specialization) / 2]", + "guile-no-specialization-u": "Base Guile [(Socialize + Manipulation) / 2]", "guile-with-specialization-u": "Guile with bonuses/penalties", "melee-weapons-u": "Melee Weapons", "weapon-u": "Weapon:", @@ -162,6 +160,8 @@ "withering-damage-u": "W DAM:", "decisive-attack-u": "D ATK:", "decisive-damage-u": "D DAM:", + "brawl-abbreviation-u": "BRL", + "melee-abbreviation-u": "MEL", "martial-arts-1-u": "MA1", "martial-arts-2-u": "MA2", "martial-arts-3-u": "MA3", @@ -175,7 +175,8 @@ "tags-u": "Tags:", "ranged-weapons-u": "Ranged Weapons", "range-u": "Range:", - "archery-u": "Archery", + "archery-abbrev-u": "ARC", + "thrown-abbrev-u": "TRW", "close-range-u": "Close", "short-range-u": "Short", "medium-range-u": "Medium", @@ -199,6 +200,8 @@ "simple-u": "Simple", "permanent-u": "Permanent", "cast-u": "Cast:", + "charm-desc-place": "Charm Effect/Description", + "charm-misc-place": "Misc. Charm Details (Not included in chat card).", "custom-abilities-u": "Custom Abilities", "old-martialarts-u": "Old Martial Arts", "snake-style-u": "Snake Style", @@ -248,10 +251,8 @@ "magnitude": "Magnitude", "size": "Größe", "health-levels": "Health Levels", - "charm-desc-place": "Charm Effect/Description", - "charm-misc-place": "Misc. Charm Details (Not included in chat card).", - "brawl-abbreviation-u": "BRL", - "melee-abbreviation-u": "MEL", - "archery-abbrev-u": "ARC", - "thrown-abbrev-u": "TRW" -} \ No newline at end of file + "sheet-val-mods-u": "Sheet Value Modifiers", + "add-max-personal-ess-u": "Additional Max Personal Essence:", + "add-max-peripheral-ess-u": "Additional Max Peripheral Essence:", + "wound-penalty-negation-u": "Wound Penalty Negation" +} diff --git a/Exalted 3/translations/el.json b/Exalted 3/translations/el.json index 411cf496b2..62a61712b8 100644 --- a/Exalted 3/translations/el.json +++ b/Exalted 3/translations/el.json @@ -119,35 +119,33 @@ "defining-u": "Defining", "character-information-items-u": "Character Information/Items:", "specialties-u": "Specialties", - "specialty-u": "Specialty:", "willpower-u": "Willpower", "current-willpower-u": "Current:", "maximum-willpower-u": "Maximum:", "limit-u": "Limit", "limit-description-place": "Limit Description", + "limit-colon-u": "Limit:", "merits-u": "Merits", - "merit-u": "Merit:", "show-hide-description-u": "Show/Hide Description", "combat-u": "Combat", "join-battle-u": "Join Battle:", "health-u": "Health", "incapacitated-u": "Inc", - "limit-colon-u": "Limit:", "defenses-u": "Defenses", "parry-u": "Parry:", "evasion-u": "Evasion:", "soak-u": "Soak:", "resolve-u": "Resolve:", "guile-u": "Guile:", - "parry-no-specialization-u": "Parry [(Weapon Skill + Dexterity + Specialization) / 2]", + "parry-no-specialization-u": "Base Parry [(Weapon Skill + Dexterity) / 2]", "parry-with-specialization-u": "Parry with bonuses/penalties", - "evasion-no-specialization-u": "Evasion [Dodge + Dexterity + Specialization) / 2]", + "evasion-no-specialization-u": "Base Evasion [Dodge + Dexterity) / 2]", "evasion-with-specialization-u": "Evasion with bonuses/penalties", "soak-no-armor-u": "Unarmored Soak", "soak-with-armor-u": "Armored Soak", - "resolve-no-specialization-u": "Resolve [(Integrity + Wits + Specialization) / 2]", + "resolve-no-specialization-u": "Base Resolve [(Integrity + Wits) / 2]", "resolve-with-specialization-u": "Resolve with bonuses/penalties", - "guile-no-specialization-u": "Guile [(Socialize + Manipulation + Specialization) / 2]", + "guile-no-specialization-u": "Base Guile [(Socialize + Manipulation) / 2]", "guile-with-specialization-u": "Guile with bonuses/penalties", "melee-weapons-u": "Melee Weapons", "weapon-u": "Weapon:", @@ -162,6 +160,8 @@ "withering-damage-u": "W DAM:", "decisive-attack-u": "D ATK:", "decisive-damage-u": "D DAM:", + "brawl-abbreviation-u": "BRL", + "melee-abbreviation-u": "MEL", "martial-arts-1-u": "MA1", "martial-arts-2-u": "MA2", "martial-arts-3-u": "MA3", @@ -175,7 +175,8 @@ "tags-u": "Tags:", "ranged-weapons-u": "Ranged Weapons", "range-u": "Range:", - "archery-u": "Archery", + "archery-abbrev-u": "ARC", + "thrown-abbrev-u": "TRW", "close-range-u": "Close", "short-range-u": "Short", "medium-range-u": "Medium", @@ -199,6 +200,8 @@ "simple-u": "Simple", "permanent-u": "Permanent", "cast-u": "Cast:", + "charm-desc-place": "Charm Effect/Description", + "charm-misc-place": "Misc. Charm Details (Not included in chat card).", "custom-abilities-u": "Custom Abilities", "old-martialarts-u": "Old Martial Arts", "snake-style-u": "Snake Style", @@ -248,10 +251,8 @@ "magnitude": "Magnitude", "size": "Size", "health-levels": "Health Levels", - "charm-desc-place": "Charm Effect/Description", - "charm-misc-place": "Misc. Charm Details (Not included in chat card).", - "brawl-abbreviation-u": "BRL", - "melee-abbreviation-u": "MEL", - "archery-abbrev-u": "ARC", - "thrown-abbrev-u": "TRW" -} \ No newline at end of file + "sheet-val-mods-u": "Sheet Value Modifiers", + "add-max-personal-ess-u": "Additional Max Personal Essence:", + "add-max-peripheral-ess-u": "Additional Max Peripheral Essence:", + "wound-penalty-negation-u": "Wound Penalty Negation" +} diff --git a/Exalted 3/translations/en.json b/Exalted 3/translations/en.json index 411cf496b2..62a61712b8 100644 --- a/Exalted 3/translations/en.json +++ b/Exalted 3/translations/en.json @@ -119,35 +119,33 @@ "defining-u": "Defining", "character-information-items-u": "Character Information/Items:", "specialties-u": "Specialties", - "specialty-u": "Specialty:", "willpower-u": "Willpower", "current-willpower-u": "Current:", "maximum-willpower-u": "Maximum:", "limit-u": "Limit", "limit-description-place": "Limit Description", + "limit-colon-u": "Limit:", "merits-u": "Merits", - "merit-u": "Merit:", "show-hide-description-u": "Show/Hide Description", "combat-u": "Combat", "join-battle-u": "Join Battle:", "health-u": "Health", "incapacitated-u": "Inc", - "limit-colon-u": "Limit:", "defenses-u": "Defenses", "parry-u": "Parry:", "evasion-u": "Evasion:", "soak-u": "Soak:", "resolve-u": "Resolve:", "guile-u": "Guile:", - "parry-no-specialization-u": "Parry [(Weapon Skill + Dexterity + Specialization) / 2]", + "parry-no-specialization-u": "Base Parry [(Weapon Skill + Dexterity) / 2]", "parry-with-specialization-u": "Parry with bonuses/penalties", - "evasion-no-specialization-u": "Evasion [Dodge + Dexterity + Specialization) / 2]", + "evasion-no-specialization-u": "Base Evasion [Dodge + Dexterity) / 2]", "evasion-with-specialization-u": "Evasion with bonuses/penalties", "soak-no-armor-u": "Unarmored Soak", "soak-with-armor-u": "Armored Soak", - "resolve-no-specialization-u": "Resolve [(Integrity + Wits + Specialization) / 2]", + "resolve-no-specialization-u": "Base Resolve [(Integrity + Wits) / 2]", "resolve-with-specialization-u": "Resolve with bonuses/penalties", - "guile-no-specialization-u": "Guile [(Socialize + Manipulation + Specialization) / 2]", + "guile-no-specialization-u": "Base Guile [(Socialize + Manipulation) / 2]", "guile-with-specialization-u": "Guile with bonuses/penalties", "melee-weapons-u": "Melee Weapons", "weapon-u": "Weapon:", @@ -162,6 +160,8 @@ "withering-damage-u": "W DAM:", "decisive-attack-u": "D ATK:", "decisive-damage-u": "D DAM:", + "brawl-abbreviation-u": "BRL", + "melee-abbreviation-u": "MEL", "martial-arts-1-u": "MA1", "martial-arts-2-u": "MA2", "martial-arts-3-u": "MA3", @@ -175,7 +175,8 @@ "tags-u": "Tags:", "ranged-weapons-u": "Ranged Weapons", "range-u": "Range:", - "archery-u": "Archery", + "archery-abbrev-u": "ARC", + "thrown-abbrev-u": "TRW", "close-range-u": "Close", "short-range-u": "Short", "medium-range-u": "Medium", @@ -199,6 +200,8 @@ "simple-u": "Simple", "permanent-u": "Permanent", "cast-u": "Cast:", + "charm-desc-place": "Charm Effect/Description", + "charm-misc-place": "Misc. Charm Details (Not included in chat card).", "custom-abilities-u": "Custom Abilities", "old-martialarts-u": "Old Martial Arts", "snake-style-u": "Snake Style", @@ -248,10 +251,8 @@ "magnitude": "Magnitude", "size": "Size", "health-levels": "Health Levels", - "charm-desc-place": "Charm Effect/Description", - "charm-misc-place": "Misc. Charm Details (Not included in chat card).", - "brawl-abbreviation-u": "BRL", - "melee-abbreviation-u": "MEL", - "archery-abbrev-u": "ARC", - "thrown-abbrev-u": "TRW" -} \ No newline at end of file + "sheet-val-mods-u": "Sheet Value Modifiers", + "add-max-personal-ess-u": "Additional Max Personal Essence:", + "add-max-peripheral-ess-u": "Additional Max Peripheral Essence:", + "wound-penalty-negation-u": "Wound Penalty Negation" +} diff --git a/Exalted 3/translations/es.json b/Exalted 3/translations/es.json index 5df1c24832..3d39f709d7 100644 --- a/Exalted 3/translations/es.json +++ b/Exalted 3/translations/es.json @@ -119,35 +119,33 @@ "defining-u": "Defining", "character-information-items-u": "Character Information/Items:", "specialties-u": "Specialties", - "specialty-u": "Specialty:", "willpower-u": "Willpower", "current-willpower-u": "Current:", "maximum-willpower-u": "Maximum:", "limit-u": "Limit", "limit-description-place": "Limit Description", + "limit-colon-u": "Limit:", "merits-u": "Merits", - "merit-u": "Merit:", "show-hide-description-u": "Show/Hide Description", "combat-u": "Combat", "join-battle-u": "Join Battle:", "health-u": "Health", "incapacitated-u": "Inc", - "limit-colon-u": "Limit:", "defenses-u": "Defenses", "parry-u": "Parry:", "evasion-u": "Evasion:", "soak-u": "Soak:", "resolve-u": "Resolve:", "guile-u": "Guile:", - "parry-no-specialization-u": "Parry [(Weapon Skill + Dexterity + Specialization) / 2]", + "parry-no-specialization-u": "Base Parry [(Weapon Skill + Dexterity) / 2]", "parry-with-specialization-u": "Parry with bonuses/penalties", - "evasion-no-specialization-u": "Evasion [Dodge + Dexterity + Specialization) / 2]", + "evasion-no-specialization-u": "Base Evasion [Dodge + Dexterity) / 2]", "evasion-with-specialization-u": "Evasion with bonuses/penalties", "soak-no-armor-u": "Unarmored Soak", "soak-with-armor-u": "Armored Soak", - "resolve-no-specialization-u": "Resolve [(Integrity + Wits + Specialization) / 2]", + "resolve-no-specialization-u": "Base Resolve [(Integrity + Wits) / 2]", "resolve-with-specialization-u": "Resolve with bonuses/penalties", - "guile-no-specialization-u": "Guile [(Socialize + Manipulation + Specialization) / 2]", + "guile-no-specialization-u": "Base Guile [(Socialize + Manipulation) / 2]", "guile-with-specialization-u": "Guile with bonuses/penalties", "melee-weapons-u": "Melee Weapons", "weapon-u": "Weapon:", @@ -162,6 +160,8 @@ "withering-damage-u": "W DAM:", "decisive-attack-u": "D ATK:", "decisive-damage-u": "D DAM:", + "brawl-abbreviation-u": "BRL", + "melee-abbreviation-u": "MEL", "martial-arts-1-u": "MA1", "martial-arts-2-u": "MA2", "martial-arts-3-u": "MA3", @@ -175,7 +175,8 @@ "tags-u": "Tags:", "ranged-weapons-u": "Ranged Weapons", "range-u": "Range:", - "archery-u": "Archery", + "archery-abbrev-u": "ARC", + "thrown-abbrev-u": "TRW", "close-range-u": "Close", "short-range-u": "Short", "medium-range-u": "Medium", @@ -199,6 +200,8 @@ "simple-u": "Simple", "permanent-u": "Permanent", "cast-u": "Cast:", + "charm-desc-place": "Charm Effect/Description", + "charm-misc-place": "Misc. Charm Details (Not included in chat card).", "custom-abilities-u": "Custom Abilities", "old-martialarts-u": "Old Martial Arts", "snake-style-u": "Snake Style", @@ -248,10 +251,8 @@ "magnitude": "Magnitud", "size": "Size", "health-levels": "Health Levels", - "charm-desc-place": "Charm Effect/Description", - "charm-misc-place": "Misc. Charm Details (Not included in chat card).", - "brawl-abbreviation-u": "BRL", - "melee-abbreviation-u": "MEL", - "archery-abbrev-u": "ARC", - "thrown-abbrev-u": "TRW" -} \ No newline at end of file + "sheet-val-mods-u": "Sheet Value Modifiers", + "add-max-personal-ess-u": "Additional Max Personal Essence:", + "add-max-peripheral-ess-u": "Additional Max Peripheral Essence:", + "wound-penalty-negation-u": "Wound Penalty Negation" +} diff --git a/Exalted 3/translations/fr.json b/Exalted 3/translations/fr.json index 5032ac341b..665d3ecc9b 100644 --- a/Exalted 3/translations/fr.json +++ b/Exalted 3/translations/fr.json @@ -119,35 +119,33 @@ "defining-u": "Defining", "character-information-items-u": "Character Information/Items:", "specialties-u": "Specialties", - "specialty-u": "Specialty:", "willpower-u": "Willpower", "current-willpower-u": "Current:", "maximum-willpower-u": "Maximum:", "limit-u": "Limit", "limit-description-place": "Limit Description", + "limit-colon-u": "Limit:", "merits-u": "Merits", - "merit-u": "Merit:", "show-hide-description-u": "Show/Hide Description", "combat-u": "Combat", "join-battle-u": "Join Battle:", "health-u": "Health", "incapacitated-u": "Inc", - "limit-colon-u": "Limit:", "defenses-u": "Defenses", "parry-u": "Parry:", "evasion-u": "Evasion:", "soak-u": "Soak:", "resolve-u": "Resolve:", "guile-u": "Guile:", - "parry-no-specialization-u": "Parry [(Weapon Skill + Dexterity + Specialization) / 2]", + "parry-no-specialization-u": "Base Parry [(Weapon Skill + Dexterity) / 2]", "parry-with-specialization-u": "Parry with bonuses/penalties", - "evasion-no-specialization-u": "Evasion [Dodge + Dexterity + Specialization) / 2]", + "evasion-no-specialization-u": "Base Evasion [Dodge + Dexterity) / 2]", "evasion-with-specialization-u": "Evasion with bonuses/penalties", "soak-no-armor-u": "Unarmored Soak", "soak-with-armor-u": "Armored Soak", - "resolve-no-specialization-u": "Resolve [(Integrity + Wits + Specialization) / 2]", + "resolve-no-specialization-u": "Base Resolve [(Integrity + Wits) / 2]", "resolve-with-specialization-u": "Resolve with bonuses/penalties", - "guile-no-specialization-u": "Guile [(Socialize + Manipulation + Specialization) / 2]", + "guile-no-specialization-u": "Base Guile [(Socialize + Manipulation) / 2]", "guile-with-specialization-u": "Guile with bonuses/penalties", "melee-weapons-u": "Melee Weapons", "weapon-u": "Weapon:", @@ -162,6 +160,8 @@ "withering-damage-u": "W DAM:", "decisive-attack-u": "D ATK:", "decisive-damage-u": "D DAM:", + "brawl-abbreviation-u": "BRL", + "melee-abbreviation-u": "MEL", "martial-arts-1-u": "MA1", "martial-arts-2-u": "MA2", "martial-arts-3-u": "MA3", @@ -175,7 +175,8 @@ "tags-u": "Tags:", "ranged-weapons-u": "Ranged Weapons", "range-u": "Range:", - "archery-u": "Archery", + "archery-abbrev-u": "ARC", + "thrown-abbrev-u": "TRW", "close-range-u": "Close", "short-range-u": "Short", "medium-range-u": "Medium", @@ -199,6 +200,8 @@ "simple-u": "Simple", "permanent-u": "Permanent", "cast-u": "Cast:", + "charm-desc-place": "Charm Effect/Description", + "charm-misc-place": "Misc. Charm Details (Not included in chat card).", "custom-abilities-u": "Custom Abilities", "old-martialarts-u": "Old Martial Arts", "snake-style-u": "Snake Style", @@ -248,10 +251,8 @@ "magnitude": "Magnitude", "size": "Taille", "health-levels": "Niveaux de santé", - "charm-desc-place": "Charm Effect/Description", - "charm-misc-place": "Misc. Charm Details (Not included in chat card).", - "brawl-abbreviation-u": "BRL", - "melee-abbreviation-u": "MEL", - "archery-abbrev-u": "ARC", - "thrown-abbrev-u": "TRW" -} \ No newline at end of file + "sheet-val-mods-u": "Sheet Value Modifiers", + "add-max-personal-ess-u": "Additional Max Personal Essence:", + "add-max-peripheral-ess-u": "Additional Max Peripheral Essence:", + "wound-penalty-negation-u": "Wound Penalty Negation" +} diff --git a/Exalted 3/translations/he.json b/Exalted 3/translations/he.json index 411cf496b2..62a61712b8 100644 --- a/Exalted 3/translations/he.json +++ b/Exalted 3/translations/he.json @@ -119,35 +119,33 @@ "defining-u": "Defining", "character-information-items-u": "Character Information/Items:", "specialties-u": "Specialties", - "specialty-u": "Specialty:", "willpower-u": "Willpower", "current-willpower-u": "Current:", "maximum-willpower-u": "Maximum:", "limit-u": "Limit", "limit-description-place": "Limit Description", + "limit-colon-u": "Limit:", "merits-u": "Merits", - "merit-u": "Merit:", "show-hide-description-u": "Show/Hide Description", "combat-u": "Combat", "join-battle-u": "Join Battle:", "health-u": "Health", "incapacitated-u": "Inc", - "limit-colon-u": "Limit:", "defenses-u": "Defenses", "parry-u": "Parry:", "evasion-u": "Evasion:", "soak-u": "Soak:", "resolve-u": "Resolve:", "guile-u": "Guile:", - "parry-no-specialization-u": "Parry [(Weapon Skill + Dexterity + Specialization) / 2]", + "parry-no-specialization-u": "Base Parry [(Weapon Skill + Dexterity) / 2]", "parry-with-specialization-u": "Parry with bonuses/penalties", - "evasion-no-specialization-u": "Evasion [Dodge + Dexterity + Specialization) / 2]", + "evasion-no-specialization-u": "Base Evasion [Dodge + Dexterity) / 2]", "evasion-with-specialization-u": "Evasion with bonuses/penalties", "soak-no-armor-u": "Unarmored Soak", "soak-with-armor-u": "Armored Soak", - "resolve-no-specialization-u": "Resolve [(Integrity + Wits + Specialization) / 2]", + "resolve-no-specialization-u": "Base Resolve [(Integrity + Wits) / 2]", "resolve-with-specialization-u": "Resolve with bonuses/penalties", - "guile-no-specialization-u": "Guile [(Socialize + Manipulation + Specialization) / 2]", + "guile-no-specialization-u": "Base Guile [(Socialize + Manipulation) / 2]", "guile-with-specialization-u": "Guile with bonuses/penalties", "melee-weapons-u": "Melee Weapons", "weapon-u": "Weapon:", @@ -162,6 +160,8 @@ "withering-damage-u": "W DAM:", "decisive-attack-u": "D ATK:", "decisive-damage-u": "D DAM:", + "brawl-abbreviation-u": "BRL", + "melee-abbreviation-u": "MEL", "martial-arts-1-u": "MA1", "martial-arts-2-u": "MA2", "martial-arts-3-u": "MA3", @@ -175,7 +175,8 @@ "tags-u": "Tags:", "ranged-weapons-u": "Ranged Weapons", "range-u": "Range:", - "archery-u": "Archery", + "archery-abbrev-u": "ARC", + "thrown-abbrev-u": "TRW", "close-range-u": "Close", "short-range-u": "Short", "medium-range-u": "Medium", @@ -199,6 +200,8 @@ "simple-u": "Simple", "permanent-u": "Permanent", "cast-u": "Cast:", + "charm-desc-place": "Charm Effect/Description", + "charm-misc-place": "Misc. Charm Details (Not included in chat card).", "custom-abilities-u": "Custom Abilities", "old-martialarts-u": "Old Martial Arts", "snake-style-u": "Snake Style", @@ -248,10 +251,8 @@ "magnitude": "Magnitude", "size": "Size", "health-levels": "Health Levels", - "charm-desc-place": "Charm Effect/Description", - "charm-misc-place": "Misc. Charm Details (Not included in chat card).", - "brawl-abbreviation-u": "BRL", - "melee-abbreviation-u": "MEL", - "archery-abbrev-u": "ARC", - "thrown-abbrev-u": "TRW" -} \ No newline at end of file + "sheet-val-mods-u": "Sheet Value Modifiers", + "add-max-personal-ess-u": "Additional Max Personal Essence:", + "add-max-peripheral-ess-u": "Additional Max Peripheral Essence:", + "wound-penalty-negation-u": "Wound Penalty Negation" +} diff --git a/Exalted 3/translations/hu.json b/Exalted 3/translations/hu.json index 411cf496b2..62a61712b8 100644 --- a/Exalted 3/translations/hu.json +++ b/Exalted 3/translations/hu.json @@ -119,35 +119,33 @@ "defining-u": "Defining", "character-information-items-u": "Character Information/Items:", "specialties-u": "Specialties", - "specialty-u": "Specialty:", "willpower-u": "Willpower", "current-willpower-u": "Current:", "maximum-willpower-u": "Maximum:", "limit-u": "Limit", "limit-description-place": "Limit Description", + "limit-colon-u": "Limit:", "merits-u": "Merits", - "merit-u": "Merit:", "show-hide-description-u": "Show/Hide Description", "combat-u": "Combat", "join-battle-u": "Join Battle:", "health-u": "Health", "incapacitated-u": "Inc", - "limit-colon-u": "Limit:", "defenses-u": "Defenses", "parry-u": "Parry:", "evasion-u": "Evasion:", "soak-u": "Soak:", "resolve-u": "Resolve:", "guile-u": "Guile:", - "parry-no-specialization-u": "Parry [(Weapon Skill + Dexterity + Specialization) / 2]", + "parry-no-specialization-u": "Base Parry [(Weapon Skill + Dexterity) / 2]", "parry-with-specialization-u": "Parry with bonuses/penalties", - "evasion-no-specialization-u": "Evasion [Dodge + Dexterity + Specialization) / 2]", + "evasion-no-specialization-u": "Base Evasion [Dodge + Dexterity) / 2]", "evasion-with-specialization-u": "Evasion with bonuses/penalties", "soak-no-armor-u": "Unarmored Soak", "soak-with-armor-u": "Armored Soak", - "resolve-no-specialization-u": "Resolve [(Integrity + Wits + Specialization) / 2]", + "resolve-no-specialization-u": "Base Resolve [(Integrity + Wits) / 2]", "resolve-with-specialization-u": "Resolve with bonuses/penalties", - "guile-no-specialization-u": "Guile [(Socialize + Manipulation + Specialization) / 2]", + "guile-no-specialization-u": "Base Guile [(Socialize + Manipulation) / 2]", "guile-with-specialization-u": "Guile with bonuses/penalties", "melee-weapons-u": "Melee Weapons", "weapon-u": "Weapon:", @@ -162,6 +160,8 @@ "withering-damage-u": "W DAM:", "decisive-attack-u": "D ATK:", "decisive-damage-u": "D DAM:", + "brawl-abbreviation-u": "BRL", + "melee-abbreviation-u": "MEL", "martial-arts-1-u": "MA1", "martial-arts-2-u": "MA2", "martial-arts-3-u": "MA3", @@ -175,7 +175,8 @@ "tags-u": "Tags:", "ranged-weapons-u": "Ranged Weapons", "range-u": "Range:", - "archery-u": "Archery", + "archery-abbrev-u": "ARC", + "thrown-abbrev-u": "TRW", "close-range-u": "Close", "short-range-u": "Short", "medium-range-u": "Medium", @@ -199,6 +200,8 @@ "simple-u": "Simple", "permanent-u": "Permanent", "cast-u": "Cast:", + "charm-desc-place": "Charm Effect/Description", + "charm-misc-place": "Misc. Charm Details (Not included in chat card).", "custom-abilities-u": "Custom Abilities", "old-martialarts-u": "Old Martial Arts", "snake-style-u": "Snake Style", @@ -248,10 +251,8 @@ "magnitude": "Magnitude", "size": "Size", "health-levels": "Health Levels", - "charm-desc-place": "Charm Effect/Description", - "charm-misc-place": "Misc. Charm Details (Not included in chat card).", - "brawl-abbreviation-u": "BRL", - "melee-abbreviation-u": "MEL", - "archery-abbrev-u": "ARC", - "thrown-abbrev-u": "TRW" -} \ No newline at end of file + "sheet-val-mods-u": "Sheet Value Modifiers", + "add-max-personal-ess-u": "Additional Max Personal Essence:", + "add-max-peripheral-ess-u": "Additional Max Peripheral Essence:", + "wound-penalty-negation-u": "Wound Penalty Negation" +} diff --git a/Exalted 3/translations/it.json b/Exalted 3/translations/it.json index 06f59cac78..4eab2c3c03 100644 --- a/Exalted 3/translations/it.json +++ b/Exalted 3/translations/it.json @@ -119,35 +119,33 @@ "defining-u": "Defining", "character-information-items-u": "Character Information/Items:", "specialties-u": "Specialties", - "specialty-u": "Specialty:", "willpower-u": "Willpower", "current-willpower-u": "Current:", "maximum-willpower-u": "Maximum:", "limit-u": "Limit", "limit-description-place": "Limit Description", + "limit-colon-u": "Limit:", "merits-u": "Merits", - "merit-u": "Merit:", "show-hide-description-u": "Show/Hide Description", "combat-u": "Combat", "join-battle-u": "Join Battle:", "health-u": "Health", "incapacitated-u": "Inc", - "limit-colon-u": "Limit:", "defenses-u": "Defenses", "parry-u": "Parry:", "evasion-u": "Evasion:", "soak-u": "Soak:", "resolve-u": "Resolve:", "guile-u": "Guile:", - "parry-no-specialization-u": "Parry [(Weapon Skill + Dexterity + Specialization) / 2]", + "parry-no-specialization-u": "Base Parry [(Weapon Skill + Dexterity) / 2]", "parry-with-specialization-u": "Parry with bonuses/penalties", - "evasion-no-specialization-u": "Evasion [Dodge + Dexterity + Specialization) / 2]", + "evasion-no-specialization-u": "Base Evasion [Dodge + Dexterity) / 2]", "evasion-with-specialization-u": "Evasion with bonuses/penalties", "soak-no-armor-u": "Unarmored Soak", "soak-with-armor-u": "Armored Soak", - "resolve-no-specialization-u": "Resolve [(Integrity + Wits + Specialization) / 2]", + "resolve-no-specialization-u": "Base Resolve [(Integrity + Wits) / 2]", "resolve-with-specialization-u": "Resolve with bonuses/penalties", - "guile-no-specialization-u": "Guile [(Socialize + Manipulation + Specialization) / 2]", + "guile-no-specialization-u": "Base Guile [(Socialize + Manipulation) / 2]", "guile-with-specialization-u": "Guile with bonuses/penalties", "melee-weapons-u": "Melee Weapons", "weapon-u": "Weapon:", @@ -162,6 +160,8 @@ "withering-damage-u": "W DAM:", "decisive-attack-u": "D ATK:", "decisive-damage-u": "D DAM:", + "brawl-abbreviation-u": "BRL", + "melee-abbreviation-u": "MEL", "martial-arts-1-u": "MA1", "martial-arts-2-u": "MA2", "martial-arts-3-u": "MA3", @@ -175,7 +175,8 @@ "tags-u": "Tags:", "ranged-weapons-u": "Ranged Weapons", "range-u": "Range:", - "archery-u": "Archery", + "archery-abbrev-u": "ARC", + "thrown-abbrev-u": "TRW", "close-range-u": "Close", "short-range-u": "Short", "medium-range-u": "Medium", @@ -199,6 +200,8 @@ "simple-u": "Simple", "permanent-u": "Permanent", "cast-u": "Cast:", + "charm-desc-place": "Charm Effect/Description", + "charm-misc-place": "Misc. Charm Details (Not included in chat card).", "custom-abilities-u": "Custom Abilities", "old-martialarts-u": "Old Martial Arts", "snake-style-u": "Snake Style", @@ -248,10 +251,8 @@ "magnitude": "Magnitude", "size": "Taglia", "health-levels": "Health Levels", - "charm-desc-place": "Charm Effect/Description", - "charm-misc-place": "Misc. Charm Details (Not included in chat card).", - "brawl-abbreviation-u": "BRL", - "melee-abbreviation-u": "MEL", - "archery-abbrev-u": "ARC", - "thrown-abbrev-u": "TRW" -} \ No newline at end of file + "sheet-val-mods-u": "Sheet Value Modifiers", + "add-max-personal-ess-u": "Additional Max Personal Essence:", + "add-max-peripheral-ess-u": "Additional Max Peripheral Essence:", + "wound-penalty-negation-u": "Wound Penalty Negation" +} diff --git a/Exalted 3/translations/ja.json b/Exalted 3/translations/ja.json index ffad047999..ba1eb690b3 100644 --- a/Exalted 3/translations/ja.json +++ b/Exalted 3/translations/ja.json @@ -119,35 +119,33 @@ "defining-u": "Defining", "character-information-items-u": "Character Information/Items:", "specialties-u": "Specialties", - "specialty-u": "Specialty:", "willpower-u": "Willpower", "current-willpower-u": "Current:", "maximum-willpower-u": "Maximum:", "limit-u": "Limit", "limit-description-place": "Limit Description", + "limit-colon-u": "Limit:", "merits-u": "Merits", - "merit-u": "Merit:", "show-hide-description-u": "Show/Hide Description", "combat-u": "Combat", "join-battle-u": "Join Battle:", "health-u": "Health", "incapacitated-u": "Inc", - "limit-colon-u": "Limit:", "defenses-u": "Defenses", "parry-u": "Parry:", "evasion-u": "Evasion:", "soak-u": "Soak:", "resolve-u": "Resolve:", "guile-u": "Guile:", - "parry-no-specialization-u": "Parry [(Weapon Skill + Dexterity + Specialization) / 2]", + "parry-no-specialization-u": "Base Parry [(Weapon Skill + Dexterity) / 2]", "parry-with-specialization-u": "Parry with bonuses/penalties", - "evasion-no-specialization-u": "Evasion [Dodge + Dexterity + Specialization) / 2]", + "evasion-no-specialization-u": "Base Evasion [Dodge + Dexterity) / 2]", "evasion-with-specialization-u": "Evasion with bonuses/penalties", "soak-no-armor-u": "Unarmored Soak", "soak-with-armor-u": "Armored Soak", - "resolve-no-specialization-u": "Resolve [(Integrity + Wits + Specialization) / 2]", + "resolve-no-specialization-u": "Base Resolve [(Integrity + Wits) / 2]", "resolve-with-specialization-u": "Resolve with bonuses/penalties", - "guile-no-specialization-u": "Guile [(Socialize + Manipulation + Specialization) / 2]", + "guile-no-specialization-u": "Base Guile [(Socialize + Manipulation) / 2]", "guile-with-specialization-u": "Guile with bonuses/penalties", "melee-weapons-u": "Melee Weapons", "weapon-u": "Weapon:", @@ -162,6 +160,8 @@ "withering-damage-u": "W DAM:", "decisive-attack-u": "D ATK:", "decisive-damage-u": "D DAM:", + "brawl-abbreviation-u": "BRL", + "melee-abbreviation-u": "MEL", "martial-arts-1-u": "MA1", "martial-arts-2-u": "MA2", "martial-arts-3-u": "MA3", @@ -175,7 +175,8 @@ "tags-u": "Tags:", "ranged-weapons-u": "Ranged Weapons", "range-u": "Range:", - "archery-u": "Archery", + "archery-abbrev-u": "ARC", + "thrown-abbrev-u": "TRW", "close-range-u": "Close", "short-range-u": "Short", "medium-range-u": "Medium", @@ -199,6 +200,8 @@ "simple-u": "Simple", "permanent-u": "Permanent", "cast-u": "Cast:", + "charm-desc-place": "Charm Effect/Description", + "charm-misc-place": "Misc. Charm Details (Not included in chat card).", "custom-abilities-u": "Custom Abilities", "old-martialarts-u": "Old Martial Arts", "snake-style-u": "Snake Style", @@ -248,10 +251,8 @@ "magnitude": "Magnitude", "size": "サイズ", "health-levels": "Health Levels", - "charm-desc-place": "Charm Effect/Description", - "charm-misc-place": "Misc. Charm Details (Not included in chat card).", - "brawl-abbreviation-u": "BRL", - "melee-abbreviation-u": "MEL", - "archery-abbrev-u": "ARC", - "thrown-abbrev-u": "TRW" -} \ No newline at end of file + "sheet-val-mods-u": "Sheet Value Modifiers", + "add-max-personal-ess-u": "Additional Max Personal Essence:", + "add-max-peripheral-ess-u": "Additional Max Peripheral Essence:", + "wound-penalty-negation-u": "Wound Penalty Negation" +} diff --git a/Exalted 3/translations/ko.json b/Exalted 3/translations/ko.json index 411cf496b2..62a61712b8 100644 --- a/Exalted 3/translations/ko.json +++ b/Exalted 3/translations/ko.json @@ -119,35 +119,33 @@ "defining-u": "Defining", "character-information-items-u": "Character Information/Items:", "specialties-u": "Specialties", - "specialty-u": "Specialty:", "willpower-u": "Willpower", "current-willpower-u": "Current:", "maximum-willpower-u": "Maximum:", "limit-u": "Limit", "limit-description-place": "Limit Description", + "limit-colon-u": "Limit:", "merits-u": "Merits", - "merit-u": "Merit:", "show-hide-description-u": "Show/Hide Description", "combat-u": "Combat", "join-battle-u": "Join Battle:", "health-u": "Health", "incapacitated-u": "Inc", - "limit-colon-u": "Limit:", "defenses-u": "Defenses", "parry-u": "Parry:", "evasion-u": "Evasion:", "soak-u": "Soak:", "resolve-u": "Resolve:", "guile-u": "Guile:", - "parry-no-specialization-u": "Parry [(Weapon Skill + Dexterity + Specialization) / 2]", + "parry-no-specialization-u": "Base Parry [(Weapon Skill + Dexterity) / 2]", "parry-with-specialization-u": "Parry with bonuses/penalties", - "evasion-no-specialization-u": "Evasion [Dodge + Dexterity + Specialization) / 2]", + "evasion-no-specialization-u": "Base Evasion [Dodge + Dexterity) / 2]", "evasion-with-specialization-u": "Evasion with bonuses/penalties", "soak-no-armor-u": "Unarmored Soak", "soak-with-armor-u": "Armored Soak", - "resolve-no-specialization-u": "Resolve [(Integrity + Wits + Specialization) / 2]", + "resolve-no-specialization-u": "Base Resolve [(Integrity + Wits) / 2]", "resolve-with-specialization-u": "Resolve with bonuses/penalties", - "guile-no-specialization-u": "Guile [(Socialize + Manipulation + Specialization) / 2]", + "guile-no-specialization-u": "Base Guile [(Socialize + Manipulation) / 2]", "guile-with-specialization-u": "Guile with bonuses/penalties", "melee-weapons-u": "Melee Weapons", "weapon-u": "Weapon:", @@ -162,6 +160,8 @@ "withering-damage-u": "W DAM:", "decisive-attack-u": "D ATK:", "decisive-damage-u": "D DAM:", + "brawl-abbreviation-u": "BRL", + "melee-abbreviation-u": "MEL", "martial-arts-1-u": "MA1", "martial-arts-2-u": "MA2", "martial-arts-3-u": "MA3", @@ -175,7 +175,8 @@ "tags-u": "Tags:", "ranged-weapons-u": "Ranged Weapons", "range-u": "Range:", - "archery-u": "Archery", + "archery-abbrev-u": "ARC", + "thrown-abbrev-u": "TRW", "close-range-u": "Close", "short-range-u": "Short", "medium-range-u": "Medium", @@ -199,6 +200,8 @@ "simple-u": "Simple", "permanent-u": "Permanent", "cast-u": "Cast:", + "charm-desc-place": "Charm Effect/Description", + "charm-misc-place": "Misc. Charm Details (Not included in chat card).", "custom-abilities-u": "Custom Abilities", "old-martialarts-u": "Old Martial Arts", "snake-style-u": "Snake Style", @@ -248,10 +251,8 @@ "magnitude": "Magnitude", "size": "Size", "health-levels": "Health Levels", - "charm-desc-place": "Charm Effect/Description", - "charm-misc-place": "Misc. Charm Details (Not included in chat card).", - "brawl-abbreviation-u": "BRL", - "melee-abbreviation-u": "MEL", - "archery-abbrev-u": "ARC", - "thrown-abbrev-u": "TRW" -} \ No newline at end of file + "sheet-val-mods-u": "Sheet Value Modifiers", + "add-max-personal-ess-u": "Additional Max Personal Essence:", + "add-max-peripheral-ess-u": "Additional Max Peripheral Essence:", + "wound-penalty-negation-u": "Wound Penalty Negation" +} diff --git a/Exalted 3/translations/nl.json b/Exalted 3/translations/nl.json index 411cf496b2..62a61712b8 100644 --- a/Exalted 3/translations/nl.json +++ b/Exalted 3/translations/nl.json @@ -119,35 +119,33 @@ "defining-u": "Defining", "character-information-items-u": "Character Information/Items:", "specialties-u": "Specialties", - "specialty-u": "Specialty:", "willpower-u": "Willpower", "current-willpower-u": "Current:", "maximum-willpower-u": "Maximum:", "limit-u": "Limit", "limit-description-place": "Limit Description", + "limit-colon-u": "Limit:", "merits-u": "Merits", - "merit-u": "Merit:", "show-hide-description-u": "Show/Hide Description", "combat-u": "Combat", "join-battle-u": "Join Battle:", "health-u": "Health", "incapacitated-u": "Inc", - "limit-colon-u": "Limit:", "defenses-u": "Defenses", "parry-u": "Parry:", "evasion-u": "Evasion:", "soak-u": "Soak:", "resolve-u": "Resolve:", "guile-u": "Guile:", - "parry-no-specialization-u": "Parry [(Weapon Skill + Dexterity + Specialization) / 2]", + "parry-no-specialization-u": "Base Parry [(Weapon Skill + Dexterity) / 2]", "parry-with-specialization-u": "Parry with bonuses/penalties", - "evasion-no-specialization-u": "Evasion [Dodge + Dexterity + Specialization) / 2]", + "evasion-no-specialization-u": "Base Evasion [Dodge + Dexterity) / 2]", "evasion-with-specialization-u": "Evasion with bonuses/penalties", "soak-no-armor-u": "Unarmored Soak", "soak-with-armor-u": "Armored Soak", - "resolve-no-specialization-u": "Resolve [(Integrity + Wits + Specialization) / 2]", + "resolve-no-specialization-u": "Base Resolve [(Integrity + Wits) / 2]", "resolve-with-specialization-u": "Resolve with bonuses/penalties", - "guile-no-specialization-u": "Guile [(Socialize + Manipulation + Specialization) / 2]", + "guile-no-specialization-u": "Base Guile [(Socialize + Manipulation) / 2]", "guile-with-specialization-u": "Guile with bonuses/penalties", "melee-weapons-u": "Melee Weapons", "weapon-u": "Weapon:", @@ -162,6 +160,8 @@ "withering-damage-u": "W DAM:", "decisive-attack-u": "D ATK:", "decisive-damage-u": "D DAM:", + "brawl-abbreviation-u": "BRL", + "melee-abbreviation-u": "MEL", "martial-arts-1-u": "MA1", "martial-arts-2-u": "MA2", "martial-arts-3-u": "MA3", @@ -175,7 +175,8 @@ "tags-u": "Tags:", "ranged-weapons-u": "Ranged Weapons", "range-u": "Range:", - "archery-u": "Archery", + "archery-abbrev-u": "ARC", + "thrown-abbrev-u": "TRW", "close-range-u": "Close", "short-range-u": "Short", "medium-range-u": "Medium", @@ -199,6 +200,8 @@ "simple-u": "Simple", "permanent-u": "Permanent", "cast-u": "Cast:", + "charm-desc-place": "Charm Effect/Description", + "charm-misc-place": "Misc. Charm Details (Not included in chat card).", "custom-abilities-u": "Custom Abilities", "old-martialarts-u": "Old Martial Arts", "snake-style-u": "Snake Style", @@ -248,10 +251,8 @@ "magnitude": "Magnitude", "size": "Size", "health-levels": "Health Levels", - "charm-desc-place": "Charm Effect/Description", - "charm-misc-place": "Misc. Charm Details (Not included in chat card).", - "brawl-abbreviation-u": "BRL", - "melee-abbreviation-u": "MEL", - "archery-abbrev-u": "ARC", - "thrown-abbrev-u": "TRW" -} \ No newline at end of file + "sheet-val-mods-u": "Sheet Value Modifiers", + "add-max-personal-ess-u": "Additional Max Personal Essence:", + "add-max-peripheral-ess-u": "Additional Max Peripheral Essence:", + "wound-penalty-negation-u": "Wound Penalty Negation" +} diff --git a/Exalted 3/translations/pl.json b/Exalted 3/translations/pl.json index 411cf496b2..62a61712b8 100644 --- a/Exalted 3/translations/pl.json +++ b/Exalted 3/translations/pl.json @@ -119,35 +119,33 @@ "defining-u": "Defining", "character-information-items-u": "Character Information/Items:", "specialties-u": "Specialties", - "specialty-u": "Specialty:", "willpower-u": "Willpower", "current-willpower-u": "Current:", "maximum-willpower-u": "Maximum:", "limit-u": "Limit", "limit-description-place": "Limit Description", + "limit-colon-u": "Limit:", "merits-u": "Merits", - "merit-u": "Merit:", "show-hide-description-u": "Show/Hide Description", "combat-u": "Combat", "join-battle-u": "Join Battle:", "health-u": "Health", "incapacitated-u": "Inc", - "limit-colon-u": "Limit:", "defenses-u": "Defenses", "parry-u": "Parry:", "evasion-u": "Evasion:", "soak-u": "Soak:", "resolve-u": "Resolve:", "guile-u": "Guile:", - "parry-no-specialization-u": "Parry [(Weapon Skill + Dexterity + Specialization) / 2]", + "parry-no-specialization-u": "Base Parry [(Weapon Skill + Dexterity) / 2]", "parry-with-specialization-u": "Parry with bonuses/penalties", - "evasion-no-specialization-u": "Evasion [Dodge + Dexterity + Specialization) / 2]", + "evasion-no-specialization-u": "Base Evasion [Dodge + Dexterity) / 2]", "evasion-with-specialization-u": "Evasion with bonuses/penalties", "soak-no-armor-u": "Unarmored Soak", "soak-with-armor-u": "Armored Soak", - "resolve-no-specialization-u": "Resolve [(Integrity + Wits + Specialization) / 2]", + "resolve-no-specialization-u": "Base Resolve [(Integrity + Wits) / 2]", "resolve-with-specialization-u": "Resolve with bonuses/penalties", - "guile-no-specialization-u": "Guile [(Socialize + Manipulation + Specialization) / 2]", + "guile-no-specialization-u": "Base Guile [(Socialize + Manipulation) / 2]", "guile-with-specialization-u": "Guile with bonuses/penalties", "melee-weapons-u": "Melee Weapons", "weapon-u": "Weapon:", @@ -162,6 +160,8 @@ "withering-damage-u": "W DAM:", "decisive-attack-u": "D ATK:", "decisive-damage-u": "D DAM:", + "brawl-abbreviation-u": "BRL", + "melee-abbreviation-u": "MEL", "martial-arts-1-u": "MA1", "martial-arts-2-u": "MA2", "martial-arts-3-u": "MA3", @@ -175,7 +175,8 @@ "tags-u": "Tags:", "ranged-weapons-u": "Ranged Weapons", "range-u": "Range:", - "archery-u": "Archery", + "archery-abbrev-u": "ARC", + "thrown-abbrev-u": "TRW", "close-range-u": "Close", "short-range-u": "Short", "medium-range-u": "Medium", @@ -199,6 +200,8 @@ "simple-u": "Simple", "permanent-u": "Permanent", "cast-u": "Cast:", + "charm-desc-place": "Charm Effect/Description", + "charm-misc-place": "Misc. Charm Details (Not included in chat card).", "custom-abilities-u": "Custom Abilities", "old-martialarts-u": "Old Martial Arts", "snake-style-u": "Snake Style", @@ -248,10 +251,8 @@ "magnitude": "Magnitude", "size": "Size", "health-levels": "Health Levels", - "charm-desc-place": "Charm Effect/Description", - "charm-misc-place": "Misc. Charm Details (Not included in chat card).", - "brawl-abbreviation-u": "BRL", - "melee-abbreviation-u": "MEL", - "archery-abbrev-u": "ARC", - "thrown-abbrev-u": "TRW" -} \ No newline at end of file + "sheet-val-mods-u": "Sheet Value Modifiers", + "add-max-personal-ess-u": "Additional Max Personal Essence:", + "add-max-peripheral-ess-u": "Additional Max Peripheral Essence:", + "wound-penalty-negation-u": "Wound Penalty Negation" +} diff --git a/Exalted 3/translations/pt.json b/Exalted 3/translations/pt.json index 411cf496b2..62a61712b8 100644 --- a/Exalted 3/translations/pt.json +++ b/Exalted 3/translations/pt.json @@ -119,35 +119,33 @@ "defining-u": "Defining", "character-information-items-u": "Character Information/Items:", "specialties-u": "Specialties", - "specialty-u": "Specialty:", "willpower-u": "Willpower", "current-willpower-u": "Current:", "maximum-willpower-u": "Maximum:", "limit-u": "Limit", "limit-description-place": "Limit Description", + "limit-colon-u": "Limit:", "merits-u": "Merits", - "merit-u": "Merit:", "show-hide-description-u": "Show/Hide Description", "combat-u": "Combat", "join-battle-u": "Join Battle:", "health-u": "Health", "incapacitated-u": "Inc", - "limit-colon-u": "Limit:", "defenses-u": "Defenses", "parry-u": "Parry:", "evasion-u": "Evasion:", "soak-u": "Soak:", "resolve-u": "Resolve:", "guile-u": "Guile:", - "parry-no-specialization-u": "Parry [(Weapon Skill + Dexterity + Specialization) / 2]", + "parry-no-specialization-u": "Base Parry [(Weapon Skill + Dexterity) / 2]", "parry-with-specialization-u": "Parry with bonuses/penalties", - "evasion-no-specialization-u": "Evasion [Dodge + Dexterity + Specialization) / 2]", + "evasion-no-specialization-u": "Base Evasion [Dodge + Dexterity) / 2]", "evasion-with-specialization-u": "Evasion with bonuses/penalties", "soak-no-armor-u": "Unarmored Soak", "soak-with-armor-u": "Armored Soak", - "resolve-no-specialization-u": "Resolve [(Integrity + Wits + Specialization) / 2]", + "resolve-no-specialization-u": "Base Resolve [(Integrity + Wits) / 2]", "resolve-with-specialization-u": "Resolve with bonuses/penalties", - "guile-no-specialization-u": "Guile [(Socialize + Manipulation + Specialization) / 2]", + "guile-no-specialization-u": "Base Guile [(Socialize + Manipulation) / 2]", "guile-with-specialization-u": "Guile with bonuses/penalties", "melee-weapons-u": "Melee Weapons", "weapon-u": "Weapon:", @@ -162,6 +160,8 @@ "withering-damage-u": "W DAM:", "decisive-attack-u": "D ATK:", "decisive-damage-u": "D DAM:", + "brawl-abbreviation-u": "BRL", + "melee-abbreviation-u": "MEL", "martial-arts-1-u": "MA1", "martial-arts-2-u": "MA2", "martial-arts-3-u": "MA3", @@ -175,7 +175,8 @@ "tags-u": "Tags:", "ranged-weapons-u": "Ranged Weapons", "range-u": "Range:", - "archery-u": "Archery", + "archery-abbrev-u": "ARC", + "thrown-abbrev-u": "TRW", "close-range-u": "Close", "short-range-u": "Short", "medium-range-u": "Medium", @@ -199,6 +200,8 @@ "simple-u": "Simple", "permanent-u": "Permanent", "cast-u": "Cast:", + "charm-desc-place": "Charm Effect/Description", + "charm-misc-place": "Misc. Charm Details (Not included in chat card).", "custom-abilities-u": "Custom Abilities", "old-martialarts-u": "Old Martial Arts", "snake-style-u": "Snake Style", @@ -248,10 +251,8 @@ "magnitude": "Magnitude", "size": "Size", "health-levels": "Health Levels", - "charm-desc-place": "Charm Effect/Description", - "charm-misc-place": "Misc. Charm Details (Not included in chat card).", - "brawl-abbreviation-u": "BRL", - "melee-abbreviation-u": "MEL", - "archery-abbrev-u": "ARC", - "thrown-abbrev-u": "TRW" -} \ No newline at end of file + "sheet-val-mods-u": "Sheet Value Modifiers", + "add-max-personal-ess-u": "Additional Max Personal Essence:", + "add-max-peripheral-ess-u": "Additional Max Peripheral Essence:", + "wound-penalty-negation-u": "Wound Penalty Negation" +} diff --git a/Exalted 3/translations/ru.json b/Exalted 3/translations/ru.json index 4c11566383..4b2c3c77a3 100644 --- a/Exalted 3/translations/ru.json +++ b/Exalted 3/translations/ru.json @@ -119,35 +119,33 @@ "defining-u": "Defining", "character-information-items-u": "Character Information/Items:", "specialties-u": "Specialties", - "specialty-u": "Specialty:", "willpower-u": "Willpower", "current-willpower-u": "Current:", "maximum-willpower-u": "Maximum:", "limit-u": "Limit", "limit-description-place": "Limit Description", + "limit-colon-u": "Limit:", "merits-u": "Merits", - "merit-u": "Merit:", "show-hide-description-u": "Show/Hide Description", "combat-u": "Combat", "join-battle-u": "Join Battle:", "health-u": "Health", "incapacitated-u": "Inc", - "limit-colon-u": "Limit:", "defenses-u": "Defenses", "parry-u": "Parry:", "evasion-u": "Evasion:", "soak-u": "Soak:", "resolve-u": "Resolve:", "guile-u": "Guile:", - "parry-no-specialization-u": "Parry [(Weapon Skill + Dexterity + Specialization) / 2]", + "parry-no-specialization-u": "Base Parry [(Weapon Skill + Dexterity) / 2]", "parry-with-specialization-u": "Parry with bonuses/penalties", - "evasion-no-specialization-u": "Evasion [Dodge + Dexterity + Specialization) / 2]", + "evasion-no-specialization-u": "Base Evasion [Dodge + Dexterity) / 2]", "evasion-with-specialization-u": "Evasion with bonuses/penalties", "soak-no-armor-u": "Unarmored Soak", "soak-with-armor-u": "Armored Soak", - "resolve-no-specialization-u": "Resolve [(Integrity + Wits + Specialization) / 2]", + "resolve-no-specialization-u": "Base Resolve [(Integrity + Wits) / 2]", "resolve-with-specialization-u": "Resolve with bonuses/penalties", - "guile-no-specialization-u": "Guile [(Socialize + Manipulation + Specialization) / 2]", + "guile-no-specialization-u": "Base Guile [(Socialize + Manipulation) / 2]", "guile-with-specialization-u": "Guile with bonuses/penalties", "melee-weapons-u": "Melee Weapons", "weapon-u": "Weapon:", @@ -162,6 +160,8 @@ "withering-damage-u": "W DAM:", "decisive-attack-u": "D ATK:", "decisive-damage-u": "D DAM:", + "brawl-abbreviation-u": "BRL", + "melee-abbreviation-u": "MEL", "martial-arts-1-u": "MA1", "martial-arts-2-u": "MA2", "martial-arts-3-u": "MA3", @@ -175,7 +175,8 @@ "tags-u": "Tags:", "ranged-weapons-u": "Ranged Weapons", "range-u": "Range:", - "archery-u": "Archery", + "archery-abbrev-u": "ARC", + "thrown-abbrev-u": "TRW", "close-range-u": "Close", "short-range-u": "Short", "medium-range-u": "Medium", @@ -199,6 +200,8 @@ "simple-u": "Simple", "permanent-u": "Permanent", "cast-u": "Cast:", + "charm-desc-place": "Charm Effect/Description", + "charm-misc-place": "Misc. Charm Details (Not included in chat card).", "custom-abilities-u": "Custom Abilities", "old-martialarts-u": "Old Martial Arts", "snake-style-u": "Snake Style", @@ -248,10 +251,8 @@ "magnitude": "Magnitude", "size": "Размер", "health-levels": "Health Levels", - "charm-desc-place": "Charm Effect/Description", - "charm-misc-place": "Misc. Charm Details (Not included in chat card).", - "brawl-abbreviation-u": "BRL", - "melee-abbreviation-u": "MEL", - "archery-abbrev-u": "ARC", - "thrown-abbrev-u": "TRW" -} \ No newline at end of file + "sheet-val-mods-u": "Sheet Value Modifiers", + "add-max-personal-ess-u": "Additional Max Personal Essence:", + "add-max-peripheral-ess-u": "Additional Max Peripheral Essence:", + "wound-penalty-negation-u": "Wound Penalty Negation" +} diff --git a/Exalted 3/translations/sl.json b/Exalted 3/translations/sl.json index 411cf496b2..62a61712b8 100644 --- a/Exalted 3/translations/sl.json +++ b/Exalted 3/translations/sl.json @@ -119,35 +119,33 @@ "defining-u": "Defining", "character-information-items-u": "Character Information/Items:", "specialties-u": "Specialties", - "specialty-u": "Specialty:", "willpower-u": "Willpower", "current-willpower-u": "Current:", "maximum-willpower-u": "Maximum:", "limit-u": "Limit", "limit-description-place": "Limit Description", + "limit-colon-u": "Limit:", "merits-u": "Merits", - "merit-u": "Merit:", "show-hide-description-u": "Show/Hide Description", "combat-u": "Combat", "join-battle-u": "Join Battle:", "health-u": "Health", "incapacitated-u": "Inc", - "limit-colon-u": "Limit:", "defenses-u": "Defenses", "parry-u": "Parry:", "evasion-u": "Evasion:", "soak-u": "Soak:", "resolve-u": "Resolve:", "guile-u": "Guile:", - "parry-no-specialization-u": "Parry [(Weapon Skill + Dexterity + Specialization) / 2]", + "parry-no-specialization-u": "Base Parry [(Weapon Skill + Dexterity) / 2]", "parry-with-specialization-u": "Parry with bonuses/penalties", - "evasion-no-specialization-u": "Evasion [Dodge + Dexterity + Specialization) / 2]", + "evasion-no-specialization-u": "Base Evasion [Dodge + Dexterity) / 2]", "evasion-with-specialization-u": "Evasion with bonuses/penalties", "soak-no-armor-u": "Unarmored Soak", "soak-with-armor-u": "Armored Soak", - "resolve-no-specialization-u": "Resolve [(Integrity + Wits + Specialization) / 2]", + "resolve-no-specialization-u": "Base Resolve [(Integrity + Wits) / 2]", "resolve-with-specialization-u": "Resolve with bonuses/penalties", - "guile-no-specialization-u": "Guile [(Socialize + Manipulation + Specialization) / 2]", + "guile-no-specialization-u": "Base Guile [(Socialize + Manipulation) / 2]", "guile-with-specialization-u": "Guile with bonuses/penalties", "melee-weapons-u": "Melee Weapons", "weapon-u": "Weapon:", @@ -162,6 +160,8 @@ "withering-damage-u": "W DAM:", "decisive-attack-u": "D ATK:", "decisive-damage-u": "D DAM:", + "brawl-abbreviation-u": "BRL", + "melee-abbreviation-u": "MEL", "martial-arts-1-u": "MA1", "martial-arts-2-u": "MA2", "martial-arts-3-u": "MA3", @@ -175,7 +175,8 @@ "tags-u": "Tags:", "ranged-weapons-u": "Ranged Weapons", "range-u": "Range:", - "archery-u": "Archery", + "archery-abbrev-u": "ARC", + "thrown-abbrev-u": "TRW", "close-range-u": "Close", "short-range-u": "Short", "medium-range-u": "Medium", @@ -199,6 +200,8 @@ "simple-u": "Simple", "permanent-u": "Permanent", "cast-u": "Cast:", + "charm-desc-place": "Charm Effect/Description", + "charm-misc-place": "Misc. Charm Details (Not included in chat card).", "custom-abilities-u": "Custom Abilities", "old-martialarts-u": "Old Martial Arts", "snake-style-u": "Snake Style", @@ -248,10 +251,8 @@ "magnitude": "Magnitude", "size": "Size", "health-levels": "Health Levels", - "charm-desc-place": "Charm Effect/Description", - "charm-misc-place": "Misc. Charm Details (Not included in chat card).", - "brawl-abbreviation-u": "BRL", - "melee-abbreviation-u": "MEL", - "archery-abbrev-u": "ARC", - "thrown-abbrev-u": "TRW" -} \ No newline at end of file + "sheet-val-mods-u": "Sheet Value Modifiers", + "add-max-personal-ess-u": "Additional Max Personal Essence:", + "add-max-peripheral-ess-u": "Additional Max Peripheral Essence:", + "wound-penalty-negation-u": "Wound Penalty Negation" +} diff --git a/Exalted 3/translations/sv.json b/Exalted 3/translations/sv.json index 411cf496b2..62a61712b8 100644 --- a/Exalted 3/translations/sv.json +++ b/Exalted 3/translations/sv.json @@ -119,35 +119,33 @@ "defining-u": "Defining", "character-information-items-u": "Character Information/Items:", "specialties-u": "Specialties", - "specialty-u": "Specialty:", "willpower-u": "Willpower", "current-willpower-u": "Current:", "maximum-willpower-u": "Maximum:", "limit-u": "Limit", "limit-description-place": "Limit Description", + "limit-colon-u": "Limit:", "merits-u": "Merits", - "merit-u": "Merit:", "show-hide-description-u": "Show/Hide Description", "combat-u": "Combat", "join-battle-u": "Join Battle:", "health-u": "Health", "incapacitated-u": "Inc", - "limit-colon-u": "Limit:", "defenses-u": "Defenses", "parry-u": "Parry:", "evasion-u": "Evasion:", "soak-u": "Soak:", "resolve-u": "Resolve:", "guile-u": "Guile:", - "parry-no-specialization-u": "Parry [(Weapon Skill + Dexterity + Specialization) / 2]", + "parry-no-specialization-u": "Base Parry [(Weapon Skill + Dexterity) / 2]", "parry-with-specialization-u": "Parry with bonuses/penalties", - "evasion-no-specialization-u": "Evasion [Dodge + Dexterity + Specialization) / 2]", + "evasion-no-specialization-u": "Base Evasion [Dodge + Dexterity) / 2]", "evasion-with-specialization-u": "Evasion with bonuses/penalties", "soak-no-armor-u": "Unarmored Soak", "soak-with-armor-u": "Armored Soak", - "resolve-no-specialization-u": "Resolve [(Integrity + Wits + Specialization) / 2]", + "resolve-no-specialization-u": "Base Resolve [(Integrity + Wits) / 2]", "resolve-with-specialization-u": "Resolve with bonuses/penalties", - "guile-no-specialization-u": "Guile [(Socialize + Manipulation + Specialization) / 2]", + "guile-no-specialization-u": "Base Guile [(Socialize + Manipulation) / 2]", "guile-with-specialization-u": "Guile with bonuses/penalties", "melee-weapons-u": "Melee Weapons", "weapon-u": "Weapon:", @@ -162,6 +160,8 @@ "withering-damage-u": "W DAM:", "decisive-attack-u": "D ATK:", "decisive-damage-u": "D DAM:", + "brawl-abbreviation-u": "BRL", + "melee-abbreviation-u": "MEL", "martial-arts-1-u": "MA1", "martial-arts-2-u": "MA2", "martial-arts-3-u": "MA3", @@ -175,7 +175,8 @@ "tags-u": "Tags:", "ranged-weapons-u": "Ranged Weapons", "range-u": "Range:", - "archery-u": "Archery", + "archery-abbrev-u": "ARC", + "thrown-abbrev-u": "TRW", "close-range-u": "Close", "short-range-u": "Short", "medium-range-u": "Medium", @@ -199,6 +200,8 @@ "simple-u": "Simple", "permanent-u": "Permanent", "cast-u": "Cast:", + "charm-desc-place": "Charm Effect/Description", + "charm-misc-place": "Misc. Charm Details (Not included in chat card).", "custom-abilities-u": "Custom Abilities", "old-martialarts-u": "Old Martial Arts", "snake-style-u": "Snake Style", @@ -248,10 +251,8 @@ "magnitude": "Magnitude", "size": "Size", "health-levels": "Health Levels", - "charm-desc-place": "Charm Effect/Description", - "charm-misc-place": "Misc. Charm Details (Not included in chat card).", - "brawl-abbreviation-u": "BRL", - "melee-abbreviation-u": "MEL", - "archery-abbrev-u": "ARC", - "thrown-abbrev-u": "TRW" -} \ No newline at end of file + "sheet-val-mods-u": "Sheet Value Modifiers", + "add-max-personal-ess-u": "Additional Max Personal Essence:", + "add-max-peripheral-ess-u": "Additional Max Peripheral Essence:", + "wound-penalty-negation-u": "Wound Penalty Negation" +} diff --git a/Exalted 3/translations/tr.json b/Exalted 3/translations/tr.json index 411cf496b2..62a61712b8 100644 --- a/Exalted 3/translations/tr.json +++ b/Exalted 3/translations/tr.json @@ -119,35 +119,33 @@ "defining-u": "Defining", "character-information-items-u": "Character Information/Items:", "specialties-u": "Specialties", - "specialty-u": "Specialty:", "willpower-u": "Willpower", "current-willpower-u": "Current:", "maximum-willpower-u": "Maximum:", "limit-u": "Limit", "limit-description-place": "Limit Description", + "limit-colon-u": "Limit:", "merits-u": "Merits", - "merit-u": "Merit:", "show-hide-description-u": "Show/Hide Description", "combat-u": "Combat", "join-battle-u": "Join Battle:", "health-u": "Health", "incapacitated-u": "Inc", - "limit-colon-u": "Limit:", "defenses-u": "Defenses", "parry-u": "Parry:", "evasion-u": "Evasion:", "soak-u": "Soak:", "resolve-u": "Resolve:", "guile-u": "Guile:", - "parry-no-specialization-u": "Parry [(Weapon Skill + Dexterity + Specialization) / 2]", + "parry-no-specialization-u": "Base Parry [(Weapon Skill + Dexterity) / 2]", "parry-with-specialization-u": "Parry with bonuses/penalties", - "evasion-no-specialization-u": "Evasion [Dodge + Dexterity + Specialization) / 2]", + "evasion-no-specialization-u": "Base Evasion [Dodge + Dexterity) / 2]", "evasion-with-specialization-u": "Evasion with bonuses/penalties", "soak-no-armor-u": "Unarmored Soak", "soak-with-armor-u": "Armored Soak", - "resolve-no-specialization-u": "Resolve [(Integrity + Wits + Specialization) / 2]", + "resolve-no-specialization-u": "Base Resolve [(Integrity + Wits) / 2]", "resolve-with-specialization-u": "Resolve with bonuses/penalties", - "guile-no-specialization-u": "Guile [(Socialize + Manipulation + Specialization) / 2]", + "guile-no-specialization-u": "Base Guile [(Socialize + Manipulation) / 2]", "guile-with-specialization-u": "Guile with bonuses/penalties", "melee-weapons-u": "Melee Weapons", "weapon-u": "Weapon:", @@ -162,6 +160,8 @@ "withering-damage-u": "W DAM:", "decisive-attack-u": "D ATK:", "decisive-damage-u": "D DAM:", + "brawl-abbreviation-u": "BRL", + "melee-abbreviation-u": "MEL", "martial-arts-1-u": "MA1", "martial-arts-2-u": "MA2", "martial-arts-3-u": "MA3", @@ -175,7 +175,8 @@ "tags-u": "Tags:", "ranged-weapons-u": "Ranged Weapons", "range-u": "Range:", - "archery-u": "Archery", + "archery-abbrev-u": "ARC", + "thrown-abbrev-u": "TRW", "close-range-u": "Close", "short-range-u": "Short", "medium-range-u": "Medium", @@ -199,6 +200,8 @@ "simple-u": "Simple", "permanent-u": "Permanent", "cast-u": "Cast:", + "charm-desc-place": "Charm Effect/Description", + "charm-misc-place": "Misc. Charm Details (Not included in chat card).", "custom-abilities-u": "Custom Abilities", "old-martialarts-u": "Old Martial Arts", "snake-style-u": "Snake Style", @@ -248,10 +251,8 @@ "magnitude": "Magnitude", "size": "Size", "health-levels": "Health Levels", - "charm-desc-place": "Charm Effect/Description", - "charm-misc-place": "Misc. Charm Details (Not included in chat card).", - "brawl-abbreviation-u": "BRL", - "melee-abbreviation-u": "MEL", - "archery-abbrev-u": "ARC", - "thrown-abbrev-u": "TRW" -} \ No newline at end of file + "sheet-val-mods-u": "Sheet Value Modifiers", + "add-max-personal-ess-u": "Additional Max Personal Essence:", + "add-max-peripheral-ess-u": "Additional Max Peripheral Essence:", + "wound-penalty-negation-u": "Wound Penalty Negation" +} diff --git a/Exalted 3/translations/uk.json b/Exalted 3/translations/uk.json index 411cf496b2..62a61712b8 100644 --- a/Exalted 3/translations/uk.json +++ b/Exalted 3/translations/uk.json @@ -119,35 +119,33 @@ "defining-u": "Defining", "character-information-items-u": "Character Information/Items:", "specialties-u": "Specialties", - "specialty-u": "Specialty:", "willpower-u": "Willpower", "current-willpower-u": "Current:", "maximum-willpower-u": "Maximum:", "limit-u": "Limit", "limit-description-place": "Limit Description", + "limit-colon-u": "Limit:", "merits-u": "Merits", - "merit-u": "Merit:", "show-hide-description-u": "Show/Hide Description", "combat-u": "Combat", "join-battle-u": "Join Battle:", "health-u": "Health", "incapacitated-u": "Inc", - "limit-colon-u": "Limit:", "defenses-u": "Defenses", "parry-u": "Parry:", "evasion-u": "Evasion:", "soak-u": "Soak:", "resolve-u": "Resolve:", "guile-u": "Guile:", - "parry-no-specialization-u": "Parry [(Weapon Skill + Dexterity + Specialization) / 2]", + "parry-no-specialization-u": "Base Parry [(Weapon Skill + Dexterity) / 2]", "parry-with-specialization-u": "Parry with bonuses/penalties", - "evasion-no-specialization-u": "Evasion [Dodge + Dexterity + Specialization) / 2]", + "evasion-no-specialization-u": "Base Evasion [Dodge + Dexterity) / 2]", "evasion-with-specialization-u": "Evasion with bonuses/penalties", "soak-no-armor-u": "Unarmored Soak", "soak-with-armor-u": "Armored Soak", - "resolve-no-specialization-u": "Resolve [(Integrity + Wits + Specialization) / 2]", + "resolve-no-specialization-u": "Base Resolve [(Integrity + Wits) / 2]", "resolve-with-specialization-u": "Resolve with bonuses/penalties", - "guile-no-specialization-u": "Guile [(Socialize + Manipulation + Specialization) / 2]", + "guile-no-specialization-u": "Base Guile [(Socialize + Manipulation) / 2]", "guile-with-specialization-u": "Guile with bonuses/penalties", "melee-weapons-u": "Melee Weapons", "weapon-u": "Weapon:", @@ -162,6 +160,8 @@ "withering-damage-u": "W DAM:", "decisive-attack-u": "D ATK:", "decisive-damage-u": "D DAM:", + "brawl-abbreviation-u": "BRL", + "melee-abbreviation-u": "MEL", "martial-arts-1-u": "MA1", "martial-arts-2-u": "MA2", "martial-arts-3-u": "MA3", @@ -175,7 +175,8 @@ "tags-u": "Tags:", "ranged-weapons-u": "Ranged Weapons", "range-u": "Range:", - "archery-u": "Archery", + "archery-abbrev-u": "ARC", + "thrown-abbrev-u": "TRW", "close-range-u": "Close", "short-range-u": "Short", "medium-range-u": "Medium", @@ -199,6 +200,8 @@ "simple-u": "Simple", "permanent-u": "Permanent", "cast-u": "Cast:", + "charm-desc-place": "Charm Effect/Description", + "charm-misc-place": "Misc. Charm Details (Not included in chat card).", "custom-abilities-u": "Custom Abilities", "old-martialarts-u": "Old Martial Arts", "snake-style-u": "Snake Style", @@ -248,10 +251,8 @@ "magnitude": "Magnitude", "size": "Size", "health-levels": "Health Levels", - "charm-desc-place": "Charm Effect/Description", - "charm-misc-place": "Misc. Charm Details (Not included in chat card).", - "brawl-abbreviation-u": "BRL", - "melee-abbreviation-u": "MEL", - "archery-abbrev-u": "ARC", - "thrown-abbrev-u": "TRW" -} \ No newline at end of file + "sheet-val-mods-u": "Sheet Value Modifiers", + "add-max-personal-ess-u": "Additional Max Personal Essence:", + "add-max-peripheral-ess-u": "Additional Max Peripheral Essence:", + "wound-penalty-negation-u": "Wound Penalty Negation" +} diff --git a/Exalted 3/translations/zh.json b/Exalted 3/translations/zh.json index 895624d2e9..894ec22cdf 100644 --- a/Exalted 3/translations/zh.json +++ b/Exalted 3/translations/zh.json @@ -119,35 +119,33 @@ "defining-u": "Defining", "character-information-items-u": "Character Information/Items:", "specialties-u": "Specialties", - "specialty-u": "Specialty:", "willpower-u": "Willpower", "current-willpower-u": "Current:", "maximum-willpower-u": "Maximum:", "limit-u": "Limit", "limit-description-place": "Limit Description", + "limit-colon-u": "Limit:", "merits-u": "Merits", - "merit-u": "Merit:", "show-hide-description-u": "Show/Hide Description", "combat-u": "Combat", "join-battle-u": "Join Battle:", "health-u": "Health", "incapacitated-u": "Inc", - "limit-colon-u": "Limit:", "defenses-u": "Defenses", "parry-u": "Parry:", "evasion-u": "Evasion:", "soak-u": "Soak:", "resolve-u": "Resolve:", "guile-u": "Guile:", - "parry-no-specialization-u": "Parry [(Weapon Skill + Dexterity + Specialization) / 2]", + "parry-no-specialization-u": "Base Parry [(Weapon Skill + Dexterity) / 2]", "parry-with-specialization-u": "Parry with bonuses/penalties", - "evasion-no-specialization-u": "Evasion [Dodge + Dexterity + Specialization) / 2]", + "evasion-no-specialization-u": "Base Evasion [Dodge + Dexterity) / 2]", "evasion-with-specialization-u": "Evasion with bonuses/penalties", "soak-no-armor-u": "Unarmored Soak", "soak-with-armor-u": "Armored Soak", - "resolve-no-specialization-u": "Resolve [(Integrity + Wits + Specialization) / 2]", + "resolve-no-specialization-u": "Base Resolve [(Integrity + Wits) / 2]", "resolve-with-specialization-u": "Resolve with bonuses/penalties", - "guile-no-specialization-u": "Guile [(Socialize + Manipulation + Specialization) / 2]", + "guile-no-specialization-u": "Base Guile [(Socialize + Manipulation) / 2]", "guile-with-specialization-u": "Guile with bonuses/penalties", "melee-weapons-u": "Melee Weapons", "weapon-u": "Weapon:", @@ -162,6 +160,8 @@ "withering-damage-u": "W DAM:", "decisive-attack-u": "D ATK:", "decisive-damage-u": "D DAM:", + "brawl-abbreviation-u": "BRL", + "melee-abbreviation-u": "MEL", "martial-arts-1-u": "MA1", "martial-arts-2-u": "MA2", "martial-arts-3-u": "MA3", @@ -175,7 +175,8 @@ "tags-u": "Tags:", "ranged-weapons-u": "Ranged Weapons", "range-u": "Range:", - "archery-u": "Archery", + "archery-abbrev-u": "ARC", + "thrown-abbrev-u": "TRW", "close-range-u": "Close", "short-range-u": "Short", "medium-range-u": "Medium", @@ -199,6 +200,8 @@ "simple-u": "Simple", "permanent-u": "Permanent", "cast-u": "Cast:", + "charm-desc-place": "Charm Effect/Description", + "charm-misc-place": "Misc. Charm Details (Not included in chat card).", "custom-abilities-u": "Custom Abilities", "old-martialarts-u": "Old Martial Arts", "snake-style-u": "Snake Style", @@ -248,10 +251,8 @@ "magnitude": "Magnitude", "size": "體型", "health-levels": "Health Levels", - "charm-desc-place": "Charm Effect/Description", - "charm-misc-place": "Misc. Charm Details (Not included in chat card).", - "brawl-abbreviation-u": "BRL", - "melee-abbreviation-u": "MEL", - "archery-abbrev-u": "ARC", - "thrown-abbrev-u": "TRW" -} \ No newline at end of file + "sheet-val-mods-u": "Sheet Value Modifiers", + "add-max-personal-ess-u": "Additional Max Personal Essence:", + "add-max-peripheral-ess-u": "Additional Max Peripheral Essence:", + "wound-penalty-negation-u": "Wound Penalty Negation" +} diff --git a/FHTAGN/package-lock.json b/FHTAGN/package-lock.json index bf4315df24..ec01b50220 100644 --- a/FHTAGN/package-lock.json +++ b/FHTAGN/package-lock.json @@ -5,25 +5,24 @@ "requires": true, "dependencies": { "@babel/helper-validator-identifier": { - "version": "7.9.5", - "resolved": "https://registry.npmjs.org/@babel/helper-validator-identifier/-/helper-validator-identifier-7.9.5.tgz", - "integrity": "sha512-/8arLKUFq882w4tWGj9JYzRpAlZgiWUJ+dtteNTDqrRBz9Iguck9Rn3ykuBDoUwh2TO4tSAJlrxDUOXWklJe4g==", + "version": "7.15.7", + "resolved": "https://registry.npmjs.org/@babel/helper-validator-identifier/-/helper-validator-identifier-7.15.7.tgz", + "integrity": "sha512-K4JvCtQqad9OY2+yTU8w+E82ywk/fe+ELNlt1G8z3bVGlZfn/hOcQQsUhGhW/N+tb3fxK800wLtKOE/aM0m72w==", "dev": true }, "@babel/parser": { - 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"pug": "^3.0.0", + "pug": "^3.0.1", "pug-cli": "^1.0.0-alpha6" }, "dependencies": {} diff --git a/Fallout-Vaults-and-Deathclaws/Fallout-VnV.html b/Fallout-Vaults-and-Deathclaws/Fallout-VnV.html index b5b2158a11..64240bc376 100644 --- a/Fallout-Vaults-and-Deathclaws/Fallout-VnV.html +++ b/Fallout-Vaults-and-Deathclaws/Fallout-VnV.html @@ -42,7 +42,7 @@
-   +         @@ -51,7 +51,7 @@
-   +         @@ -60,7 +60,7 @@
-   +         @@ -69,7 +69,7 @@
-   +         @@ -78,7 +78,7 @@
-   +         @@ -87,7 +87,7 @@
-   +         @@ -96,7 +96,7 @@
-   +         @@ -135,10 +135,10 @@
-
+
- +
@@ -156,13 +156,27 @@
-
+
+ + + + + +
+
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+ + + + + +
@@ -191,20 +205,6 @@
-
- - - - - -
-
- - - - - -
@@ -245,7 +245,7 @@
- +    @@ -255,7 +255,7 @@
- +    @@ -266,7 +266,7 @@
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- +    @@ -336,27 +336,7 @@
- - -    - - - - - -
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- +    @@ -366,7 +346,7 @@
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- +    @@ -437,7 +406,7 @@
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- +    @@ -477,17 +446,7 @@
- - -    - - - - - -
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- +    @@ -497,7 +456,17 @@
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+
+    @@ -507,7 +476,7 @@
- +    @@ -517,7 +486,7 @@
- +    @@ -527,7 +496,7 @@
- +    @@ -560,12 +529,12 @@
- +
-   +  
@@ -707,7 +676,7 @@ + @{damage_threshold_base-normal} +@{damage_threshold_mod-normalua}" disabled style="width:9%"/>
@@ -764,7 +733,7 @@ @{damage_resistance_base-explosion} + @{damage_resistance_mod-explosionua}" disabled="true"style="width:9%"/>
- + @@ -777,7 +746,7 @@ - + - + - +
- - - {{/rollBetween() rollResult malfunction 18}} - {{/rollGreater() malfunction 0}} - {{/useMalfunction}} + {{#rollTotal() useMalfunction 1}} + {{#malfunction}} + {{#rollGreater() malfunction 0}} + {{#rollBetween() rollResult malfunction 18}} + + + + {{/rollBetween() rollResult malfunction 18}} + {{/rollGreater() malfunction 0}} + {{/malfunction}} + {{/rollTotal() useMalfunction 1}} {{#damageRoll}} @@ -15630,11 +15954,14 @@ visualize what it will look like in chat. {{/recoil}} @@ -15743,20 +16070,20 @@ visualize what it will look like in chat. - + + +
+ PC? +
+ Hey everyone, Eli here. This is going to be the test sheet for NPC/Monsters. GMs if you wanna try and play around with it, send any feedback to me on discord/facebook/email. +

Character Name
+ +
+
+

Monster Saves

+
+
Threshold of Pain
+
+
+
+
+
+
Will Factor
+
+
+
Will Factor Notes
+
+
+
+
Dodge Save
+
+
+
Dodge Save Notes
+
+
+
+
Physical Save
+
+
+
Physical Save Notes
+
+
+
+
Mental Save
+
+
+
Mental Save Notes
+
+
+ +
+
+

Monster Special Abilities

+
+
FoS Value:
+
+
+
+
+
FoS Notes:
+
+
+
+
Poison VF
+
+
+
+
+
+
Poison Save
+
+
+
+
+
Poison Fail
+
+
+
+
+
Misc Ability:
+
+
+
+
+
+
+
+
+
+

Monster Combat Stats

+
+
+
Offensive Tactics
+
+
+
+
Defensive Tactics
+
+
+
+
Special Abilities
+
+
+
+
Damage Reduction
+
+
DR Notes
+
+
+
+
Initiative
+
+
+ +
+
+
+
+

Monster Combat Profile 1

+
+
Weapon
+
Base Damage
+
Shield Damage
+
Weapon Reach
+
Attack
+
Speed
+
Defense
+
Damage
+
Attack Roll
+
Damage Rolls
+
Defense Roll
+
Variable Def
+
+
+
+
+
+
+
+
+ +
+
+
+
+
+
+
+
+
+
+
+
+
Misc Mods
+
+
+
+
+
+
+
+
Shield
+
+
Shield DR
+
+
Displayed on Damage Roll
+
+
+

Monster Combat Profile 2

+
+
Weapon
+
Base Damage
+
Shield Damage
+
Weapon Reach
+
Attack
+
Speed
+
Defense
+
Damage
+
Attack Roll
+
Damage Rolls
+
Defense Roll
+
Variable Def
+
+
+
+
+
+
+
+
+ +
+
+
+
+
+
+
+
+
+
+
+
+
Misc Mods
+
+
+
+
+
+
+
+
Shield
+
+
Shield DR
+
+
Displayed on Damage Roll
+
+
+

Monster Ranged Combat Profile

+
+
Weapon
+
Base Damage
+
Shield Damage
+
Ammo
+
Attack
+
Speed
+
Damage
+
Attack Roll
+
Attack with -4
+
Attack with -6
+
Attack with -8
+
Damage
+
+
+
+
+
+
+
+
+ +
+
+
+
+
+
+
+
+
+
Snapshot
+
+
+
Misc Mods
+
+
+
+
+ +
+
+
Displayed on Damage Roll
+
+
+

Monster Details

+
+
+
+
Monster Health
+
+
+
+
Size
+
+ +
+
Weight
+
+
Intelligence
+
+
+
+
Vison Type
+
+
+
+
Awarness
+
+
+
+
Tenacity
+
+ +
+
+
Tenacity # for APIs
+
+
+
+
Crawl
+
+
Walk
+
+
Jog
+
+
+
+
Run
+
+
Sprint
+
+
+
+
Fly
+
+
Swim
+
+
+
+
EPs
+
+
Fatigue Factor
+
+
+
+
+
+
+
+
+
Alignment
+
+
+
+
Activity Cycle
+
+
+
+
Number Appearing
+
+
+
+
Organization
+
+
+
+
Chance in Lair
+
+
+
+
Frequency
+
+
+
+
Habitat
+
+
+
+
Diet
+
+
+
+
Climate/Terrain
+
+
+
+
+

Monster Yield

+
+
+
+
Medicinal
+
+
+
+
Spell Components
+
+
+
+
Hide/Trophy
+
+
+
+
Treasure
+
+
+
+
Edible
+
+
+
+
Other
+
+
+
+
EPs
+
+
+
+
+
+
+
+
+ + + +
@@ -649,144 +1086,142 @@ on("change:skill_dice_switch sheet:opened", function() {
-
-
+
+
Hidden Details
-
-
Magic Bonus
- -
- -
Damage Type
- -
Specialization
-
- -
-
- -
-
- -
-
- -
- -
Jab Damage
-
- -
- -
-
-
Base Speed
-
-
- -
Talents
-
- -
-
- -
-
- -
-
- -
-
Jab Speed
-
- -
- -
Str Bonus
- -
- -
-
- -
-
Style
-
-
-
-
- -
Jab Roll
-
-
+
+
Magic Bonus
+
+
Damage Type
+
Specialization
+
+ +
+
+ +
+
+ +
+
+ +
+ +
Jab Damage
+
+ +
+ +
+
+
Base Speed
+
+
+ +
Talents
+
+ +
+
+ +
+
+ +
+
+ +
+
Jab Speed
+
+ +
+ +
Str Bonus
+ +
+ +
+
+ +
+
Style
+
+
+
+
+ +
Jab Roll
+
+ +
Shield Use
@@ -855,13 +1290,14 @@ on("change:skill_dice_switch sheet:opened", function() {
Full Parry
-
+
+
Displayed on Damage Roll
+
+
-
- -
+
+
-

Ranged Combat Profiles

@@ -894,12 +1330,12 @@ on("change:skill_dice_switch sheet:opened", function() {
-
-
-
Hidden Details
+
+
+
Hidden Details
-
+
@@ -1003,8 +1439,9 @@ on("change:skill_dice_switch sheet:opened", function() {
d20-4
- -
+
+ +
Str Bonus
@@ -1024,7 +1461,9 @@ on("change:skill_dice_switch sheet:opened", function() {
d20-6
-
+
+ +
Target Size

+
Displayed on Damage Roll
+
-
- -
- -
+
+
@@ -1469,8 +1907,8 @@ on("change:skill_dice_switch sheet:opened", function() {
Butchery (Str,Int)[HOB2]
- -
+ +
Cartography (Int)
@@ -1998,6 +2436,10 @@ on("change:skill_dice_switch sheet:opened", function() {
+
+
+ +
Icons made by Smashicons from www.flaticon.com
@@ -2065,9 +2507,9 @@ on("change:skill_dice_switch sheet:opened", function() {
{{/type}} - {{#allprops() name weapon speed reach atk_roll def_roll damage dr sdr fatigue perf type }} + {{#allprops() name weapon speed reach atk_roll def_roll damage dr sdr fatigue perf type}} - {{/allprops() name weapon speed reach atk_roll def_roll damage dr sdr fatigue perf type }} + {{/allprops() name weapon speed reach atk_roll def_roll damage dr sdr fatigue perf type}}
+   -N/A-   + - - - - - - + + + + + + @@ -921,7 +921,7 @@ - + diff --git a/DangerousJourneys-Mythus/mythus.html b/DangerousJourneys-Mythus/mythus.html index 1e1eced024..3d21566e2a 100644 --- a/DangerousJourneys-Mythus/mythus.html +++ b/DangerousJourneys-Mythus/mythus.html @@ -11671,8 +11671,133 @@ - - +

Custom K/S Areas

+
+ + + + + + + +
+
+
+ + + + + + + + + + + + +
+
+
+ + +
+
+ + + + + + +
+
+ + + + + + +
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+ + + + + + +
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+ + + + + + +
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+ + + + + + +
+
+ + + + + + +
+
+ + + + + + +
+
+
+
+
@@ -26558,7 +26683,7 @@
Revision:
- + Import New Persona
@@ -26587,6 +26712,9 @@
Heka from Multipliers
+
+ Extra Heka (from whatever sources) +
Total Heka
@@ -26665,7 +26793,7 @@ Psychogenics Heka Computation Options... Use Vril? Use STEEP + [TRAIT]Pows
- +

TRAIT Heka

@@ -29512,10 +29640,10 @@ on('change:dazedmanual change:mentaltraitdamage change:physicaltraitdamage chang -on("change:psychogenicshekasubtot change:acthekasubtot change:steephekasubtot change:multhekasubtot sheet:opened", function () { - getAttrs(["psychogenicshekasubtot","acthekasubtot","steephekasubtot","multhekasubtot"], function(valval) { +on("change:psychogenicshekasubtot change:acthekasubtot change:steephekasubtot change:multhekasubtot change:extraheka sheet:opened", function () { + getAttrs(["psychogenicshekasubtot","acthekasubtot","steephekasubtot","multhekasubtot","extraheka"], function(valval) { const getValue = (attrname) => parseInt(valval[attrname]) ; - setAttrs({heka_max: getValue("psychogenicshekasubtot")+getValue("acthekasubtot")+getValue("steephekasubtot")+getValue("multhekasubtot") }); + setAttrs({heka_max: getValue("psychogenicshekasubtot")+getValue("acthekasubtot")+getValue("steephekasubtot")+getValue("multhekasubtot")+getValue("extraheka") }); }); }); @@ -31074,7 +31202,7 @@ on("sheet:opened",function() { }; }); }; - setAttrs({revision:0.97}); + setAttrs({revision:0.98}); }); }); diff --git a/DangerousJourneys-Mythus/sheet.json b/DangerousJourneys-Mythus/sheet.json index 0cc04039bd..c4f82cca8d 100644 --- a/DangerousJourneys-Mythus/sheet.json +++ b/DangerousJourneys-Mythus/sheet.json @@ -4,6 +4,6 @@ "authors": "Aaron Brezenski", "roll20userid": "3919472", "preview": "mythus_sheet.png", - "instructions": "This sheet continues to emphasize functionality over beauty.\n\n NOTE: On Rev0.96 and higher there are two views on the character data: the normal Persona Sheet and the Bestiary Sheet. One is for Heroic Personas and the other is for Everybody Else. There is a script in Rev0.96 which SHOULD automatically upgrade old characters to deal with this, but in case you open an old character and end up with a blank page instead, you may need to go into Attributes and Abilities and manually create and set an attribute called \"personahide\" to 1.\n On Add of new character, please wait about 20-30 seconds for initialization. When Heka Aperture goes to -10 and the Heka Limitations disappear, you're probably there.\n See Guide and Informational document about this sheet at https://github.com/Roll20/roll20-character-sheets/tree/master/DangerousJourneys-Mythus/accessories/DangerousJourneysCharSheetInfo.rtf You can type all armor, weapons, Castings, and Powers in manually or use the import buttons; an Excel 2016 sheet is found in the repository at https://github.com/Roll20/roll20-character-sheets/tree/master/DangerousJourneys-Mythus/accessories/roll20_import_generator2.xlsx . Note that this Excel workbook is not a character generator and does not pretend to be, but is instead a reference for the import syntax in case someone wishes to develop an HP generator outside Roll20. \n Caveat Emptor.", + "instructions": "This sheet continues to emphasize functionality over beauty.\n\n NOTE: On Rev0.96 and higher there are two views on the character data: the normal Persona Sheet and the Bestiary Sheet. One is for Heroic Personas and the other is for Everybody Else. There is a script in Rev0.96 and later which SHOULD automatically upgrade old characters to deal with this, but in case you open an old character and end up with a blank page instead, you may need to go into Attributes and Abilities and manually create and set an attribute called \"personahide\" to 1.\n On Add of new character, please wait about 20-30 seconds for initialization. When Heka Aperture goes to -10 and the Heka Limitations disappear, you're probably there.\n See Guide and Informational document about this sheet at https://github.com/Roll20/roll20-character-sheets/tree/master/DangerousJourneys-Mythus/accessories/DangerousJourneysCharSheetInfo.rtf You can type all armor, weapons, Castings, and Powers in manually or use the import buttons; an Excel 2016 sheet is found in the repository at https://github.com/Roll20/roll20-character-sheets/tree/master/DangerousJourneys-Mythus/accessories/roll20_import_generator2.xlsx . Note that this Excel workbook is not a character generator and does not pretend to be, but is instead a reference for the import syntax in case someone wishes to develop an HP generator outside Roll20. \n Caveat Emptor.", "legacy": true } \ No newline at end of file diff --git a/Dark_Heresy_2ed/DarkHeresy2ed.html b/Dark_Heresy_2ed/DarkHeresy2ed.html index e804dce02c..fa21650b32 100644 --- a/Dark_Heresy_2ed/DarkHeresy2ed.html +++ b/Dark_Heresy_2ed/DarkHeresy2ed.html @@ -23,7 +23,11 @@ Ship + +GM +

+
@@ -133,7 +137,7 @@
-
@@ -161,7 +165,7 @@
-
@@ -189,7 +193,7 @@
-
@@ -217,7 +221,7 @@
-
@@ -245,7 +249,7 @@
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-
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-
@@ -333,7 +337,7 @@
-
@@ -361,7 +365,7 @@
-
@@ -389,7 +393,7 @@
-
@@ -428,12 +432,12 @@

Initiative

- +
- +
@@ -585,7 +589,7 @@
@@ -608,7 +612,7 @@
@@ -631,7 +635,7 @@
@@ -655,7 +659,7 @@
@@ -678,7 +682,7 @@
@@ -703,7 +707,7 @@
@@ -726,7 +730,7 @@
@@ -749,7 +753,7 @@
@@ -771,7 +775,7 @@
@@ -795,7 +799,7 @@
@@ -818,7 +822,7 @@
@@ -841,7 +845,7 @@
@@ -864,7 +868,7 @@
@@ -902,7 +906,7 @@
@@ -919,7 +923,7 @@
@@ -936,7 +940,7 @@
@@ -967,7 +971,7 @@
@@ -984,7 +988,7 @@
@@ -1001,7 +1005,7 @@
@@ -1018,7 +1022,7 @@
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@@ -1407,7 +1411,7 @@
@@ -1426,7 +1430,7 @@
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@@ -1653,7 +1657,7 @@
@@ -1671,7 +1675,7 @@
@@ -1689,7 +1693,7 @@
@@ -1738,7 +1742,7 @@
- Damage + Damage - DT + DT - DR + DR -

Weapons

+

Weapons

@@ -867,24 +836,27 @@ - +
- + - + @@ -948,10 +920,10 @@ - +
- @@ -959,14 +931,16 @@ + + - + @@ -988,7 +962,7 @@ - +
- +
+
diff --git a/Five Torches Deep (FR version)/translations/de.json b/Five Torches Deep (FR version)/translations/de.json index 636231039a..42739c63d3 100644 --- a/Five Torches Deep (FR version)/translations/de.json +++ b/Five Torches Deep (FR version)/translations/de.json @@ -1,97 +1,97 @@ { - "name": "Nom", - "level": "Niveau", - "xp": "XP", - "race": "Race", - "class": "Classe", - "warrior": "Guerrier", - "thief": "Voleur", - "zealot": "Zélote", - "mage": "Mage", - "archetype": "Archétype", - "barbarian": "Barbare", - "fighter": "Combattant", - "ranger": "Rôdeur", - "assassin": "Assassin", + "name": "Name", + "level": "Stufe", + "xp": "EP", + "race": "Volk", + "class": "Klasse", + "warrior": "Kämpfer", + "thief": "Dieb", + "zealot": "Zelot", + "mage": "Magier", + "archetype": "Archetyp", + "barbarian": "Barbar", + "fighter": "Krieger", + "ranger": "Waldhüter", + "assassin": "Assassine", "bard": "Barde", - "rogue": "Gredin", - "priest": "Prêtre", + "rogue": "Schurke", + "priest": "Priester", "druid": "Druide", "paladin": "Paladin", - "sorcerer": "Encorceleur", - "warlock": "Sorcier", - "wizard": "Magicien", - "proficiency bonus": "Bonus de maîtrise", - "str": "FOR", - "dex": "DEX", - "con": "CON", + "sorcerer": "Hexenmeister", + "warlock": "Kriegsmagier", + "wizard": "Zauberer", + "proficiency bonus": "Übungsbonus", + "str": "STÄ", + "dex": "GES", + "con": "KON", "int": "INT", - "wis": "SAG", + "wis": "WEI", "cha": "CHA", - "speed": "Vitesse", - "load": "Charge", - "ac": "CA", - "hp": "PdV", - "resilience": "Résistance", - "supply": "Ress.", - "arcane": "Arcane", - "perception": "Perception", - "divine": "Divin", - "retainers": "Suivants", - "magic items": "Objets M.", - "proficiencies": "Maîtrises", - "armor": "Armures", - "weapon": "Armes", - "weapon_name": "Nom", - "weapon_prof": "Maît.", - "to_hit_attribute": "Carac. toucher", - "to_hit_bonus": "Bonus au toucher", - "damage": "Dégâts", - "damage_attr": "Carac.", - "description": "Description", - "strength": "Force", - "dexterity": "Dextérité", - "constitution": "Constitution", - "intelligence": "Intelligence", - "wisdom": "Sagesse", - "charisma": "Charisme", - "attack": "Attaque", - "spellbook": "Grimoire", - "spells known": "Sorts connus :", - "spellname": "Nom du sort", - "inventory": "Inventaire", - "durability": "Dur.", - "notes": "Notes", - "hd": "HD", - "brute": "Brute", - "leader": "Meneur", - "predator": "Prédateur", - "shaper": "Contrôleur", - "sniper": "Sniper", + "speed": "Bewegungsrate", + "load": "Traglast", + "ac": "RK", + "hp": "TP", + "resilience": "Resistenz", + "supply": "Vorräte", + "arcane": "Arkana", + "perception": "Wahrnehmung", + "divine": "Glaube", + "retainers": "Gefolge", + "magic items": "Mag. Gegenst.", + "proficiencies": "Fertigkeiten", + "armor": "Rüstung", + "weapon": "Waffen", + "weapon_name": "Name", + "weapon_prof": "Bonus", + "to_hit_attribute": "Eigensch.", + "to_hit_bonus": "Trefferbonus", + "damage": "Schaden", + "damage_attr": "Getroffene Eigens.", + "description": "Beschreibung", + "strength": "Stärke", + "dexterity": "Geschicklichkeit", + "constitution": "Konstitution", + "intelligence": "Intelligenz", + "wisdom": "Weisheit", + "charisma": "Charisma", + "attack": "Angriff", + "spellbook": "Zauberbuch", + "spells known": "Bekannte Zauber", + "spellname": "Name des Zaubers", + "inventory": "Inventar", + "durability": "Halt.", + "notes": "Notizen", + "hd": "TW", + "brute": "Rohling", + "leader": "Anführer", + "predator": "Jäger", + "shaper": "Wächter", + "sniper": "Schütze", "soldier": "Soldat", - "attack roll": "Jet d'attaque", - "hit points": "Points de vie", - "base modifier": "Modificateur de base", - "modifier": "Modificateur", - "roll": "Jet", - "techniques": "Techniques", - "ability drain": "Drain de caractéristique", - "adept": "Adepte", - "alter environment": "Altération de l'environnement", - "blast": "Décharge", - "burst": "Explosion", - "extra when": "Bonus conditionnel", - "force condition": "Infliger une condition", - "multiattack": "Multi-attaque", - "resistance or immunity": "Résistance ou immunité", - "shove": "Bouger", - "special movement": "Mouvement spécial", - "weakness": "Faiblesses", + "attack roll": "Angriffswurf", + "hit points": "Trefferpunkte", + "base modifier": "Basismodifikatior", + "modifier": "Modifikator", + "roll": "Wurf", + "techniques": "Technik", + "ability drain": "Eigenschaftsentzug", + "adept": "Adept", + "alter environment": "Umgebung verändern", + "blast": "Flächenschaden", + "burst": "Explosiv", + "extra when": "Bonuszustand", + "force condition": "Zustand zufügen", + "multiattack": "Multiangriff", + "resistance or immunity": "Resistenz oder Immunität", + "shove": "Schubsen", + "special movement": "Spezialbewegung", + "weakness": "Schwäche", "toutes": "toutes", "légères, boucliers": "légères, boucliers", "boucliers": "boucliers", "simples": "simples", - "Coordination, tactique, volonté": "Coordination, tactique, volonté", + "Coordination, tactique, volonté": "Körperbeherrschung, Taktik, Willenskraft", "Furtivité, tromperie, sens, outils": "Furtivité, tromperie, sens, outils", "Histoire, intuition": "Histoire, intuition", "Finesse, négociation": "Finesse, négociation", @@ -107,16 +107,16 @@ "Charme, volonté, magie chaotique": "Charme, volonté, magie chaotique", "Intimidation, furtivité, magie profane": "Intimidation, furtivité, magie profane", "Diplomatie, intuition, magie des arcanes": "Diplomatie, intuition, magie des arcanes", - "FOR/CON": "FOR/CON", + "FOR/CON": "STÄ/KON", "INT/CHA": "INT/CHA", "INT": "INT", - "SAG/INT": "SAG/INT", - "DEX/SAG": "DEX/SAG", - "FOR/DEX": "FOR/DEX", + "SAG/INT": "WEI/INT", + "DEX/SAG": "DEX/WEI", + "FOR/DEX": "STÄ/DEX", "INT/DEX": "INT/DEX", - "CON": "CON", + "CON": "KON", "-": "-", - "CON/FOR": "CON/FOR", + "CON/FOR": "KON/STÄ", "morale, tenir la ligne, résistance": "morale, tenir la ligne, résistance", "magie, commandement, entouré de sbires": "magie, commandement, entouré de sbires", "offensive, furtivité, patience, ruse": "offensive, furtivité, patience, ruse", @@ -140,30 +140,30 @@ "demi-dégâts ou immunité à un type de dégâts.": "demi-dégâts ou immunité à un type de dégâts.", "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.": "Cible: 1/2HD. Effectuez une attaque contre chaque cible. Chaque cible touchée effectue un mouvement forcé de 3m/5HD.", "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).": "Disposez d'un mouvement spécial dans certaines conditions (vol, enfouissement, éthéré, aquatique, bond, téléportation, grande vitesse, escalade...).", - "Test de Force": "Test de Force", - "Test de Dextérité": "Test de Dextérité", - "Test de Constitution": "Test de Constitution", - "Test d'Intelligence": "Test d'Intelligence", - "Test de Sagesse": "Test de Sagesse", - "Test de Charisme": "Test de Charisme", - "Test de Perception": "Test de Perception", - "Test de Magie des Arcanes": "Test de Magie des Arcanes", - "Test de Magie divine": "Test de Magie divine", + "Test de Force": "Stärkeprobe", + "Test de Dextérité": "Geschicklichkeitsprobe", + "Test de Constitution": "Konstitutionsprobe", + "Test d'Intelligence": "Intelligenzprobe", + "Test de Sagesse": "Weisheitsprobe", + "Test de Charisme": "Charismaprobe", + "Test de Perception": "Wahrnehmungsprobe", + "Test de Magie des Arcanes": "Arkane Magie-Probe", + "Test de Magie divine": "Glaubens-Magie-Probe", "Dégâts": "Dégâts", - "Jet d'attaque": "Jet d'attaque", + "Jet d'attaque": "Angriffswurf", "Test standard": "Test standard", "Test (force)": "Test (force)", "Test (faiblesse)": "Test (faiblesse)", - "Maîtrise applicable ?": "Maîtrise applicable ?", - "Oui": "Oui", - "Non": "Non", - "Caractéristiques": "Caractéristiques", - "Armes": "Armes", + "Maîtrise applicable ?": "Übungsbonus zutreffend?", + "Oui": "Ja", + "Non": "Nein", + "Caractéristiques": "Eigenschaft", + "Armes": "Waffen", "Magie": "Magie", "Sens": "Sens", "Techniques": "Techniques", - "Jets": "Jets", + "Jets": "Wurf", "Forces": "Forces", "Faiblesses": "Faiblesses", - "initiative": "Initiative" + "initiative": "Inititative" } \ No newline at end of file diff --git a/Forbidden_Lands/translations/sv.json b/Forbidden_Lands/translations/sv.json index 4803d11e04..423b96aa30 100644 --- a/Forbidden_Lands/translations/sv.json +++ b/Forbidden_Lands/translations/sv.json @@ -69,7 +69,7 @@ "condition-thirsty": "Varje dag måste du dricka minst en ranson vatten. Efter ett dygn utan vätska blir du UTTORKAD. @{thirsty}", "condition-u": "TILLSTÅND", "consumable": "Förbrukningsvara", - "consumable-note": "**OBS** Du måste manuellt reducera resustärningen om du slår 1 eller 2.", + "consumable-note": "**OBS** Du måste manuellt reducera resurstärningen om du slår 1 eller 2.", "consumable-u": "FÖRBRUKNINGSVAROR", "copper": "Koppar", "crafting": "Hantverk", diff --git a/GURPS/gurps.css b/GURPS/gurps.css index b06dcbf757..325bfe1ad1 100644 --- a/GURPS/gurps.css +++ b/GURPS/gurps.css @@ -866,7 +866,7 @@ input.sheet-tab0 + span { .sheet-melee-notebox textarea.sheet-chat-size, .sheet-ranged-notebox textarea.sheet-chat-size { - width: 310px; + width: 300px; height: 55px; } @@ -1543,8 +1543,8 @@ input.sheet-module-roll:checked ~ .sheet-wrapper .sheet-module-off-roll, text-align: center; } .sheet-miscelleneous .sheet-header .sheet-col1 { width: 30px; } -.sheet-miscelleneous .sheet-row .sheet-col0 { width: 80px; } -.sheet-miscelleneous .sheet-row .sheet-col1 { width: calc(100% - 110px); } +.sheet-miscelleneous .sheet-row .sheet-col0 { width: 140px; } +.sheet-miscelleneous .sheet-row .sheet-col1 { width: calc(100% - 172px); } .sheet-miscelleneous .sheet-row .sheet-col1 input { text-align:left; } .sheet-miscelleneous .sheet-row .sheet-col2 { width: 30px; } .sheet-miscelleneous .sheet-row-race .sheet-col1, @@ -3462,7 +3462,7 @@ input[name="attr_inventory_item_carried"][value="1"] ~ span.sheet-item-weight-to color: var(--main-text); border-color: rgba(112, 32, 130,1); font-size: 12px; - line-height: 1em; + line-height: 1.2em; } .sheet-rolltemplate-skillRoll .sheet-container table.sheet-result th { @@ -3536,7 +3536,7 @@ input[name="attr_inventory_item_carried"][value="1"] ~ span.sheet-item-weight-to .sheet-rolltemplate-skillRoll .sheet-container table.sheet-result span.sheet-failure p, .sheet-rolltemplate-skillRoll .sheet-container table.sheet-result span.sheet-success p{ - margin: 4px 0 4px 0; + margin: 6px 0 4px 0; line-height: 14px; font-size: 11px; } @@ -3584,6 +3584,20 @@ input[name="attr_inventory_item_carried"][value="1"] ~ span.sheet-item-weight-to border: none; } +.sheet-rolltemplate-skillRoll .sheet-recoil-margin { + margin-right: 5px; +} + +.sheet-rolltemplate-skillRoll .sheet-normal-text-content .inlinerollresult { + font-weight: normal; + background-color: transparent; + border: none; + color: var(--main-text); + font-size: 12px; + line-height: 1em; + padding: 0; +} + /**********************************/ /* Custom rolltemplate for macros */ diff --git a/GURPS/gurps.html b/GURPS/gurps.html index 8553a39f8c..0fd6137082 100644 --- a/GURPS/gurps.html +++ b/GURPS/gurps.html @@ -61,7 +61,7 @@ If checked, original techniques table will be visible. Show Revised Techniques Table If checked, revised techniques table will be visible. - Show Active Defense Notes + Show RAW Notes If checked, show Rules as Written (RAW) for Active Defense success/fail notes. Sheet Style Select a visual style for the character sheet. @@ -4373,20 +4373,13 @@ GURPS Character Sheet Version: - -
    -
  • Internationalization updates.
  • -
      -
    • Minor change to Tabs. The Width will adjust according to the title length. In other languages the length may be longer. Reported by Paulo.
    • -
    • Several changes and corrections to the sheet, to provide a way to translate fields that were not possible before.
    • -
    • Fixed bug that changed combat entries switched from being based on skills to being based on DX. Reported by Philip W..
    • -
    -
  • Bug fix in container "turning and velocity modifiers". Values are incorrect when the current move has the step in parentheses. Reported by Paulo.
  • -
  • Bug fix in roll template. The notes are shown even if the option "Show Skill Modifier notes (refer to the current skill description)" is not checked. Reported by Paulo.
  • -
  • Bug fix in perception button. When the Private option is marked, the only place that does not work is the Perception. Reported by Paulo.
  • -
  • Bug fix. When entering a value other than F or U under the INFO column, the text box was not being cleared. Reported by Paulo.
  • -
+ +
    +
  • Streamline how skill and spell levels are updated when a new GURPS version is loaded.
  • +
  • Resolved issue where linked melee items were not updating. Reported Tsuka and troubleshooted by Mike W.
  • +
+ @@ -6573,11 +6566,11 @@ PC in Character Points (spent and unspent combined).
-GURPS Character Assistant (GCA) Format
+GURPS Character Assistant (GCA4) Format
To change to GCS or Detailed go to options tab
and change the radio button for Point Summary Layout
@@ -6607,7 +6600,7 @@ and change the radio button for Point Summary Layout
-To change to GCA or GCS go to options tab
+To change to GCA4 or GCS go to options tab
and change the radio button for Point Summary Layout
@@ -6934,7 +6927,12 @@ and Advantages.
- Miscellaneous + + + Tech Level Modifiers (B168), Tech Levels (B511-514) +
Pts @@ -6942,37 +6940,21 @@ and Advantages.
- - - -This is the technology level that your character is familiar with.
-It costs 5 points to raise this above or below the campaign's
-normal TL. -
- - - - - - - - - - - - - - - - -
TL0Stone Age (Prehistory and later).
TL1Bronze Age (3500 B.C.+).
TL2Iron Age (1200 B.C.+).
TL3Medieval (600 A.D.+).
TL4Age of Sail (1450+).
TL5Industrial Revolution (1730+).
TL6Mechanized Age (1880+).
TL7Nuclear Age (1940+).
TL8Digital Age (1980+).
TL9Microtech Age (2025+?).
TL10Robotic Age (2070+?).
TL11Age of Exotic Matter.
TL12+Whatever the GM likes!
-
-
+ Campaign Tech Level
- + +
+
+   +
+
+
+
+ Your Tech Level +
+
+
@@ -8015,6 +7997,7 @@ PU2:126 = Power-Ups 2. Page 126
+
- - +
-
@@ -8615,12 +8596,12 @@ visualize what it will look like in chat.
Success Note:
- +
Critical Success Note:
- +
@@ -8630,14 +8611,14 @@ visualize what it will look like in chat.
Fail Note:
- +
Critical Fail Note:
- +
@@ -10863,7 +10844,13 @@ visualize what it will look like in chat.
- + + + + + + +
@@ -10908,7 +10895,7 @@ visualize what it will look like in chat.
-
@@ -11055,6 +11042,61 @@ visualize what it will look like in chat.
+ +
+
+ + + + Hint: Enter inline rolls for additional results. To show the selected arrow.
+ Example: Select Location: ?{Location|Head|Torso} +
+
+ +
+
+ + + + Hint: Enter inline rolls for additional results.
+ Example: Does an additional [[1d6]] fire damage. +
+
+ +
+
+ +
+
+ + + + Hint: Enter inline rolls for additional results. To show the selected arrow.
+ Example: Select Location: ?{Location|Head|Torso} +
+
+ +
+
+ + + + Hint: Enter inline rolls for additional results.
+ Example: Does an additional [[1d6]] fire damage. +
+
+ +
+
+
@@ -11382,7 +11424,7 @@ visualize what it will look like in chat.
-
@@ -11539,6 +11581,60 @@ visualize what it will look like in chat. + +
+
+ + + + Hint: Enter inline rolls for additional results. To show the selected arrow.
+ Example: Select Location: ?{Location|Head|Torso} +
+
+ +
+
+ + + + Hint: Enter inline rolls for additional results.
+ Example: Does an additional [[1d6]] fire damage. +
+
+ +
+
+ +
+
+ + + + Hint: Enter inline rolls for additional results. To show the selected arrow.
+ Example: Select Location: ?{Location|Head|Torso} +
+
+ +
+
+ + + + Hint: Enter inline rolls for additional results.
+ Example: Does an additional [[1d6]] fire damage. +
+
+ +
+
@@ -12974,8 +13070,10 @@ visualize what it will look like in chat. +
@@ -14526,11 +14690,35 @@ visualize what it will look like in chat. {{#showSuccessLabel}}Critical Failure{{/showSuccessLabel}} - + + {{#rollTotal() showRawDefenseNotes 1}} {{#rawCriticalFailNote}} -

{{rawCriticalFailNote}}

- {{/rawCriticalFailNote}} + + {{^useMalfunction}} +

{{rawCriticalFailNote}}

+ {{/useMalfunction}} + + + {{#rollTotal() useMalfunction 1}} + + + {{^malfunction}} +

{{rawCriticalFailNote}}

+ {{/malfunction}} + + + {{#malfunction}} + {{#rollTotal() malfunction 0}} +

{{rawCriticalFailNote}}

+ {{/rollTotal() malfunction 0}} + {{/malfunction}} + + {{/rollTotal() useMalfunction 1}} + + {{/rawCriticalFailNote}} + {{/rollTotal() showRawDefenseNotes 1}} + {{#customCriticalFailNote}}

{{customCriticalFailNote}}

{{/customCriticalFailNote}} @@ -14555,7 +14743,7 @@ visualize what it will look like in chat. {{#rollGreater() effectiveSkill 15}} - + {{#rawFailNote}}

{{rawFailNote}}

{{/rawFailNote}} @@ -14569,10 +14757,34 @@ visualize what it will look like in chat. {{#rollLess() effectiveSkill 16}} - - {{#rawCriticalFailNote}} -

{{rawCriticalFailNote}}

- {{/rawCriticalFailNote}} + + {{#rollTotal() showRawDefenseNotes 1}} + {{#rawCriticalFailNote}} + + + {{^useMalfunction}} +

{{rawCriticalFailNote}}

+ {{/useMalfunction}} + + + {{#rollTotal() useMalfunction 1}} + + + {{^malfunction}} +

{{rawCriticalFailNote}}

+ {{/malfunction}} + + + {{#malfunction}} + {{#rollTotal() malfunction 0}} +

{{rawCriticalFailNote}}

+ {{/rollTotal() malfunction 0}} + {{/malfunction}} + + {{/rollTotal() useMalfunction 1}} + + {{/rawCriticalFailNote}} + {{/rollTotal() showRawDefenseNotes 1}} {{#customCriticalFailNote}}

{{customCriticalFailNote}}

@@ -14774,11 +14986,33 @@ visualize what it will look like in chat.

You lose your grip on whatever you were Blocking with and must take a turn to ready it before you can use it to block again. (B382)

{{/rollTotal() defenseType 3}} - + {{#rollTotal() showRawDefenseNotes 1}} - {{#rawCriticalFailNote}} -

{{rawCriticalFailNote}}

- {{/rawCriticalFailNote}} + {{#rawCriticalFailNote}} + + + {{^useMalfunction}} +

{{rawCriticalFailNote}}

+ {{/useMalfunction}} + + + {{#rollTotal() useMalfunction 1}} + + + {{^malfunction}} +

{{rawCriticalFailNote}}

+ {{/malfunction}} + + + {{#malfunction}} + {{#rollTotal() malfunction 0}} +

{{rawCriticalFailNote}}

+ {{/rollTotal() malfunction 0}} + {{/malfunction}} + + {{/rollTotal() useMalfunction 1}} + + {{/rawCriticalFailNote}} {{/rollTotal() showRawDefenseNotes 1}} {{#customCriticalFailNote}} @@ -14826,10 +15060,32 @@ visualize what it will look like in chat.

You lose your grip on whatever you were Blocking with and must take a turn to ready it before you can use it to block again. (B382)

{{/rollTotal() defenseType 3}} - + {{#rollTotal() showRawDefenseNotes 1}} - {{#rawCriticalFailNote}} -

{{rawCriticalFailNote}}

+ {{#rawCriticalFailNote}} + + + {{^useMalfunction}} +

{{rawCriticalFailNote}}

+ {{/useMalfunction}} + + + {{#rollTotal() useMalfunction 1}} + + + {{^malfunction}} +

{{rawCriticalFailNote}}

+ {{/malfunction}} + + + {{#malfunction}} + {{#rollTotal() malfunction 0}} +

{{rawCriticalFailNote}}

+ {{/rollTotal() malfunction 0}} + {{/malfunction}} + + {{/rollTotal() useMalfunction 1}} + {{/rawCriticalFailNote}} {{/rollTotal() showRawDefenseNotes 1}} @@ -14878,11 +15134,33 @@ visualize what it will look like in chat.

You lose your grip on whatever you were Blocking with and must take a turn to ready it before you can use it to block again. (B382)

{{/rollTotal() defenseType 3}} - + {{#rollTotal() showRawDefenseNotes 1}} - {{#rawCriticalFailNote}} -

{{rawCriticalFailNote}}

- {{/rawCriticalFailNote}} + {{#rawCriticalFailNote}} + + + {{^useMalfunction}} +

{{rawCriticalFailNote}}

+ {{/useMalfunction}} + + + {{#rollTotal() useMalfunction 1}} + + + {{^malfunction}} +

{{rawCriticalFailNote}}

+ {{/malfunction}} + + + {{#malfunction}} + {{#rollTotal() malfunction 0}} +

{{rawCriticalFailNote}}

+ {{/rollTotal() malfunction 0}} + {{/malfunction}} + + {{/rollTotal() useMalfunction 1}} + + {{/rawCriticalFailNote}} {{/rollTotal() showRawDefenseNotes 1}} {{#customCriticalFailNote}} @@ -14930,11 +15208,33 @@ visualize what it will look like in chat.

You lose your grip on whatever you were Blocking with and must take a turn to ready it before you can use it to block again. (B382)

{{/rollTotal() defenseType 3}} - + {{#rollTotal() showRawDefenseNotes 1}} - {{#rawCriticalFailNote}} -

{{rawCriticalFailNote}}

- {{/rawCriticalFailNote}} + {{#rawCriticalFailNote}} + + + {{^useMalfunction}} +

{{rawCriticalFailNote}}

+ {{/useMalfunction}} + + + {{#rollTotal() useMalfunction 1}} + + + {{^malfunction}} +

{{rawCriticalFailNote}}

+ {{/malfunction}} + + + {{#malfunction}} + {{#rollTotal() malfunction 0}} +

{{rawCriticalFailNote}}

+ {{/rollTotal() malfunction 0}} + {{/malfunction}} + + {{/rollTotal() useMalfunction 1}} + + {{/rawCriticalFailNote}} {{/rollTotal() showRawDefenseNotes 1}} {{#customCriticalFailNote}} @@ -14982,11 +15282,33 @@ visualize what it will look like in chat.

You lose your grip on whatever you were Blocking with and must take a turn to ready it before you can use it to block again. (B382)

{{/rollTotal() defenseType 3}} - + {{#rollTotal() showRawDefenseNotes 1}} - {{#rawCriticalFailNote}} -

{{rawCriticalFailNote}}

- {{/rawCriticalFailNote}} + {{#rawCriticalFailNote}} + + + {{^useMalfunction}} +

{{rawCriticalFailNote}}

+ {{/useMalfunction}} + + + {{#rollTotal() useMalfunction 1}} + + + {{^malfunction}} +

{{rawCriticalFailNote}}

+ {{/malfunction}} + + + {{#malfunction}} + {{#rollTotal() malfunction 0}} +

{{rawCriticalFailNote}}

+ {{/rollTotal() malfunction 0}} + {{/malfunction}} + + {{/rollTotal() useMalfunction 1}} + + {{/rawCriticalFailNote}} {{/rollTotal() showRawDefenseNotes 1}} {{#customCriticalFailNote}} @@ -15472,29 +15794,31 @@ visualize what it will look like in chat. {{/spellRoll}} {{/rollResult}} - {{#useMalfunction}} - {{#rollGreater() malfunction 0}} - {{#rollBetween() rollResult malfunction 18}} -
- - Malfunction! -
- {{#rollTotal() verifyMalfunction 1}} - - Verify! roll 3d6 again to verify the results. See HT79.
-
- {{/rollTotal() verifyMalfunction 1}} - - For effect, Roll 3d6 and see table on B407 or use custom table.
- NOTE: Malfunction has "priority" over a critical miss: if both would occur, - only the malfunction takes place. Critical Misses, Basic Set, page 382. -
-
+ + Malfunction! +
+ {{#rollTotal() verifyMalfunction 1}} + + Verify! roll 3d6 again to verify the results. See HT79.
+
+ {{/rollTotal() verifyMalfunction 1}} + + For effect, Roll 3d6 and see table on B407 or use custom table.
+ NOTE: Malfunction has "priority" over a critical miss: if both would occur, + only the malfunction takes place. Critical Misses, Basic Set, page 382. +
+
- Recoil: - {{recoil}} - {{#rollGreater() malfunction 0}} - Malf: {{malfunction}} - {{/rollGreater() malfunction 0}} + Recoil: + {{recoil}} + {{#malfunction}} + + Malf: + + {{malfunction}} + {{/malfunction}}
Type: {{type}}
{{key}}: {{value}}
diff --git a/HeroSystem6eHeroic/HeroSystem6eHeroic.css b/HeroSystem6eHeroic/HeroSystem6eHeroic.css index 257dc42dcd..4219b11150 100644 --- a/HeroSystem6eHeroic/HeroSystem6eHeroic.css +++ b/HeroSystem6eHeroic/HeroSystem6eHeroic.css @@ -447,7 +447,7 @@ select:focus + .focus { display: grid; grid-template-areas: "experienceLabel experience moneyLabel money"; - grid-template-columns: 90px 102px 50px 83px; + grid-template-columns: 90px 57px 95px 83px; grid-template-rows: 23px; margin-left: 6px; margin-bottom: 6px; @@ -466,9 +466,20 @@ select:focus + .focus { .item-characteristics-earnings input[type=number] { text-align: right; - padding-right: 0px; + padding-right: 1px; border: solid 1px palegoldenrod; - margin-bottom: 6px; + padding-top: 2px; + margin-bottom: 1px; +} + +.item-characteristics-earnings input[type=text] { + font-size: 13px; + max-width: 90px; + text-align: right; + background-color: #fff990; + font-weight: bold; + margin-top: 0px; + margin-bottom: 2px; } /* Subitem: Character Experience */ diff --git a/HeroSystem6eHeroic/HeroSystem6eHeroic.html b/HeroSystem6eHeroic/HeroSystem6eHeroic.html index 20e467a6f7..af5411c868 100644 --- a/HeroSystem6eHeroic/HeroSystem6eHeroic.html +++ b/HeroSystem6eHeroic/HeroSystem6eHeroic.html @@ -57,7 +57,7 @@
- +
@@ -462,6 +462,7 @@
- + - +
@@ -1916,7 +1916,7 @@
-

Bionics

+

Bionics or Eugenics

Initial Budget

@@ -1924,34 +1924,34 @@
-

Major Body Parts

+

Major or Cloned Body Parts

- +
-

Special Attributes

+

Special Attributes or Augmentations

- +

Eye Features

- +

Lung, Mouth, Throat Features

- +
-

Hand Weapons

+

Hands or Hand Weapons

- +
-

Military Weapons

+

Military or Genetic Weapons

- +
@@ -1962,34 +1962,34 @@
-

Internal Organs

+

Internal or Modified Organs

- +

Ear Features

- +
-

Sensors

+

Sensors and Senses

- +
-

Eye Weapons

+

Eyes or Eye Weapons

- +
-

Other Weapons

+

Other Weapons or Appendages

- +

Armor

- +
@@ -2247,6 +2247,10 @@

+

November 2021

+

Removed the spinner buttons from number inputs. Removed the default value from the ammo input field in the ranged attack section.

+

Added ammo and range to the "custom" roll template header. Added calls for ammo and range to the macro for ranged attacks. If there is a value filled in for range and ammo, they will display in chat below the title and subtitle. Ammo or Range will not display if they have a blank value.

+

Modified labels and placeholder text on the Bionics tab to include Eugenics. I know there are more divisions there than in the Powers Unlimited 2 book, but hopefully that will allow for a wider spread on some of the modifications. No attributes have been altered, so no info should be lost on sheets with existing info on the Bionics tab.

January 2021

On the character tab, added a place to track chi below sdc.

On the skills tab, moved the skill level out of the hidden section to make it easier to access for level up.

@@ -2683,11 +2687,15 @@ on("change:bionic_bodycost change:bionic_organcost change:bionic_attrcost change {{#title}}
{{title}}
{{/title}} {{#subtitle}}
{{subtitle}}
{{/subtitle}}
+
+ {{#ammo}}
Ammo Count: {{ammo}}
{{/ammo}} + {{#range}}
Range: {{range}}
{{/range}} +
- {{#allprops() title subtitle desc color}} + {{#allprops() title subtitle ammo range desc color}}
{{key}}
{{value}}
- {{/allprops() title subtitle desc color}} + {{/allprops() title subtitle ammo range desc color}} {{#desc}}
{{desc}}
{{/desc}}
diff --git a/Heroquest_Glorantha/translations/fr.json b/Heroquest_Glorantha/translations/fr.json index a6c5ecfa7f..58e40e6fef 100644 --- a/Heroquest_Glorantha/translations/fr.json +++ b/Heroquest_Glorantha/translations/fr.json @@ -1,28 +1,28 @@ { - "Hero": "Hero", - "Unspent Additional Abilities": "Unspent Additional Abilities:", - "Ability Points": "Ability Points:", - "Hero Points": "Hero Points:", - "Campaign": "Campaign", + "Hero": "Héro", + "Unspent Additional Abilities": "Capacités supplémentaires non utilisées :", + "Ability Points": "Points de capacité :", + "Hero Points": "Points de héros :", + "Campaign": "Campagne", "Runes": "Runes", - "Benefits-Consequences": "Benefits & Consequences:", - "Distinguishing-Characteristic": "Distinguishing
Characteristic:", - "Standard-of-Living": "Standard of Living:", - "Keywords": "Keywords", - "Abilities": "Abilities", - "Flaws": "Flaws", + "Benefits-Consequences": "Avantages & Conséquences :", + "Distinguishing-Characteristic": "Caractéristique
distinctive :", + "Standard-of-Living": "Niveau de Vie :", + "Keywords": "Mots clés", + "Abilities": "Capacités", + "Flaws": "Défauts", "Notes": "Notes", - "Fumble": "Fumble", - "Success": "Success", - "Failure": "Failure", - "Critical": "Critical", - "Magic-Points": " Magic Points: ", - "Rune-Name": "Rune Name", - "cult-rank": "Cult rank or notes", - "keyword-1": "Keyword 1", - "keyword-2": "Keyword 2", - "keyword-3": "Keyword 3", - "keyword-4": "Keyword 4", - "keyword-5": "Keyword 5", - "Breakout": "Breakout abiltiy or items" + "Fumble": "Échec critique", + "Success": "Succès", + "Failure": "Échec", + "Critical": "Critique", + "Magic-Points": " Points de Magie : ", + "Rune-Name": "Nom de la rune", + "cult-rank": "Rang de culte ou notes", + "keyword-1": "Mot clé 1", + "keyword-2": "Mot clé 2", + "keyword-3": "Mot clé 3", + "keyword-4": "Mot clé 4", + "keyword-5": "Mot clé 5", + "Breakout": "Capacité déclenchable ou objets" } \ No newline at end of file diff --git a/Hexxen-1733-Ulisses-Spiele(Official)/translations/fr.json b/Hexxen-1733-Ulisses-Spiele(Official)/translations/fr.json index 7acb0f3016..7415568e75 100644 --- a/Hexxen-1733-Ulisses-Spiele(Official)/translations/fr.json +++ b/Hexxen-1733-Ulisses-Spiele(Official)/translations/fr.json @@ -1,127 +1,127 @@ { - "button_character": "Charakter", - "button_npc": "NSC", - "button_combat": "Kampf", + "button_character": "Personnage", + "button_npc": "PNJ", + "button_combat": "Combat", "button_exit_edit_mode": "Editieren beenden", "button_enter_edit_mode": "Editieren", "button_contert_to_pc": "Zu SC umwandeln", "button_contert_to_npc": "Zu NSC umwandeln", - "button_reset": "Zurücksetzen", - "button_roll": "Würfeln", - "label_hitpoints": "Lebenspunkte:", + "button_reset": "Réinitialiser", + "button_roll": "Jets", + "label_hitpoints": "Points de vie :", "label_buffer_hp": "Puffer-[Lep]", - "label_actionpoints": "Aktionspunkte:", - "label_option_display_rage": "Rage anzeigen", - "label_option_display_ambition": "Ambition anzeigen", - "label_option_display_quintessence": "Quintessenz anzeigen", + "label_actionpoints": "Points d'action :", + "label_option_display_rage": "Afficher Rage", + "label_option_display_ambition": "Afficher Ambitions", + "label_option_display_quintessence": "Afficher Quintessence", "label_option_display_chipstacks": "Chips als Stapel anzeigen", "tooltip_hp": "Aktuelle Basis-[Lep].
Bei Basis-[Lep]≤-1 der Verlust alle Coups/Ideen, deren Benutzung unmöglich. Puffer-[Lep]=0", - "attribute_athletic": "Athletik", + "attribute_athletic": "Athlétisme", "attribute_athletic_short": "Ath", - "skill_acrobatics": "Akrobatik", + "skill_acrobatics": "Acrobaties", "weapon_punch": "Fausthieb", "weapon_punch_note": "Parade -3, außer Fausthiebe", - "attribute_strength": "Körperkraft", - "attribute_strength_short": "Kkr", - "attribute_dexterity": "Geschick", - "attribute_dexterity_short": "Ges", + "attribute_strength": "Force", + "attribute_strength_short": "For", + "attribute_dexterity": "Habileté", + "attribute_dexterity_short": "Hab", "attribute_coup": "Coups", - "attribute_senses": "Sinnesschärfe", - "attribute_senses_short": "Sin", - "attribute_knowledge": "Wissen", - "attribute_knowledge_short": "Wis", - "attribute_willpower": "Willenskraft", - "attribute_willpower_short": "Wil", - "attribute_idea": "Ideen", - "skill_alertness": "Aufmerksamkeit", - "skill_perception": "Erkennen", - "skill_firstaid": "Erste Hilfe", - "skill_sleightofhand": "Fingerfertigkeit", - "skill_mentalpower": "Geistesstärke", - "skill_crafting": "Handwerken", - "skill_stealth": "Heimlichkeit", - "skill_countryandpeople": "Land und Leute", - "skill_rhetoric": "Redekunst", - "skill_flexing": "Muskelspiel", - "skill_reflexes": "Reflexe", - "skill_riding": "Reiten", + "attribute_senses": "Acuité sensorielle", + "attribute_senses_short": "Acu", + "attribute_knowledge": "Savoir", + "attribute_knowledge_short": "Sav", + "attribute_willpower": "Volonté", + "attribute_willpower_short": "Vol", + "attribute_idea": "Idées", + "skill_alertness": "Vigilance", + "skill_perception": "Détection", + "skill_firstaid": "Premiers soins", + "skill_sleightofhand": "Doigté", + "skill_mentalpower": "Force mentale", + "skill_crafting": "Artisanat", + "skill_stealth": "Furtivité", + "skill_countryandpeople": "Pays et gens", + "skill_rhetoric": "Art oratoire", + "skill_flexing": "Jouer des muscles", + "skill_reflexes": "Réflexes", + "skill_riding": "Équitation", "skill_insensibility": "Unempfindlichkeit", "skill_fieldsofknowledge": "Wissensgebiete", "skill_witchcraft": "Hexenkunst", - "weapon_dagger": "Dolche & Messer", + "weapon_dagger": "Dague & Couteau", "weapon_dagger_note": "Giftverwendung / Parade -2, außer Fausthiebe und Dolche & Messer", - "weapon_fencing": "Fechtwaffen", + "weapon_fencing": "Armes d'escrime", "weapon_fencing_note": "Parade -1 pro gebundenem Gegner über dem Ersten", - "weapon_scimitar": "Säbelwaffen", + "weapon_scimitar": "Sabres", "weapon_scimitar_note": "Parade -1", - "weapon_scimitar_mounted": "(...beritten)", - "weapon_polearm": "Stangenwaffen", - "weapon_polearm_note": "Parade kostet 2AP", - "weapon_polearm_mounted": "(...geg. Reiter)", - "weapon_lance": "Lanzenwaffen", - "weapon_lance_note": "Parade kostet 2AP", - "weapon_lance_mounted": "(...beritten)", - "weapon_sling": "Schleuder", + "weapon_scimitar_mounted": "(...monté)", + "weapon_polearm": "Armes d'hast", + "weapon_polearm_note": "Parade coûte 2 PA", + "weapon_polearm_mounted": "(... vs cavalier)", + "weapon_lance": "Lances", + "weapon_lance_note": "Parade coûte 2 PA", + "weapon_lance_mounted": "(...monté)", + "weapon_sling": "Frondes", "weapon_sling_note": "Geschossgeeignet, Werfer muss freistehen", - "weapon_pistol": "Pistole", + "weapon_pistol": "Pistolet", "weapon_pistol_note": "Immer freie Schussmöglichkeit", - "weapon_crossbow": "Armbrust", + "weapon_crossbow": "Arbalète", "weapon_crossbow_note": "Schütze muss freistehen", - "weapon_musket": "Muskete", + "weapon_musket": "Mousquet", "weapon_musket_note": "Schütze und Ziel müssen freistehen", - "weapon_dodge": "Ausweichen", + "weapon_dodge": "Esquive", "weapon_dodge_note": "Pro geb. Gegner -1, Distanzangriffe -1", "weapon_shield": "Schildbenutzung", "weapon_shield_note": "Nur 1x pro Runde / Blockt Distanzangriffe", - "weapon_swords": "Schwertwaffen", + "weapon_swords": "Épées", "weapon_swords_note": "Voll parierfähig", "weapon_impact": "Schlagwaffen", "weapon_impact_note": "Parade -2", - "attribute_hitpoints": "Lebenspunkte", - "attribute_initiative": "Initiative", - "role_none": "Keine", - "role_alchemist": "Alchemist", - "role_assassin": "Attentäter", - "role_guard": "Beschützer", - "role_zealot": "Eiferer", - "role_fencer": "Fechter", - "role_range": "Fernkämpfer", + "attribute_hitpoints": "Points de vie", + "attribute_initiative": "Inititative", + "role_none": "Aucun", + "role_alchemist": "Alchimiste", + "role_assassin": "Assassins", + "role_guard": "Protecteur", + "role_zealot": "Zélote", + "role_fencer": "Escrimeur", + "role_range": "Combattant à distance", "role_witchfoe": "Hexenfeind", "role_witchmystic": "Hexenmystiker", "role_constructor": "Konstrukteur", "role_scout": "Kundschafter", - "role_melee": "Nahkämpfer", - "role_priest": "Priester", - "role_strategist": "Stratege", + "role_melee": "Combattant de mêlée", + "role_priest": "Prêtre", + "role_strategist": "Stratège", "parry": "Parade", - "ini": "Initiative", - "hitpoints": "Lebenspunkte", - "idea": "Ideen", + "ini": "Inititative", + "hitpoints": "Points de vie", + "idea": "Idées", "coup": "Coups", "npc_type_gang": "Bande", - "npc_type_leader": "Anführer", + "npc_type_leader": "Chef", "npc_strategy_none": "Keine", "npc_strategy_allrounder": "Allrounder", - "npc_strategy_offensive": "Offensiv", + "npc_strategy_offensive": "Offensif", "npc_strategy_simple": "Tumb", "npc_strategy_protective": "Beschützend", - "npc_strategy_defensive": "Defensiv", + "npc_strategy_defensive": "Défensif", "npc_strategy_mighty_allrounder": "Mächtiger Allrounder", "ressource_coup": "Coup", - "ressource_idea": "Idee", - "ressource_blessing": "Segnung", + "ressource_idea": "Idée", + "ressource_blessing": "Bénédictions", "ressource_rage": "Rage", "ressource_ambition": "Ambition", - "ressource_quintessence": "Quintessenz", + "ressource_quintessence": "Quintessence", "ressource_hex": "Hex", "mod_none": "Keine", - "mod_checks_all": "Alle Proben", - "mod_parry_all": "Alle Paraden", - "heading_personal": "Charakter", + "mod_checks_all": "Toutes les épreuves", + "mod_parry_all": "Toutes les parades", + "heading_personal": "Personnage", "label_rank": "Jägerstufe:", - "label_profession": "Profession:", - "label_motivation": "Motivation:", - "label_modifier": "Modifikator:", + "label_profession": "Profession :", + "label_motivation": "Motivation :", + "label_modifier": "Modificateur : ", "label_corruption": "Verderbnis:", "label_upkeep": "Unterhalt:", "label_wealth": "Vermögen:", @@ -131,21 +131,21 @@ "heading_armorsets": "Kleidungssets", "label_amorset_prefix": "Set No", "heading_hunterpowers": "Jägerkräfte", - "label_description": "Beschreibung", - "label_name": "Name", + "label_description": "Description", + "label_name": "Nom", "heading_powers": "Ausbaukräfte", "label_power_baseeffect": "Stammeffekt", "label_power_apprenticeeffect": "Geselleneffekt", "label_power_experteffect": "Experteneffekt", "label_power_mastereffect": "Mastereffekt", "heading_effects": "Active Effects", - "heading_attributes": "Attribute", - "heading_physical": "Körperliche", - "heading_mental": "Geistige", - "heading_skills": "Allgemeine Fertigkeiten", - "header_skillvalue": "Fw", - "header_sum": "Sum", - "header_roll": "Wurf", + "heading_attributes": "Attributs", + "heading_physical": "Physique", + "heading_mental": "Mental", + "heading_skills": "Compétences générales", + "header_skillvalue": "Vc", + "header_sum": "Somme", + "header_roll": "Jet", "heading_influences": "Anhaltende Einflüsse", "label_outerdamage": "Äußerer Schaden", "label_innerdamage": "Innerer Schaden", @@ -158,28 +158,28 @@ "label_armor_medium": "Mittel", "label_armor_heavy": "Schwer", "label_armor_prefix": "Pw", - "label_firstaid": "Erste Hilfe", + "label_firstaid": "Premiers soins", "label_magical_healing_and_elixir": "Magische Heilung & Elixiere", "heading_weapons": "Waffenübersicht", - "header_weapon": "Waffe", - "header_damage": "Sch", - "header_actionpoints": "Ap", - "header_attack": "Ang", + "header_weapon": "Arme", + "header_damage": "Ble", + "header_actionpoints": "Pa", + "header_attack": "Att", "header_parry": "Par", "label_armor_short": "Pw:", - "label_initiative_short": "Ini:", - "label_strategy": "Strategie:", - "label_attack": "Angriff", - "label_damage": "Schaden", - "attacktype_melee": "Nahkampf", - "attacktype_ranged": "Fernkampf", - "heading_npc_powers": "Kräfte", - "mounted": "beritten", - "vs_mounted": "geg. Reiter", + "label_initiative_short": "Ini :", + "label_strategy": "Stratégie :", + "label_attack": "Attaque", + "label_damage": "Blessures", + "attacktype_melee": "Mêlée", + "attacktype_ranged": "Combat à distance", + "heading_npc_powers": "Pouvoirs", + "mounted": "monté", + "vs_mounted": "Vs cavalier", "janustooltip": "Bonus oder Malus Januswürfel", "button_next_tutorial": "Nächster Hinweis", - "button_exit_tutorial": "Tutorial Beenden", - "button_reset_tutorial": "Tutorial Zurücksetzen", + "button_exit_tutorial": "Terminer le tutoriel", + "button_reset_tutorial": "Réinitialiser le tutoriel", "janushint": "Verrechne positive und negative Modifikatoren und stelle hier dann die richtige Anzahl Januswürfel ein. Wähle die '-'-Symbole, wenn die Januswürfel ein Malus darstellen und die '+'-Symbole, wenn die Januswürfel einen Bonus darstellen.", "navigationhint": "Wechsle zwischen den Basiswerten und den Kampfwerten deines Charakters und füge deine Werte ein. Klicke \"Editieren\", wenn du später Werte anpassen möchtest und \"Editieren beenden\" um zu spielen.", "collapsehint": "Klicke auf die Feder um den Inhalt einer Box zu verbergen oder wieder anzuzeigen.", diff --git a/IAS-Freude-schoener-Goetterfunken/README.md b/IAS-Freude-schoener-Goetterfunken/README.md new file mode 100644 index 0000000000..65ac43fa44 --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/README.md @@ -0,0 +1,70 @@ +# Allgemein + +Dieser Bogen für das Setting **Freude, schöner Götterfunke** unter dem Regelwerk **Icarus Adventure System** entstand als Communityprojekt in direkter Zusammenarbeit mit Donnerhaus. +Das Projekt wurde inspiriert von Hitdice, die auch den Entwicklungsprozess in verschiedenen YouTube-Videos begleitet haben. + +- Donnerhaus: https://www.donnerhaus.eu/ +- Icarus Adventure System: https://www.donnerhaus.eu/spiele/icarus/ +- Freude schöner Götterfunke: https://www.donnerhaus.eu/spiele/freude/ +- Hitdice: https://www.youtube.com/c/hitdice + + +# Hilfe zum Sheet + +- Autor: https://github.com/Gorthian +- Wiki: https://github.com/Gorthian/FSG_CharacterSheet_Roll20/wiki +- Bugs & Features: https://github.com/Gorthian/FSG_CharacterSheet_Roll20/issues +- Forum: https://github.com/Gorthian/FSG_CharacterSheet_Roll20/discussions + +# History + +## 2021-11-28 +- Feature: Hoher Kontrast einstellbar + +## 2021-11-23 +- Bugfix: Reroll bei 5 Würfeln + +## VLOG 2021-11-20 +- Drittes Video mit Hitdice + +## 2021-11-14 +- Bugfix: Pfeile in Eingabefeldern in Chrome und Edge verbergen + +## 2021-11-09 +- Rerolls für Herausforderungen +- Version 1.0 veröffentlicht + +## 2021-11-08 +- Bonuswürfel für Herausforderungen + +## 2021-10-30 +- Flexible Fertigkeiten +- Statuseffekte unterdrücken + +## VLOG +- Zweites Video mit Hitdice + +## 2021-10-22 +- Erste Versuche zur Pool-Berechnung bei Herausforderungen +- Neue Tokens + +## 2021-10-21 +- Neuer Bereich fürs Inventar +- Kleine Änderungen beim Basisdesign +- Statuseffekte lassen sich über Action-Buttons steuern + +## VLOG +- Erstes Video mit Hitdice + +## 2021-10-13 +- "Wer bist Du?" ans Ende des Bogens verschoben +- Leiste für Statuseffekte + +## 2021-10-12 +- Wer bist Du? +- Attribute +- Fertigkeiten +- Spezialfähigkeiten + +## 2021-10-11 +- Vorbereitung für den Sheet diff --git a/IAS-Freude-schoener-Goetterfunken/fsg.css b/IAS-Freude-schoener-Goetterfunken/fsg.css new file mode 100644 index 0000000000..ccc27dd4e4 --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/fsg.css @@ -0,0 +1,436 @@ +/* + EDITED by Gorthian + INSPIRED by Hitdice (https://www.youtube.com/c/Hitdice) + Version 1.2 + Letzte Änderung 2021-11-28 + + GitHub https://github.com/Gorthian/FSG_CharacterSheet_Roll20 + Wiki https://github.com/Gorthian/FSG_CharacterSheet_Roll20/wiki +*/ + +/************************************/ +/* Normaler Kontrast */ +/************************************/ +.sheet-wrapper { + --sheet-bg : #645A51; + --sheet-text-color : #000000; + --container-bg : #645A51; + --title-bg : #D4B938; + --title-border : none; + --box-bg : #C2AF80; + --box-border : 1px solid #B5A883; + --input-border : 1px solid #000000; + --button-text-color : #000000; +} + +/************************************/ +/* Hoher Kontrast */ +/************************************/ +input.sheet-toggle-contrast:checked ~ .sheet-wrapper { + --sheet-bg : #FFFFFF; + --sheet-text-color : #FFFFFF; + --container-bg : #FFFFFF; + --title-bg : #000000; + --title-border : 1px solid #FFFFFF; + --box-bg : #000000; + --box-border : 1px solid #FFFFFF; + --input-border : 1px solid #FFFFFF; + --button-text-color : #000000; +} + +/************************************/ +/* GRID-Layout */ +/************************************/ + +.sheet-fsg { + background-color : var(--sheet-bg); + color : var(--sheet-text-color); + display : grid; + grid-template-columns : auto 150px; + grid-template-areas : "status-effects sidebar" + "sheet-content sidebar" + "inventory inventory" + "who who" + "high-contrast high-contrast" + "footer footer"; +} + +div.sheet-status-effects { + display : grid; + grid-area : status-effects; + gap : 5px; + grid-template-columns : auto auto auto auto auto auto; + grid-template-areas : "stress exhaustion pain hunger misc advantage"; +} + +div.sheet-general { + display : grid; + grid-template-columns : 33.3% 33.3% 33.3%; + grid-template-areas : "name eat drink" + "home languages reserves" + "attributes specials specials" + "skills specials specials" +} + +div.sheet-high-contrast {grid-area: high-contrast;} +div.sheet-eat {grid-area: eat;} +div.sheet-drink {grid-area: drink;} +div.sheet-home {grid-area: home;} +div.sheet-languages {grid-area: languages;} +div.sheet-reserves {grid-area: reserves;} +div.sheet-who {grid-area: who;} +div.sheet-attributes {grid-area: attributes;} +div.sheet-skills {grid-area: skills;} +div.sheet-specials {grid-area: specials;} +div.sheet-content {grid-area: sheet-content;} +div.sheet-sidebar {grid-area: sidebar;} +div.sheet-footer {grid-area: footer;} +div.sheet-status-stress {grid-area: stress;} +div.sheet-status-exhaustion {grid-area: exhaustion;} +div.sheet-status-pain {grid-area: pain;} +div.sheet-status-hunger {grid-area: hunger;} +div.sheet-status-misc {grid-area: misc;} +div.sheet-status-advantage {grid-area: advantage;} +div.sheet-status-disadvantage {grid-area: disadvantage;} + +div.sheet-inventory { + grid-area : inventory; + display : grid; + grid-template-columns : 33.3% 33.3% 33.3%; + grid-template-areas : "weapons armor items"; +} + +div.sheet-weapons {grid-area: weapons;} +div.sheet-armor {grid-area: armor;} +div.sheet-items {grid-area: items;} + +div.sheet-item-items { + display : grid; + grid-template-columns : auto auto auto; + grid-template-areas : "item-bonus item-name item-sacrifice-value" + "item-description item-description item-description"; +} + +div.sheet-item-armor { + display : grid; + grid-template-columns : auto auto auto; + grid-template-areas : "item-bonus item-name item-sacrifice-value" + "item-armor-value item-empty item-armor-points" + "item-description item-description item-description"; +} + +div.sheet-item-weapons { + display : grid; + grid-template-columns : auto auto auto; + grid-template-areas : "item-bonus item-name item-sacrifice-value" + "item-damage item-range item-range" + "item-description item-description item-description"; +} + +div.sheet-item-title{grid-area: item-title;} +div.sheet-item-bonus{grid-area: item-bonus;} +div.sheet-item-name{grid-area: item-name;} +div.sheet-item-sacrifice-value{grid-area: item-sacrifice-value;} +div.sheet-item-damage{grid-area: item-damage;} +div.sheet-item-range{grid-area: item-range;} +div.sheet-item-description{grid-area: item-description;} +div.sheet-item-armor-value{grid-area: item-armor-value;} +div.sheet-item-armor-points{grid-area: item-armor-points;} +div.sheet-item-empty{grid-area: item-empty;} + +/************************************/ +/* Allgemeine Layouts */ +/************************************/ + +.sheet-hidden { + display : none; +} + +.sheet-box { + background-color : var(--box-bg); + border : var(--box-border); + display : grid; + border-radius : 10px; + margin : 2px; +} + +.sheet-container { + background-color : var(--container-bg); + display : grid; + border : none; + margin : 0; +} + +div.sheet-status-stress, div.sheet-status-exhaustion, div.sheet-status-pain, div.sheet-status-hunger, +div.sheet-status-misc, div.sheet-status-advantage, div.sheet-status-disadvantage { + text-align : center; +} + +img.sheet-reserve-image, img.sheet-status-image { + width : 35px; +} + +div.sheet-title, span.sheet-title { + background-color : var(--title-bg); + border : var(--title-border); + max-height : min-content; + font-weight : bold; + border-radius : 10px; +} + +span.sheet-attribute, span.sheet-skill, div.sheet-inventory input.sheet-number { + border : var(--input-border); + border-radius : 10px; +} + +span.sheet-attribute-label, span.sheet-skill-label { + display : inline-block; + width : 140px; + font-weight : bold; +} + +span.sheet-label { + font-weight : bold; +} + +span.sheet-reserve { + position : relative; + left : -10px; + border : var(--input-border); + border-style : solid solid solid none; + border-radius : 10px; +} + +span.sheet-no-line-break { + white-space : nowrap !important; +} + +button.sheet-plus { + background-image : url(https://raw.githubusercontent.com/Gorthian/FSG_CharacterSheet_Roll20/main/images/status-plus.png) !important; +} + +button.sheet-minus { + background-image : url(https://raw.githubusercontent.com/Gorthian/FSG_CharacterSheet_Roll20/main/images/status-minus.png) !important; +} + +button.sheet-disadvantage { + background-image : url(https://raw.githubusercontent.com/Gorthian/FSG_CharacterSheet_Roll20/main/images/disadvantage.png) !important; +} + +button.sheet-advantage { + background-image : url(https://raw.githubusercontent.com/Gorthian/FSG_CharacterSheet_Roll20/main/images/advantage.png) !important; +} + +button.sheet-dice1 { + background-image : url(https://raw.githubusercontent.com/Gorthian/FSG_CharacterSheet_Roll20/main/images/dice-1.png) !important; + top : -15px; +} + +button.sheet-dice2 { + background-image : url(https://raw.githubusercontent.com/Gorthian/FSG_CharacterSheet_Roll20/main/images/dice-2.png) !important; + top : -15px; +} + +div.sheet-skills button.sheet-dice2 { + position : relative; + top : 0px; + left : 20px; +} + +button.sheet-disadvantage, button.sheet-advantage, button.sheet-plus, button.sheet-minus, button.sheet-dice1, button.sheet-dice2 { + width : 20px; + height : 20px; + padding : 0px; + margin : 0px; + background-size : 20px 20px; + background-repeat : no-repeat; + background-color : rgba(0, 0, 0, 0); + text-align : center; + border : 0; +} + +button.sheet-challenge { + position : relative; + width : 60px; + height : 60px; + top : 30px; + padding : 0px; + margin : 0px; + background-size : 60px 60px; + background-repeat : no-repeat; + background-color : rgba(0, 0, 0, 0); + text-align : center; + border : 0; + background-image : url(https://raw.githubusercontent.com/Gorthian/FSG_CharacterSheet_Roll20/main/images/dice-flash.png) !important; +} + +button.sheet-challenge::before { + display:none; +} + +button.sheet-challenge:hover{ + background-position: 0; +} + +button.sheet-reroll { + color : var(--button-text-color); + position : relative; + top : 35px; +} + +select.sheet-reroll { + position : relative; + top : 35px; +} + +div.sheet-item-name input.sheet-text { + text-align : center; + font-weight : bold; +} + +div.sheet-item-sacrifice-value, div.sheet-item-range, div.sheet-item-armor-points { + text-align : right; +} + +div.sheet-footer { + text-align : center; + font-weight : normal; +} + +div.sheet-sidebar { + display : inline-block; +} + +div.sheet-sidebar span.sheet-title { + display : block; + width : 100%; +} + +div.sheet-sidebar select { + width : 40px; +} + +td.sheet-align-right { + text-align : center; + width : 20px; +} + +td.sheet-width-50 { + width : 50%; +} + +/************************************/ +/* Eingabe-Felder */ +/************************************/ + +/* Pfeile in den Eingabefeldern verbergen */ +/* Chrome, Safari, Edge, Opera*/ +input::-webkit-outer-spin-button, +input::-webkit-inner-spin-button { + -webkit-appearance: none; + margin: 0; +} + +/* Pfeile in den Eingabefeldern verbergen */ +/* Firefox */ +input[type=number] { + -moz-appearance: textfield; + } + +input.sheet-number { + color : var(--sheet-text-color); + width : 25px !important; + text-align : center; + border : 0; + background-color : rgba(0, 0, 0, 0); +} + +input.sheet-title { + color : var(--sheet-text-color); + font-weight : bold; +} + +textarea.sheet-text, input.sheet-text { + color : var(--sheet-text-color); + width : 98%; + border : 0; + background-color : rgba(0, 0, 0, 0); +} + +textarea.sheet-text { + height : 40px; +} + +/************************************/ +/* Fake-Buttons */ +/************************************/ + +input.sheet-supress-effect { + opacity : 0; + width : 16px; + height : 16px; + position : relative; + top : 5px; + left : 6px; + margin : -10px; + cursor : pointer; + z-index : 1; + border : none; +} + +input.sheet-supress-effect + span::before, input.sheet-supress-effect:checked + span::before +{ + margin-right : 4px; + border : none; + line-height : 14px; + text-align : center; + display : inline-block; + vertical-align : middle; + width : 16px; + height : 16px; + content : "-"; + background-size : 16px 16px; +} + +input.sheet-supress-effect + span::before +{ + background-image : url(https://raw.githubusercontent.com/Gorthian/FSG_CharacterSheet_Roll20/main/images/moral-inactive.png) !important; +} + +input.sheet-supress-effect:checked + span::before +{ + background-image : url(https://raw.githubusercontent.com/Gorthian/FSG_CharacterSheet_Roll20/main/images/moral.png) !important; +} + +/************************************/ +/* Roll Templates */ +/************************************/ + +.sheet-rolltemplate-challenge .sheet-template-container { + border : 1px solid #B5A883; + background-color : #645A51 !important; +} + +.sheet-rolltemplate-challenge .sheet-template-header { + background-color : #D4B938; + max-height : min-content; + font-weight : bold; + border-radius : 10px; +} + +.sheet-rolltemplate-challenge .sheet-template-row { + background-color : #C2AF80 !important; + font-weight : bold; + + display : grid; + grid-template-columns : 80% 20%; + grid-template-areas : "key value"; +} + +.sheet-rolltemplate-challenge .sheet-template-key { + grid-area : key; +} + +.sheet-rolltemplate-challenge .sheet-template-value { + grid-area : value; +} \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/fsg.html b/IAS-Freude-schoener-Goetterfunken/fsg.html new file mode 100644 index 0000000000..17f5544d8b --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/fsg.html @@ -0,0 +1,708 @@ + + + + +
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a/IAS-Freude-schoener-Goetterfunken/images/status-icon.png b/IAS-Freude-schoener-Goetterfunken/images/status-icon.png new file mode 100644 index 0000000000..c5f64163c6 Binary files /dev/null and b/IAS-Freude-schoener-Goetterfunken/images/status-icon.png differ diff --git a/IAS-Freude-schoener-Goetterfunken/images/status-minus.png b/IAS-Freude-schoener-Goetterfunken/images/status-minus.png new file mode 100644 index 0000000000..43fec9bef9 Binary files /dev/null and b/IAS-Freude-schoener-Goetterfunken/images/status-minus.png differ diff --git a/IAS-Freude-schoener-Goetterfunken/images/status-plus.png b/IAS-Freude-schoener-Goetterfunken/images/status-plus.png new file mode 100644 index 0000000000..2d47d397ff Binary files /dev/null and b/IAS-Freude-schoener-Goetterfunken/images/status-plus.png differ diff --git a/IAS-Freude-schoener-Goetterfunken/sheet.json b/IAS-Freude-schoener-Goetterfunken/sheet.json new file mode 100644 index 0000000000..6163757552 --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/sheet.json @@ -0,0 +1,9 @@ +{ + "html": "fsg.html", + "css": "fsg.css", + "authors": "Gorthian", + "roll20userid": "485178", + "preview": "fsg.png", + "instructions": "Charakterbogen für die Kampagnenbox **Freude schöner Götterfunke**\nDie Box beruht auf dem *Icarus Adventure System* von *Donnerhaus*", + "legacy": true +} \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translation.json b/IAS-Freude-schoener-Goetterfunken/translation.json new file mode 100644 index 0000000000..5dbe23f143 --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/translation.json @@ -0,0 +1,55 @@ +{ + "like-eating-u": "Ich esse am liebsten...", + "tasty-u": "deftig", + "spicey-u": "würzig", + "sweet-u": "süß", + "like-drinking-u": "Ich trinke am liebsten...", + "tea-u": "Tee", + "coffee-u": "Kaffee", + "beer-u": "Bier", + "home-religion-u": "Heimat & Religion", + "languages-u": "Sprachen", + "reserves-u": "Reserven", + "max-current-u": "(Max/Aktuell)", + "who-are-you-u": "Wer bist Du?", + "attribute-u": "Attribut", + "attributes-u": "Attribute", + "skill-u": "Fertigkeit", + "skills-u": "Fertigkeiten", + "first-impression-u": "Der erste Eindruck, den Leute von mir haben, ist...", + "give-everything-u": "Ich würde alles geben für...", + "good-day-u": "Ein guter Tag ist...", + "my-best-u": "Das Beste an mir...", + "my-worst-u": "Leider bin ich...", + "people-say-u": "Andere sagen, ich sei...", + "i-love-u": "Ich liebe...", + "i-hate-u": "Ich hasse...", + "strength-u": "Stärke", + "intuition-u": "Intuition", + "dexterity-u": "Geschick", + "intellect-u": "Intellekt", + "speed-u": "Schnelligkeit", + "empathy-u": "Empathie", + "perception-u": "Wahrnehmung", + "ego-u": "Ego", + "stress-u": "Stress", + "exhaustion-u": "Erschöpfung", + "pain-u": "Schmerz", + "hunger-u": "Hunger", + "misc-u": "Sonstiges", + "advantage-u": "Vorteil", + "disadvantage-u": "Nachteil", + "inventory-u": "Inventar", + "weapons-u": "Waffen", + "armor-u": "Rüstung", + "items-u": "Gegenstände", + "challenge-u": "Herausforderung", + "use-advantage-u": "Vort. nutzen", + "pool-u": "Pool", + "buy-bonus-dice-u": "Bonuswürfel", + "dices-u": "Würfel", + "dice-u": "Würfel", + "result-u": "Ergebnis", + "challenge-formula-u": "Wurf", + "reroll-u": "Würfel neu werfen" +} \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/af.json b/IAS-Freude-schoener-Goetterfunken/translations/af.json new file mode 100644 index 0000000000..2ac47faa5b --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/translations/af.json @@ -0,0 +1,55 @@ +{ + "like-eating-u": "Ich esse am liebsten...", + "tasty-u": "deftig", + "spicey-u": "würzig", + "sweet-u": "süß", + "like-drinking-u": "Ich trinke am liebsten...", + "tea-u": "Tee", + "coffee-u": "Kaffee", + "beer-u": "Bier", + "home-religion-u": "Heimat & Religion", + "languages-u": "Sprachen", + "reserves-u": "Reserven", + "max-current-u": "(Max/Aktuell)", + "who-are-you-u": "Wer bist Du?", + "attribute-u": "Attribut", + "attributes-u": "Attribute", + "skill-u": "Fertigkeit", + "skills-u": "Fertigkeiten", + "first-impression-u": "Der erste Eindruck, den Leute von mir haben, ist...", + "give-everything-u": "Ich würde alles geben für...", + "good-day-u": "Ein guter Tag ist...", + "my-best-u": "Das Beste an mir...", + "my-worst-u": "Leider bin ich...", + "people-say-u": "Andere sagen, ich sei...", + "i-love-u": "Ich liebe...", + "i-hate-u": "Ich hasse...", + "strength-u": "Stärke", + "intuition-u": "Intuition", + "dexterity-u": "Geschick", + "intellect-u": "Intellekt", + "speed-u": "Schnelligkeit", + "empathy-u": "Empathie", + "perception-u": "Wahrnehmung", + "ego-u": "Ego", + "stress-u": "Stress", + "exhaustion-u": "Erschöpfung", + "pain-u": "Schmerz", + "hunger-u": "Hunger", + "misc-u": "Sonstiges", + "advantage-u": "Vorteil", + "disadvantage-u": "Nachteil", + "inventory-u": "Inventar", + "weapons-u": "Waffen", + "armor-u": "Rüstung", + "items-u": "Gegenstände", + "challenge-u": "Herausforderung", + "use-advantage-u": "Vort. nutzen", + "pool-u": "Pool", + "buy-bonus-dice-u": "Bonuswürfel", + "dices-u": "Würfel", + "dice-u": "Würfel", + "result-u": "Ergebnis", + "challenge-formula-u": "Wurf", + "reroll-u": "Würfel neu werfen" +} \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/ca.json b/IAS-Freude-schoener-Goetterfunken/translations/ca.json new file mode 100644 index 0000000000..2ac47faa5b --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/translations/ca.json @@ -0,0 +1,55 @@ +{ + "like-eating-u": "Ich esse am liebsten...", + "tasty-u": "deftig", + "spicey-u": "würzig", + "sweet-u": "süß", + "like-drinking-u": "Ich trinke am liebsten...", + "tea-u": "Tee", + "coffee-u": "Kaffee", + "beer-u": "Bier", + "home-religion-u": "Heimat & Religion", + "languages-u": "Sprachen", + "reserves-u": "Reserven", + "max-current-u": "(Max/Aktuell)", + "who-are-you-u": "Wer bist Du?", + "attribute-u": "Attribut", + "attributes-u": "Attribute", + "skill-u": "Fertigkeit", + "skills-u": "Fertigkeiten", + "first-impression-u": "Der erste Eindruck, den Leute von mir haben, ist...", + "give-everything-u": "Ich würde alles geben für...", + "good-day-u": "Ein guter Tag ist...", + "my-best-u": "Das Beste an mir...", + "my-worst-u": "Leider bin ich...", + "people-say-u": "Andere sagen, ich sei...", + "i-love-u": "Ich liebe...", + "i-hate-u": "Ich hasse...", + "strength-u": "Stärke", + "intuition-u": "Intuition", + "dexterity-u": "Geschick", + "intellect-u": "Intellekt", + "speed-u": "Schnelligkeit", + "empathy-u": "Empathie", + "perception-u": "Wahrnehmung", + "ego-u": "Ego", + "stress-u": "Stress", + "exhaustion-u": "Erschöpfung", + "pain-u": "Schmerz", + "hunger-u": "Hunger", + "misc-u": "Sonstiges", + "advantage-u": "Vorteil", + "disadvantage-u": "Nachteil", + "inventory-u": "Inventar", + "weapons-u": "Waffen", + "armor-u": "Rüstung", + "items-u": "Gegenstände", + "challenge-u": "Herausforderung", + "use-advantage-u": "Vort. nutzen", + "pool-u": "Pool", + "buy-bonus-dice-u": "Bonuswürfel", + "dices-u": "Würfel", + "dice-u": "Würfel", + "result-u": "Ergebnis", + "challenge-formula-u": "Wurf", + "reroll-u": "Würfel neu werfen" +} \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/cs.json b/IAS-Freude-schoener-Goetterfunken/translations/cs.json new file mode 100644 index 0000000000..2ac47faa5b --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/translations/cs.json @@ -0,0 +1,55 @@ +{ + "like-eating-u": "Ich esse am liebsten...", + "tasty-u": "deftig", + "spicey-u": "würzig", + "sweet-u": "süß", + "like-drinking-u": "Ich trinke am liebsten...", + "tea-u": "Tee", + "coffee-u": "Kaffee", + "beer-u": "Bier", + "home-religion-u": "Heimat & Religion", + "languages-u": "Sprachen", + "reserves-u": "Reserven", + "max-current-u": "(Max/Aktuell)", + "who-are-you-u": "Wer bist Du?", + "attribute-u": "Attribut", + "attributes-u": "Attribute", + "skill-u": "Fertigkeit", + "skills-u": "Fertigkeiten", + "first-impression-u": "Der erste Eindruck, den Leute von mir haben, ist...", + "give-everything-u": "Ich würde alles geben für...", + "good-day-u": "Ein guter Tag ist...", + "my-best-u": "Das Beste an mir...", + "my-worst-u": "Leider bin ich...", + "people-say-u": "Andere sagen, ich sei...", + "i-love-u": "Ich liebe...", + "i-hate-u": "Ich hasse...", + "strength-u": "Stärke", + "intuition-u": "Intuition", + "dexterity-u": "Geschick", + "intellect-u": "Intellekt", + "speed-u": "Schnelligkeit", + "empathy-u": "Empathie", + "perception-u": "Wahrnehmung", + "ego-u": "Ego", + "stress-u": "Stress", + "exhaustion-u": "Erschöpfung", + "pain-u": "Schmerz", + "hunger-u": "Hunger", + "misc-u": "Sonstiges", + "advantage-u": "Vorteil", + "disadvantage-u": "Nachteil", + "inventory-u": "Inventar", + "weapons-u": "Waffen", + "armor-u": "Rüstung", + "items-u": "Gegenstände", + "challenge-u": "Herausforderung", + "use-advantage-u": "Vort. nutzen", + "pool-u": "Pool", + "buy-bonus-dice-u": "Bonuswürfel", + "dices-u": "Würfel", + "dice-u": "Würfel", + "result-u": "Ergebnis", + "challenge-formula-u": "Wurf", + "reroll-u": "Würfel neu werfen" +} \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/da.json b/IAS-Freude-schoener-Goetterfunken/translations/da.json new file mode 100644 index 0000000000..2ac47faa5b --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/translations/da.json @@ -0,0 +1,55 @@ +{ + "like-eating-u": "Ich esse am liebsten...", + "tasty-u": "deftig", + "spicey-u": "würzig", + "sweet-u": "süß", + "like-drinking-u": "Ich trinke am liebsten...", + "tea-u": "Tee", + "coffee-u": "Kaffee", + "beer-u": "Bier", + "home-religion-u": "Heimat & Religion", + "languages-u": "Sprachen", + "reserves-u": "Reserven", + "max-current-u": "(Max/Aktuell)", + "who-are-you-u": "Wer bist Du?", + "attribute-u": "Attribut", + "attributes-u": "Attribute", + "skill-u": "Fertigkeit", + "skills-u": "Fertigkeiten", + "first-impression-u": "Der erste Eindruck, den Leute von mir haben, ist...", + "give-everything-u": "Ich würde alles geben für...", + "good-day-u": "Ein guter Tag ist...", + "my-best-u": "Das Beste an mir...", + "my-worst-u": "Leider bin ich...", + "people-say-u": "Andere sagen, ich sei...", + "i-love-u": "Ich liebe...", + "i-hate-u": "Ich hasse...", + "strength-u": "Stärke", + "intuition-u": "Intuition", + "dexterity-u": "Geschick", + "intellect-u": "Intellekt", + "speed-u": "Schnelligkeit", + "empathy-u": "Empathie", + "perception-u": "Wahrnehmung", + "ego-u": "Ego", + "stress-u": "Stress", + "exhaustion-u": "Erschöpfung", + "pain-u": "Schmerz", + "hunger-u": "Hunger", + "misc-u": "Sonstiges", + "advantage-u": "Vorteil", + "disadvantage-u": "Nachteil", + "inventory-u": "Inventar", + "weapons-u": "Waffen", + "armor-u": "Rüstung", + "items-u": "Gegenstände", + "challenge-u": "Herausforderung", + "use-advantage-u": "Vort. nutzen", + "pool-u": "Pool", + "buy-bonus-dice-u": "Bonuswürfel", + "dices-u": "Würfel", + "dice-u": "Würfel", + "result-u": "Ergebnis", + "challenge-formula-u": "Wurf", + "reroll-u": "Würfel neu werfen" +} \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/de.json b/IAS-Freude-schoener-Goetterfunken/translations/de.json new file mode 100644 index 0000000000..2ac47faa5b --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/translations/de.json @@ -0,0 +1,55 @@ +{ + "like-eating-u": "Ich esse am liebsten...", + "tasty-u": "deftig", + "spicey-u": "würzig", + "sweet-u": "süß", + "like-drinking-u": "Ich trinke am liebsten...", + "tea-u": "Tee", + "coffee-u": "Kaffee", + "beer-u": "Bier", + "home-religion-u": "Heimat & Religion", + "languages-u": "Sprachen", + "reserves-u": "Reserven", + "max-current-u": "(Max/Aktuell)", + "who-are-you-u": "Wer bist Du?", + "attribute-u": "Attribut", + "attributes-u": "Attribute", + "skill-u": "Fertigkeit", + "skills-u": "Fertigkeiten", + "first-impression-u": "Der erste Eindruck, den Leute von mir haben, ist...", + "give-everything-u": "Ich würde alles geben für...", + "good-day-u": "Ein guter Tag ist...", + "my-best-u": "Das Beste an mir...", + "my-worst-u": "Leider bin ich...", + "people-say-u": "Andere sagen, ich sei...", + "i-love-u": "Ich liebe...", + "i-hate-u": "Ich hasse...", + "strength-u": "Stärke", + "intuition-u": "Intuition", + "dexterity-u": "Geschick", + "intellect-u": "Intellekt", + "speed-u": "Schnelligkeit", + "empathy-u": "Empathie", + "perception-u": "Wahrnehmung", + "ego-u": "Ego", + "stress-u": "Stress", + "exhaustion-u": "Erschöpfung", + "pain-u": "Schmerz", + "hunger-u": "Hunger", + "misc-u": "Sonstiges", + "advantage-u": "Vorteil", + "disadvantage-u": "Nachteil", + "inventory-u": "Inventar", + "weapons-u": "Waffen", + "armor-u": "Rüstung", + "items-u": "Gegenstände", + "challenge-u": "Herausforderung", + "use-advantage-u": "Vort. nutzen", + "pool-u": "Pool", + "buy-bonus-dice-u": "Bonuswürfel", + "dices-u": "Würfel", + "dice-u": "Würfel", + "result-u": "Ergebnis", + "challenge-formula-u": "Wurf", + "reroll-u": "Würfel neu werfen" +} \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/el.json b/IAS-Freude-schoener-Goetterfunken/translations/el.json new file mode 100644 index 0000000000..2ac47faa5b --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/translations/el.json @@ -0,0 +1,55 @@ +{ + "like-eating-u": "Ich esse am liebsten...", + "tasty-u": "deftig", + "spicey-u": "würzig", + "sweet-u": "süß", + "like-drinking-u": "Ich trinke am liebsten...", + "tea-u": "Tee", + "coffee-u": "Kaffee", + "beer-u": "Bier", + "home-religion-u": "Heimat & Religion", + "languages-u": "Sprachen", + "reserves-u": "Reserven", + "max-current-u": "(Max/Aktuell)", + "who-are-you-u": "Wer bist Du?", + "attribute-u": "Attribut", + "attributes-u": "Attribute", + "skill-u": "Fertigkeit", + "skills-u": "Fertigkeiten", + "first-impression-u": "Der erste Eindruck, den Leute von mir haben, ist...", + "give-everything-u": "Ich würde alles geben für...", + "good-day-u": "Ein guter Tag ist...", + "my-best-u": "Das Beste an mir...", + "my-worst-u": "Leider bin ich...", + "people-say-u": "Andere sagen, ich sei...", + "i-love-u": "Ich liebe...", + "i-hate-u": "Ich hasse...", + "strength-u": "Stärke", + "intuition-u": "Intuition", + "dexterity-u": "Geschick", + "intellect-u": "Intellekt", + "speed-u": "Schnelligkeit", + "empathy-u": "Empathie", + "perception-u": "Wahrnehmung", + "ego-u": "Ego", + "stress-u": "Stress", + "exhaustion-u": "Erschöpfung", + "pain-u": "Schmerz", + "hunger-u": "Hunger", + "misc-u": "Sonstiges", + "advantage-u": "Vorteil", + "disadvantage-u": "Nachteil", + "inventory-u": "Inventar", + "weapons-u": "Waffen", + "armor-u": "Rüstung", + "items-u": "Gegenstände", + "challenge-u": "Herausforderung", + "use-advantage-u": "Vort. nutzen", + "pool-u": "Pool", + "buy-bonus-dice-u": "Bonuswürfel", + "dices-u": "Würfel", + "dice-u": "Würfel", + "result-u": "Ergebnis", + "challenge-formula-u": "Wurf", + "reroll-u": "Würfel neu werfen" +} \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/en.json b/IAS-Freude-schoener-Goetterfunken/translations/en.json new file mode 100644 index 0000000000..2ac47faa5b --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/translations/en.json @@ -0,0 +1,55 @@ +{ + "like-eating-u": "Ich esse am liebsten...", + "tasty-u": "deftig", + "spicey-u": "würzig", + "sweet-u": "süß", + "like-drinking-u": "Ich trinke am liebsten...", + "tea-u": "Tee", + "coffee-u": "Kaffee", + "beer-u": "Bier", + "home-religion-u": "Heimat & Religion", + "languages-u": "Sprachen", + "reserves-u": "Reserven", + "max-current-u": "(Max/Aktuell)", + "who-are-you-u": "Wer bist Du?", + "attribute-u": "Attribut", + "attributes-u": "Attribute", + "skill-u": "Fertigkeit", + "skills-u": "Fertigkeiten", + "first-impression-u": "Der erste Eindruck, den Leute von mir haben, ist...", + "give-everything-u": "Ich würde alles geben für...", + "good-day-u": "Ein guter Tag ist...", + "my-best-u": "Das Beste an mir...", + "my-worst-u": "Leider bin ich...", + "people-say-u": "Andere sagen, ich sei...", + "i-love-u": "Ich liebe...", + "i-hate-u": "Ich hasse...", + "strength-u": "Stärke", + "intuition-u": "Intuition", + "dexterity-u": "Geschick", + "intellect-u": "Intellekt", + "speed-u": "Schnelligkeit", + "empathy-u": "Empathie", + "perception-u": "Wahrnehmung", + "ego-u": "Ego", + "stress-u": "Stress", + "exhaustion-u": "Erschöpfung", + "pain-u": "Schmerz", + "hunger-u": "Hunger", + "misc-u": "Sonstiges", + "advantage-u": "Vorteil", + "disadvantage-u": "Nachteil", + "inventory-u": "Inventar", + "weapons-u": "Waffen", + "armor-u": "Rüstung", + "items-u": "Gegenstände", + "challenge-u": "Herausforderung", + "use-advantage-u": "Vort. nutzen", + "pool-u": "Pool", + "buy-bonus-dice-u": "Bonuswürfel", + "dices-u": "Würfel", + "dice-u": "Würfel", + "result-u": "Ergebnis", + "challenge-formula-u": "Wurf", + "reroll-u": "Würfel neu werfen" +} \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/es.json b/IAS-Freude-schoener-Goetterfunken/translations/es.json new file mode 100644 index 0000000000..2ac47faa5b --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/translations/es.json @@ -0,0 +1,55 @@ +{ + "like-eating-u": "Ich esse am liebsten...", + "tasty-u": "deftig", + "spicey-u": "würzig", + "sweet-u": "süß", + "like-drinking-u": "Ich trinke am liebsten...", + "tea-u": "Tee", + "coffee-u": "Kaffee", + "beer-u": "Bier", + "home-religion-u": "Heimat & Religion", + "languages-u": "Sprachen", + "reserves-u": "Reserven", + "max-current-u": "(Max/Aktuell)", + "who-are-you-u": "Wer bist Du?", + "attribute-u": "Attribut", + "attributes-u": "Attribute", + "skill-u": "Fertigkeit", + "skills-u": "Fertigkeiten", + "first-impression-u": "Der erste Eindruck, den Leute von mir haben, ist...", + "give-everything-u": "Ich würde alles geben für...", + "good-day-u": "Ein guter Tag ist...", + "my-best-u": "Das Beste an mir...", + "my-worst-u": "Leider bin ich...", + "people-say-u": "Andere sagen, ich sei...", + "i-love-u": "Ich liebe...", + "i-hate-u": "Ich hasse...", + "strength-u": "Stärke", + "intuition-u": "Intuition", + "dexterity-u": "Geschick", + "intellect-u": "Intellekt", + "speed-u": "Schnelligkeit", + "empathy-u": "Empathie", + "perception-u": "Wahrnehmung", + "ego-u": "Ego", + "stress-u": "Stress", + "exhaustion-u": "Erschöpfung", + "pain-u": "Schmerz", + "hunger-u": "Hunger", + "misc-u": "Sonstiges", + "advantage-u": "Vorteil", + "disadvantage-u": "Nachteil", + "inventory-u": "Inventar", + "weapons-u": "Waffen", + "armor-u": "Rüstung", + "items-u": "Gegenstände", + "challenge-u": "Herausforderung", + "use-advantage-u": "Vort. nutzen", + "pool-u": "Pool", + "buy-bonus-dice-u": "Bonuswürfel", + "dices-u": "Würfel", + "dice-u": "Würfel", + "result-u": "Ergebnis", + "challenge-formula-u": "Wurf", + "reroll-u": "Würfel neu werfen" +} \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/fr.json b/IAS-Freude-schoener-Goetterfunken/translations/fr.json new file mode 100644 index 0000000000..2ac47faa5b --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/translations/fr.json @@ -0,0 +1,55 @@ +{ + "like-eating-u": "Ich esse am liebsten...", + "tasty-u": "deftig", + "spicey-u": "würzig", + "sweet-u": "süß", + "like-drinking-u": "Ich trinke am liebsten...", + "tea-u": "Tee", + "coffee-u": "Kaffee", + "beer-u": "Bier", + "home-religion-u": "Heimat & Religion", + "languages-u": "Sprachen", + "reserves-u": "Reserven", + "max-current-u": "(Max/Aktuell)", + "who-are-you-u": "Wer bist Du?", + "attribute-u": "Attribut", + "attributes-u": "Attribute", + "skill-u": "Fertigkeit", + "skills-u": "Fertigkeiten", + "first-impression-u": "Der erste Eindruck, den Leute von mir haben, ist...", + "give-everything-u": "Ich würde alles geben für...", + "good-day-u": "Ein guter Tag ist...", + "my-best-u": "Das Beste an mir...", + "my-worst-u": "Leider bin ich...", + "people-say-u": "Andere sagen, ich sei...", + "i-love-u": "Ich liebe...", + "i-hate-u": "Ich hasse...", + "strength-u": "Stärke", + "intuition-u": "Intuition", + "dexterity-u": "Geschick", + "intellect-u": "Intellekt", + "speed-u": "Schnelligkeit", + "empathy-u": "Empathie", + "perception-u": "Wahrnehmung", + "ego-u": "Ego", + "stress-u": "Stress", + "exhaustion-u": "Erschöpfung", + "pain-u": "Schmerz", + "hunger-u": "Hunger", + "misc-u": "Sonstiges", + "advantage-u": "Vorteil", + "disadvantage-u": "Nachteil", + "inventory-u": "Inventar", + "weapons-u": "Waffen", + "armor-u": "Rüstung", + "items-u": "Gegenstände", + "challenge-u": "Herausforderung", + "use-advantage-u": "Vort. nutzen", + "pool-u": "Pool", + "buy-bonus-dice-u": "Bonuswürfel", + "dices-u": "Würfel", + "dice-u": "Würfel", + "result-u": "Ergebnis", + "challenge-formula-u": "Wurf", + "reroll-u": "Würfel neu werfen" +} \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/he.json b/IAS-Freude-schoener-Goetterfunken/translations/he.json new file mode 100644 index 0000000000..2ac47faa5b --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/translations/he.json @@ -0,0 +1,55 @@ +{ + "like-eating-u": "Ich esse am liebsten...", + "tasty-u": "deftig", + "spicey-u": "würzig", + "sweet-u": "süß", + "like-drinking-u": "Ich trinke am liebsten...", + "tea-u": "Tee", + "coffee-u": "Kaffee", + "beer-u": "Bier", + "home-religion-u": "Heimat & Religion", + "languages-u": "Sprachen", + "reserves-u": "Reserven", + "max-current-u": "(Max/Aktuell)", + "who-are-you-u": "Wer bist Du?", + "attribute-u": "Attribut", + "attributes-u": "Attribute", + "skill-u": "Fertigkeit", + "skills-u": "Fertigkeiten", + "first-impression-u": "Der erste Eindruck, den Leute von mir haben, ist...", + "give-everything-u": "Ich würde alles geben für...", + "good-day-u": "Ein guter Tag ist...", + "my-best-u": "Das Beste an mir...", + "my-worst-u": "Leider bin ich...", + "people-say-u": "Andere sagen, ich sei...", + "i-love-u": "Ich liebe...", + "i-hate-u": "Ich hasse...", + "strength-u": "Stärke", + "intuition-u": "Intuition", + "dexterity-u": "Geschick", + "intellect-u": "Intellekt", + "speed-u": "Schnelligkeit", + "empathy-u": "Empathie", + "perception-u": "Wahrnehmung", + "ego-u": "Ego", + "stress-u": "Stress", + "exhaustion-u": "Erschöpfung", + "pain-u": "Schmerz", + "hunger-u": "Hunger", + "misc-u": "Sonstiges", + "advantage-u": "Vorteil", + "disadvantage-u": "Nachteil", + "inventory-u": "Inventar", + "weapons-u": "Waffen", + "armor-u": "Rüstung", + "items-u": "Gegenstände", + "challenge-u": "Herausforderung", + "use-advantage-u": "Vort. nutzen", + "pool-u": "Pool", + "buy-bonus-dice-u": "Bonuswürfel", + "dices-u": "Würfel", + "dice-u": "Würfel", + "result-u": "Ergebnis", + "challenge-formula-u": "Wurf", + "reroll-u": "Würfel neu werfen" +} \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/hu.json b/IAS-Freude-schoener-Goetterfunken/translations/hu.json new file mode 100644 index 0000000000..2ac47faa5b --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/translations/hu.json @@ -0,0 +1,55 @@ +{ + "like-eating-u": "Ich esse am liebsten...", + "tasty-u": "deftig", + "spicey-u": "würzig", + "sweet-u": "süß", + "like-drinking-u": "Ich trinke am liebsten...", + "tea-u": "Tee", + "coffee-u": "Kaffee", + "beer-u": "Bier", + "home-religion-u": "Heimat & Religion", + "languages-u": "Sprachen", + "reserves-u": "Reserven", + "max-current-u": "(Max/Aktuell)", + "who-are-you-u": "Wer bist Du?", + "attribute-u": "Attribut", + "attributes-u": "Attribute", + "skill-u": "Fertigkeit", + "skills-u": "Fertigkeiten", + "first-impression-u": "Der erste Eindruck, den Leute von mir haben, ist...", + "give-everything-u": "Ich würde alles geben für...", + "good-day-u": "Ein guter Tag ist...", + "my-best-u": "Das Beste an mir...", + "my-worst-u": "Leider bin ich...", + "people-say-u": "Andere sagen, ich sei...", + "i-love-u": "Ich liebe...", + "i-hate-u": "Ich hasse...", + "strength-u": "Stärke", + "intuition-u": "Intuition", + "dexterity-u": "Geschick", + "intellect-u": "Intellekt", + "speed-u": "Schnelligkeit", + "empathy-u": "Empathie", + "perception-u": "Wahrnehmung", + "ego-u": "Ego", + "stress-u": "Stress", + "exhaustion-u": "Erschöpfung", + "pain-u": "Schmerz", + "hunger-u": "Hunger", + "misc-u": "Sonstiges", + "advantage-u": "Vorteil", + "disadvantage-u": "Nachteil", + "inventory-u": "Inventar", + "weapons-u": "Waffen", + "armor-u": "Rüstung", + "items-u": "Gegenstände", + "challenge-u": "Herausforderung", + "use-advantage-u": "Vort. nutzen", + "pool-u": "Pool", + "buy-bonus-dice-u": "Bonuswürfel", + "dices-u": "Würfel", + "dice-u": "Würfel", + "result-u": "Ergebnis", + "challenge-formula-u": "Wurf", + "reroll-u": "Würfel neu werfen" +} \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/it.json b/IAS-Freude-schoener-Goetterfunken/translations/it.json new file mode 100644 index 0000000000..2ac47faa5b --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/translations/it.json @@ -0,0 +1,55 @@ +{ + "like-eating-u": "Ich esse am liebsten...", + "tasty-u": "deftig", + "spicey-u": "würzig", + "sweet-u": "süß", + "like-drinking-u": "Ich trinke am liebsten...", + "tea-u": "Tee", + "coffee-u": "Kaffee", + "beer-u": "Bier", + "home-religion-u": "Heimat & Religion", + "languages-u": "Sprachen", + "reserves-u": "Reserven", + "max-current-u": "(Max/Aktuell)", + "who-are-you-u": "Wer bist Du?", + "attribute-u": "Attribut", + "attributes-u": "Attribute", + "skill-u": "Fertigkeit", + "skills-u": "Fertigkeiten", + "first-impression-u": "Der erste Eindruck, den Leute von mir haben, ist...", + "give-everything-u": "Ich würde alles geben für...", + "good-day-u": "Ein guter Tag ist...", + "my-best-u": "Das Beste an mir...", + "my-worst-u": "Leider bin ich...", + "people-say-u": "Andere sagen, ich sei...", + "i-love-u": "Ich liebe...", + "i-hate-u": "Ich hasse...", + "strength-u": "Stärke", + "intuition-u": "Intuition", + "dexterity-u": "Geschick", + "intellect-u": "Intellekt", + "speed-u": "Schnelligkeit", + "empathy-u": "Empathie", + "perception-u": "Wahrnehmung", + "ego-u": "Ego", + "stress-u": "Stress", + "exhaustion-u": "Erschöpfung", + "pain-u": "Schmerz", + "hunger-u": "Hunger", + "misc-u": "Sonstiges", + "advantage-u": "Vorteil", + "disadvantage-u": "Nachteil", + "inventory-u": "Inventar", + "weapons-u": "Waffen", + "armor-u": "Rüstung", + "items-u": "Gegenstände", + "challenge-u": "Herausforderung", + "use-advantage-u": "Vort. nutzen", + "pool-u": "Pool", + "buy-bonus-dice-u": "Bonuswürfel", + "dices-u": "Würfel", + "dice-u": "Würfel", + "result-u": "Ergebnis", + "challenge-formula-u": "Wurf", + "reroll-u": "Würfel neu werfen" +} \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/ja.json b/IAS-Freude-schoener-Goetterfunken/translations/ja.json new file mode 100644 index 0000000000..2ac47faa5b --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/translations/ja.json @@ -0,0 +1,55 @@ +{ + "like-eating-u": "Ich esse am liebsten...", + "tasty-u": "deftig", + "spicey-u": "würzig", + "sweet-u": "süß", + "like-drinking-u": "Ich trinke am liebsten...", + "tea-u": "Tee", + "coffee-u": "Kaffee", + "beer-u": "Bier", + "home-religion-u": "Heimat & Religion", + "languages-u": "Sprachen", + "reserves-u": "Reserven", + "max-current-u": "(Max/Aktuell)", + "who-are-you-u": "Wer bist Du?", + "attribute-u": "Attribut", + "attributes-u": "Attribute", + "skill-u": "Fertigkeit", + "skills-u": "Fertigkeiten", + "first-impression-u": "Der erste Eindruck, den Leute von mir haben, ist...", + "give-everything-u": "Ich würde alles geben für...", + "good-day-u": "Ein guter Tag ist...", + "my-best-u": "Das Beste an mir...", + "my-worst-u": "Leider bin ich...", + "people-say-u": "Andere sagen, ich sei...", + "i-love-u": "Ich liebe...", + "i-hate-u": "Ich hasse...", + "strength-u": "Stärke", + "intuition-u": "Intuition", + "dexterity-u": "Geschick", + "intellect-u": "Intellekt", + "speed-u": "Schnelligkeit", + "empathy-u": "Empathie", + "perception-u": "Wahrnehmung", + "ego-u": "Ego", + "stress-u": "Stress", + "exhaustion-u": "Erschöpfung", + "pain-u": "Schmerz", + "hunger-u": "Hunger", + "misc-u": "Sonstiges", + "advantage-u": "Vorteil", + "disadvantage-u": "Nachteil", + "inventory-u": "Inventar", + "weapons-u": "Waffen", + "armor-u": "Rüstung", + "items-u": "Gegenstände", + "challenge-u": "Herausforderung", + "use-advantage-u": "Vort. nutzen", + "pool-u": "Pool", + "buy-bonus-dice-u": "Bonuswürfel", + "dices-u": "Würfel", + "dice-u": "Würfel", + "result-u": "Ergebnis", + "challenge-formula-u": "Wurf", + "reroll-u": "Würfel neu werfen" +} \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/ko.json b/IAS-Freude-schoener-Goetterfunken/translations/ko.json new file mode 100644 index 0000000000..2ac47faa5b --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/translations/ko.json @@ -0,0 +1,55 @@ +{ + "like-eating-u": "Ich esse am liebsten...", + "tasty-u": "deftig", + "spicey-u": "würzig", + "sweet-u": "süß", + "like-drinking-u": "Ich trinke am liebsten...", + "tea-u": "Tee", + "coffee-u": "Kaffee", + "beer-u": "Bier", + "home-religion-u": "Heimat & Religion", + "languages-u": "Sprachen", + "reserves-u": "Reserven", + "max-current-u": "(Max/Aktuell)", + "who-are-you-u": "Wer bist Du?", + "attribute-u": "Attribut", + "attributes-u": "Attribute", + "skill-u": "Fertigkeit", + "skills-u": "Fertigkeiten", + "first-impression-u": "Der erste Eindruck, den Leute von mir haben, ist...", + "give-everything-u": "Ich würde alles geben für...", + "good-day-u": "Ein guter Tag ist...", + "my-best-u": "Das Beste an mir...", + "my-worst-u": "Leider bin ich...", + "people-say-u": "Andere sagen, ich sei...", + "i-love-u": "Ich liebe...", + "i-hate-u": "Ich hasse...", + "strength-u": "Stärke", + "intuition-u": "Intuition", + "dexterity-u": "Geschick", + "intellect-u": "Intellekt", + "speed-u": "Schnelligkeit", + "empathy-u": "Empathie", + "perception-u": "Wahrnehmung", + "ego-u": "Ego", + "stress-u": "Stress", + "exhaustion-u": "Erschöpfung", + "pain-u": "Schmerz", + "hunger-u": "Hunger", + "misc-u": "Sonstiges", + "advantage-u": "Vorteil", + "disadvantage-u": "Nachteil", + "inventory-u": "Inventar", + "weapons-u": "Waffen", + "armor-u": "Rüstung", + "items-u": "Gegenstände", + "challenge-u": "Herausforderung", + "use-advantage-u": "Vort. nutzen", + "pool-u": "Pool", + "buy-bonus-dice-u": "Bonuswürfel", + "dices-u": "Würfel", + "dice-u": "Würfel", + "result-u": "Ergebnis", + "challenge-formula-u": "Wurf", + "reroll-u": "Würfel neu werfen" +} \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/nl.json b/IAS-Freude-schoener-Goetterfunken/translations/nl.json new file mode 100644 index 0000000000..2ac47faa5b --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/translations/nl.json @@ -0,0 +1,55 @@ +{ + "like-eating-u": "Ich esse am liebsten...", + "tasty-u": "deftig", + "spicey-u": "würzig", + "sweet-u": "süß", + "like-drinking-u": "Ich trinke am liebsten...", + "tea-u": "Tee", + "coffee-u": "Kaffee", + "beer-u": "Bier", + "home-religion-u": "Heimat & Religion", + "languages-u": "Sprachen", + "reserves-u": "Reserven", + "max-current-u": "(Max/Aktuell)", + "who-are-you-u": "Wer bist Du?", + "attribute-u": "Attribut", + "attributes-u": "Attribute", + "skill-u": "Fertigkeit", + "skills-u": "Fertigkeiten", + "first-impression-u": "Der erste Eindruck, den Leute von mir haben, ist...", + "give-everything-u": "Ich würde alles geben für...", + "good-day-u": "Ein guter Tag ist...", + "my-best-u": "Das Beste an mir...", + "my-worst-u": "Leider bin ich...", + "people-say-u": "Andere sagen, ich sei...", + "i-love-u": "Ich liebe...", + "i-hate-u": "Ich hasse...", + "strength-u": "Stärke", + "intuition-u": "Intuition", + "dexterity-u": "Geschick", + "intellect-u": "Intellekt", + "speed-u": "Schnelligkeit", + "empathy-u": "Empathie", + "perception-u": "Wahrnehmung", + "ego-u": "Ego", + "stress-u": "Stress", + "exhaustion-u": "Erschöpfung", + "pain-u": "Schmerz", + "hunger-u": "Hunger", + "misc-u": "Sonstiges", + "advantage-u": "Vorteil", + "disadvantage-u": "Nachteil", + "inventory-u": "Inventar", + "weapons-u": "Waffen", + "armor-u": "Rüstung", + "items-u": "Gegenstände", + "challenge-u": "Herausforderung", + "use-advantage-u": "Vort. nutzen", + "pool-u": "Pool", + "buy-bonus-dice-u": "Bonuswürfel", + "dices-u": "Würfel", + "dice-u": "Würfel", + "result-u": "Ergebnis", + "challenge-formula-u": "Wurf", + "reroll-u": "Würfel neu werfen" +} \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/pl.json b/IAS-Freude-schoener-Goetterfunken/translations/pl.json new file mode 100644 index 0000000000..2ac47faa5b --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/translations/pl.json @@ -0,0 +1,55 @@ +{ + "like-eating-u": "Ich esse am liebsten...", + "tasty-u": "deftig", + "spicey-u": "würzig", + "sweet-u": "süß", + "like-drinking-u": "Ich trinke am liebsten...", + "tea-u": "Tee", + "coffee-u": "Kaffee", + "beer-u": "Bier", + "home-religion-u": "Heimat & Religion", + "languages-u": "Sprachen", + "reserves-u": "Reserven", + "max-current-u": "(Max/Aktuell)", + "who-are-you-u": "Wer bist Du?", + "attribute-u": "Attribut", + "attributes-u": "Attribute", + "skill-u": "Fertigkeit", + "skills-u": "Fertigkeiten", + "first-impression-u": "Der erste Eindruck, den Leute von mir haben, ist...", + "give-everything-u": "Ich würde alles geben für...", + "good-day-u": "Ein guter Tag ist...", + "my-best-u": "Das Beste an mir...", + "my-worst-u": "Leider bin ich...", + "people-say-u": "Andere sagen, ich sei...", + "i-love-u": "Ich liebe...", + "i-hate-u": "Ich hasse...", + "strength-u": "Stärke", + "intuition-u": "Intuition", + "dexterity-u": "Geschick", + "intellect-u": "Intellekt", + "speed-u": "Schnelligkeit", + "empathy-u": "Empathie", + "perception-u": "Wahrnehmung", + "ego-u": "Ego", + "stress-u": "Stress", + "exhaustion-u": "Erschöpfung", + "pain-u": "Schmerz", + "hunger-u": "Hunger", + "misc-u": "Sonstiges", + "advantage-u": "Vorteil", + "disadvantage-u": "Nachteil", + "inventory-u": "Inventar", + "weapons-u": "Waffen", + "armor-u": "Rüstung", + "items-u": "Gegenstände", + "challenge-u": "Herausforderung", + "use-advantage-u": "Vort. nutzen", + "pool-u": "Pool", + "buy-bonus-dice-u": "Bonuswürfel", + "dices-u": "Würfel", + "dice-u": "Würfel", + "result-u": "Ergebnis", + "challenge-formula-u": "Wurf", + "reroll-u": "Würfel neu werfen" +} \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/pt.json b/IAS-Freude-schoener-Goetterfunken/translations/pt.json new file mode 100644 index 0000000000..2ac47faa5b --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/translations/pt.json @@ -0,0 +1,55 @@ +{ + "like-eating-u": "Ich esse am liebsten...", + "tasty-u": "deftig", + "spicey-u": "würzig", + "sweet-u": "süß", + "like-drinking-u": "Ich trinke am liebsten...", + "tea-u": "Tee", + "coffee-u": "Kaffee", + "beer-u": "Bier", + "home-religion-u": "Heimat & Religion", + "languages-u": "Sprachen", + "reserves-u": "Reserven", + "max-current-u": "(Max/Aktuell)", + "who-are-you-u": "Wer bist Du?", + "attribute-u": "Attribut", + "attributes-u": "Attribute", + "skill-u": "Fertigkeit", + "skills-u": "Fertigkeiten", + "first-impression-u": "Der erste Eindruck, den Leute von mir haben, ist...", + "give-everything-u": "Ich würde alles geben für...", + "good-day-u": "Ein guter Tag ist...", + "my-best-u": "Das Beste an mir...", + "my-worst-u": "Leider bin ich...", + "people-say-u": "Andere sagen, ich sei...", + "i-love-u": "Ich liebe...", + "i-hate-u": "Ich hasse...", + "strength-u": "Stärke", + "intuition-u": "Intuition", + "dexterity-u": "Geschick", + "intellect-u": "Intellekt", + "speed-u": "Schnelligkeit", + "empathy-u": "Empathie", + "perception-u": "Wahrnehmung", + "ego-u": "Ego", + "stress-u": "Stress", + "exhaustion-u": "Erschöpfung", + "pain-u": "Schmerz", + "hunger-u": "Hunger", + "misc-u": "Sonstiges", + "advantage-u": "Vorteil", + "disadvantage-u": "Nachteil", + "inventory-u": "Inventar", + "weapons-u": "Waffen", + "armor-u": "Rüstung", + "items-u": "Gegenstände", + "challenge-u": "Herausforderung", + "use-advantage-u": "Vort. nutzen", + "pool-u": "Pool", + "buy-bonus-dice-u": "Bonuswürfel", + "dices-u": "Würfel", + "dice-u": "Würfel", + "result-u": "Ergebnis", + "challenge-formula-u": "Wurf", + "reroll-u": "Würfel neu werfen" +} \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/ru.json b/IAS-Freude-schoener-Goetterfunken/translations/ru.json new file mode 100644 index 0000000000..2ac47faa5b --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/translations/ru.json @@ -0,0 +1,55 @@ +{ + "like-eating-u": "Ich esse am liebsten...", + "tasty-u": "deftig", + "spicey-u": "würzig", + "sweet-u": "süß", + "like-drinking-u": "Ich trinke am liebsten...", + "tea-u": "Tee", + "coffee-u": "Kaffee", + "beer-u": "Bier", + "home-religion-u": "Heimat & Religion", + "languages-u": "Sprachen", + "reserves-u": "Reserven", + "max-current-u": "(Max/Aktuell)", + "who-are-you-u": "Wer bist Du?", + "attribute-u": "Attribut", + "attributes-u": "Attribute", + "skill-u": "Fertigkeit", + "skills-u": "Fertigkeiten", + "first-impression-u": "Der erste Eindruck, den Leute von mir haben, ist...", + "give-everything-u": "Ich würde alles geben für...", + "good-day-u": "Ein guter Tag ist...", + "my-best-u": "Das Beste an mir...", + "my-worst-u": "Leider bin ich...", + "people-say-u": "Andere sagen, ich sei...", + "i-love-u": "Ich liebe...", + "i-hate-u": "Ich hasse...", + "strength-u": "Stärke", + "intuition-u": "Intuition", + "dexterity-u": "Geschick", + "intellect-u": "Intellekt", + "speed-u": "Schnelligkeit", + "empathy-u": "Empathie", + "perception-u": "Wahrnehmung", + "ego-u": "Ego", + "stress-u": "Stress", + "exhaustion-u": "Erschöpfung", + "pain-u": "Schmerz", + "hunger-u": "Hunger", + "misc-u": "Sonstiges", + "advantage-u": "Vorteil", + "disadvantage-u": "Nachteil", + "inventory-u": "Inventar", + "weapons-u": "Waffen", + "armor-u": "Rüstung", + "items-u": "Gegenstände", + "challenge-u": "Herausforderung", + "use-advantage-u": "Vort. nutzen", + "pool-u": "Pool", + "buy-bonus-dice-u": "Bonuswürfel", + "dices-u": "Würfel", + "dice-u": "Würfel", + "result-u": "Ergebnis", + "challenge-formula-u": "Wurf", + "reroll-u": "Würfel neu werfen" +} \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/sl.json b/IAS-Freude-schoener-Goetterfunken/translations/sl.json new file mode 100644 index 0000000000..2ac47faa5b --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/translations/sl.json @@ -0,0 +1,55 @@ +{ + "like-eating-u": "Ich esse am liebsten...", + "tasty-u": "deftig", + "spicey-u": "würzig", + "sweet-u": "süß", + "like-drinking-u": "Ich trinke am liebsten...", + "tea-u": "Tee", + "coffee-u": "Kaffee", + "beer-u": "Bier", + "home-religion-u": "Heimat & Religion", + "languages-u": "Sprachen", + "reserves-u": "Reserven", + "max-current-u": "(Max/Aktuell)", + "who-are-you-u": "Wer bist Du?", + "attribute-u": "Attribut", + "attributes-u": "Attribute", + "skill-u": "Fertigkeit", + "skills-u": "Fertigkeiten", + "first-impression-u": "Der erste Eindruck, den Leute von mir haben, ist...", + "give-everything-u": "Ich würde alles geben für...", + "good-day-u": "Ein guter Tag ist...", + "my-best-u": "Das Beste an mir...", + "my-worst-u": "Leider bin ich...", + "people-say-u": "Andere sagen, ich sei...", + "i-love-u": "Ich liebe...", + "i-hate-u": "Ich hasse...", + "strength-u": "Stärke", + "intuition-u": "Intuition", + "dexterity-u": "Geschick", + "intellect-u": "Intellekt", + "speed-u": "Schnelligkeit", + "empathy-u": "Empathie", + "perception-u": "Wahrnehmung", + "ego-u": "Ego", + "stress-u": "Stress", + "exhaustion-u": "Erschöpfung", + "pain-u": "Schmerz", + "hunger-u": "Hunger", + "misc-u": "Sonstiges", + "advantage-u": "Vorteil", + "disadvantage-u": "Nachteil", + "inventory-u": "Inventar", + "weapons-u": "Waffen", + "armor-u": "Rüstung", + "items-u": "Gegenstände", + "challenge-u": "Herausforderung", + "use-advantage-u": "Vort. nutzen", + "pool-u": "Pool", + "buy-bonus-dice-u": "Bonuswürfel", + "dices-u": "Würfel", + "dice-u": "Würfel", + "result-u": "Ergebnis", + "challenge-formula-u": "Wurf", + "reroll-u": "Würfel neu werfen" +} \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/sv.json b/IAS-Freude-schoener-Goetterfunken/translations/sv.json new file mode 100644 index 0000000000..2ac47faa5b --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/translations/sv.json @@ -0,0 +1,55 @@ +{ + "like-eating-u": "Ich esse am liebsten...", + "tasty-u": "deftig", + "spicey-u": "würzig", + "sweet-u": "süß", + "like-drinking-u": "Ich trinke am liebsten...", + "tea-u": "Tee", + "coffee-u": "Kaffee", + "beer-u": "Bier", + "home-religion-u": "Heimat & Religion", + "languages-u": "Sprachen", + "reserves-u": "Reserven", + "max-current-u": "(Max/Aktuell)", + "who-are-you-u": "Wer bist Du?", + "attribute-u": "Attribut", + "attributes-u": "Attribute", + "skill-u": "Fertigkeit", + "skills-u": "Fertigkeiten", + "first-impression-u": "Der erste Eindruck, den Leute von mir haben, ist...", + "give-everything-u": "Ich würde alles geben für...", + "good-day-u": "Ein guter Tag ist...", + "my-best-u": "Das Beste an mir...", + "my-worst-u": "Leider bin ich...", + "people-say-u": "Andere sagen, ich sei...", + "i-love-u": "Ich liebe...", + "i-hate-u": "Ich hasse...", + "strength-u": "Stärke", + "intuition-u": "Intuition", + "dexterity-u": "Geschick", + "intellect-u": "Intellekt", + "speed-u": "Schnelligkeit", + "empathy-u": "Empathie", + "perception-u": "Wahrnehmung", + "ego-u": "Ego", + "stress-u": "Stress", + "exhaustion-u": "Erschöpfung", + "pain-u": "Schmerz", + "hunger-u": "Hunger", + "misc-u": "Sonstiges", + "advantage-u": "Vorteil", + "disadvantage-u": "Nachteil", + "inventory-u": "Inventar", + "weapons-u": "Waffen", + "armor-u": "Rüstung", + "items-u": "Gegenstände", + "challenge-u": "Herausforderung", + "use-advantage-u": "Vort. nutzen", + "pool-u": "Pool", + "buy-bonus-dice-u": "Bonuswürfel", + "dices-u": "Würfel", + "dice-u": "Würfel", + "result-u": "Ergebnis", + "challenge-formula-u": "Wurf", + "reroll-u": "Würfel neu werfen" +} \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/tr.json b/IAS-Freude-schoener-Goetterfunken/translations/tr.json new file mode 100644 index 0000000000..2ac47faa5b --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/translations/tr.json @@ -0,0 +1,55 @@ +{ + "like-eating-u": "Ich esse am liebsten...", + "tasty-u": "deftig", + "spicey-u": "würzig", + "sweet-u": "süß", + "like-drinking-u": "Ich trinke am liebsten...", + "tea-u": "Tee", + "coffee-u": "Kaffee", + "beer-u": "Bier", + "home-religion-u": "Heimat & Religion", + "languages-u": "Sprachen", + "reserves-u": "Reserven", + "max-current-u": "(Max/Aktuell)", + "who-are-you-u": "Wer bist Du?", + "attribute-u": "Attribut", + "attributes-u": "Attribute", + "skill-u": "Fertigkeit", + "skills-u": "Fertigkeiten", + "first-impression-u": "Der erste Eindruck, den Leute von mir haben, ist...", + "give-everything-u": "Ich würde alles geben für...", + "good-day-u": "Ein guter Tag ist...", + "my-best-u": "Das Beste an mir...", + "my-worst-u": "Leider bin ich...", + "people-say-u": "Andere sagen, ich sei...", + "i-love-u": "Ich liebe...", + "i-hate-u": "Ich hasse...", + "strength-u": "Stärke", + "intuition-u": "Intuition", + "dexterity-u": "Geschick", + "intellect-u": "Intellekt", + "speed-u": "Schnelligkeit", + "empathy-u": "Empathie", + "perception-u": "Wahrnehmung", + "ego-u": "Ego", + "stress-u": "Stress", + "exhaustion-u": "Erschöpfung", + "pain-u": "Schmerz", + "hunger-u": "Hunger", + "misc-u": "Sonstiges", + "advantage-u": "Vorteil", + "disadvantage-u": "Nachteil", + "inventory-u": "Inventar", + "weapons-u": "Waffen", + "armor-u": "Rüstung", + "items-u": "Gegenstände", + "challenge-u": "Herausforderung", + "use-advantage-u": "Vort. nutzen", + "pool-u": "Pool", + "buy-bonus-dice-u": "Bonuswürfel", + "dices-u": "Würfel", + "dice-u": "Würfel", + "result-u": "Ergebnis", + "challenge-formula-u": "Wurf", + "reroll-u": "Würfel neu werfen" +} \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/uk.json b/IAS-Freude-schoener-Goetterfunken/translations/uk.json new file mode 100644 index 0000000000..2ac47faa5b --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/translations/uk.json @@ -0,0 +1,55 @@ +{ + "like-eating-u": "Ich esse am liebsten...", + "tasty-u": "deftig", + "spicey-u": "würzig", + "sweet-u": "süß", + "like-drinking-u": "Ich trinke am liebsten...", + "tea-u": "Tee", + "coffee-u": "Kaffee", + "beer-u": "Bier", + "home-religion-u": "Heimat & Religion", + "languages-u": "Sprachen", + "reserves-u": "Reserven", + "max-current-u": "(Max/Aktuell)", + "who-are-you-u": "Wer bist Du?", + "attribute-u": "Attribut", + "attributes-u": "Attribute", + "skill-u": "Fertigkeit", + "skills-u": "Fertigkeiten", + "first-impression-u": "Der erste Eindruck, den Leute von mir haben, ist...", + "give-everything-u": "Ich würde alles geben für...", + "good-day-u": "Ein guter Tag ist...", + "my-best-u": "Das Beste an mir...", + "my-worst-u": "Leider bin ich...", + "people-say-u": "Andere sagen, ich sei...", + "i-love-u": "Ich liebe...", + "i-hate-u": "Ich hasse...", + "strength-u": "Stärke", + "intuition-u": "Intuition", + "dexterity-u": "Geschick", + "intellect-u": "Intellekt", + "speed-u": "Schnelligkeit", + "empathy-u": "Empathie", + "perception-u": "Wahrnehmung", + "ego-u": "Ego", + "stress-u": "Stress", + "exhaustion-u": "Erschöpfung", + "pain-u": "Schmerz", + "hunger-u": "Hunger", + "misc-u": "Sonstiges", + "advantage-u": "Vorteil", + "disadvantage-u": "Nachteil", + "inventory-u": "Inventar", + "weapons-u": "Waffen", + "armor-u": "Rüstung", + "items-u": "Gegenstände", + "challenge-u": "Herausforderung", + "use-advantage-u": "Vort. nutzen", + "pool-u": "Pool", + "buy-bonus-dice-u": "Bonuswürfel", + "dices-u": "Würfel", + "dice-u": "Würfel", + "result-u": "Ergebnis", + "challenge-formula-u": "Wurf", + "reroll-u": "Würfel neu werfen" +} \ No newline at end of file diff --git a/IAS-Freude-schoener-Goetterfunken/translations/zh.json b/IAS-Freude-schoener-Goetterfunken/translations/zh.json new file mode 100644 index 0000000000..2ac47faa5b --- /dev/null +++ b/IAS-Freude-schoener-Goetterfunken/translations/zh.json @@ -0,0 +1,55 @@ +{ + "like-eating-u": "Ich esse am liebsten...", + "tasty-u": "deftig", + "spicey-u": "würzig", + "sweet-u": "süß", + "like-drinking-u": "Ich trinke am liebsten...", + "tea-u": "Tee", + "coffee-u": "Kaffee", + "beer-u": "Bier", + "home-religion-u": "Heimat & Religion", + "languages-u": "Sprachen", + "reserves-u": "Reserven", + "max-current-u": "(Max/Aktuell)", + "who-are-you-u": "Wer bist Du?", + "attribute-u": "Attribut", + "attributes-u": "Attribute", + "skill-u": "Fertigkeit", + "skills-u": "Fertigkeiten", + "first-impression-u": "Der erste Eindruck, den Leute von mir haben, ist...", + "give-everything-u": "Ich würde alles geben für...", + "good-day-u": "Ein guter Tag ist...", + "my-best-u": "Das Beste an mir...", + "my-worst-u": "Leider bin ich...", + "people-say-u": "Andere sagen, ich sei...", + "i-love-u": "Ich liebe...", + "i-hate-u": "Ich hasse...", + "strength-u": "Stärke", + "intuition-u": "Intuition", + "dexterity-u": "Geschick", + "intellect-u": "Intellekt", + "speed-u": "Schnelligkeit", + "empathy-u": "Empathie", + "perception-u": "Wahrnehmung", + "ego-u": "Ego", + "stress-u": "Stress", + "exhaustion-u": "Erschöpfung", + "pain-u": "Schmerz", + "hunger-u": "Hunger", + "misc-u": "Sonstiges", + "advantage-u": "Vorteil", + "disadvantage-u": "Nachteil", + "inventory-u": "Inventar", + "weapons-u": "Waffen", + "armor-u": "Rüstung", + "items-u": "Gegenstände", + "challenge-u": "Herausforderung", + "use-advantage-u": "Vort. nutzen", + "pool-u": "Pool", + "buy-bonus-dice-u": "Bonuswürfel", + "dices-u": "Würfel", + "dice-u": "Würfel", + "result-u": "Ergebnis", + "challenge-formula-u": "Wurf", + "reroll-u": "Würfel neu werfen" +} \ No newline at end of file diff --git a/ICRPG-MasterEdition/ICRPG_ME.css b/ICRPG-MasterEdition/ICRPG_ME.css index cd1d1dfc59..46044298a8 100644 --- a/ICRPG-MasterEdition/ICRPG_ME.css +++ b/ICRPG-MasterEdition/ICRPG_ME.css @@ -311,6 +311,11 @@ font-size: x-small; color: #999999; } +.sheet-rollbuttonlabel{ + font-size: small; + font-weight: bold; +} + .sheet-tinytext { width: 5em; font-size: small; @@ -507,6 +512,45 @@ color:#000000; } +/*effort Template*/ +.sheet-rolltemplate-ICRPG-effort div.sheet-ICRPGe-container { + /*border: 2px solid #000 !important; + border-radius: 3px 3px 3px 3px;*/ + background-color:#ffffff; + background-image: url(); /*Desaturated Paper Teture*/ + background-size: cover; +} + +.sheet-rolltemplate-ICRPG-effort .sheet-ICRPGe-header{ + text-align: center; + background-color: transparent; + padding-top: 10px; + padding-bottom: 10px; + font-style:italic; + font-size:x-large; + font-weight: bold; + color:#000000; +} +.sheet-rolltemplate-ICRPG-effort .sheet-ICRPGe-subheader{ + text-align: center; + background-color: #CA3627; + padding: 5px; + font-weight: bold; + font-size:large; + font-style:normal; + color:#000000; + border-top: 2px solid black; + border-bottom: 2px solid black; +} +.sheet-rolltemplate-ICRPG-effort .sheet-ICRPGe-type{ + border-bottom: 1px solid black; + text-align: center; + padding: 5px; + font-weight: bold; + color:#000000; +} + + /*NPC Roll Template*/ .sheet-rolltemplate-ICRPG-NPC div.sheet-ICRPGNPC-container { /*border: 2px solid #000 !important; @@ -545,6 +589,8 @@ /* No d20 */ button[type=roll].sheet-blankbutton::before { content: ''; + font-weight: normal; + font-size: small; } diff --git a/ICRPG-MasterEdition/ICRPG_ME.html b/ICRPG-MasterEdition/ICRPG_ME.html index 9159e5db5a..59a5d64b4c 100644 --- a/ICRPG-MasterEdition/ICRPG_ME.html +++ b/ICRPG-MasterEdition/ICRPG_ME.html @@ -38,10 +38,11 @@
- + - + - + - + - + - +
STR - @@ -59,10 +60,12 @@
DEX @@ -81,10 +84,11 @@
CON @@ -103,10 +107,11 @@
INT @@ -125,10 +130,12 @@
WIS @@ -147,10 +154,11 @@
CHA @@ -170,14 +178,18 @@

- - - - - - - - + + + + + + + + + + + +
@@ -192,9 +204,9 @@
- + @@ -218,9 +230,9 @@ - + @@ -241,9 +253,9 @@ - + @@ -265,9 +277,9 @@ - + @@ -288,9 +300,9 @@ - + @@ -318,13 +330,14 @@
BASIC -
TOOLS &
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GUNS -
ENERGY &
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ULTIMATE -
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+ +
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+ {{playername}} +
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+ {{attribname}} +
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+ BASE: {{base}} + LOOT: {{loot}} + LIFE: {{lifeform}} +
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+ {{roll}} +
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@@ -1020,10 +1053,11 @@ diff --git a/Liminal/liminal.css b/Liminal/liminal.css new file mode 100644 index 0000000000..337d6394f0 --- /dev/null +++ b/Liminal/liminal.css @@ -0,0 +1,173 @@ +/* Set the min-width so that when the window is resized the look will stay consistant */ + +.charsheet { + background-color: #8bb; + min-width: 825px; + /*background-image: url('https://d1vzi28wh99zvq.cloudfront.net/images/4329/267203.jpg');*/ +} + +/* Universal styling applied to all elements of these types */ + +h1 { + font-size: 4em; + margin-bottom: 10px; + text-align: center; +} + +h2 { + font-size: 2em; + margin-bottom: 10px; + text-align: center; +} + +/* BASIC INFO */ + +.sheet-basicinfo label { + display: inline-block; + width: 80px; +} + +.sheet-basicinfo input { + display: inline-block; + width: 300px; +} + +.sheet-basicinfo select { + display: inline-block; + width: 300px; +} + +.sheet-basicinfo textarea { + display: inline-block; + width: 290px; + height:110px; +} +.sheet-basicinfo label.sheet-drive { + vertical-align:top; +} + +/* SKILLS */ + +.sheet-skills label { + margin-left:153px; + margin-bottom:0; + margin-top:-15px; + font-weight: normal; + font-size:1em; +} +.sheet-skills input { + display: inline-block; + width: 115px; +} + +p.sheet-skill-explain { + margin-top:10px; +} + +.ui-dialog .charsheet .sheet-skills .sheet-col { + margin-right:10px; + width: calc(33% - 9px); +} + +.charsheet .sheet-skills button[type=roll].sheet-skill-button { + width:94px; + margin:0; + height:22px; + text-align:left; +} +.sheet-skills button[type=roll].sheet-skill-button::before { + content: ''; +} + +.sheet-skillpoints label { + display: inline-block; + width: 150px; +} + +.sheet-skillpoints input { + display: inline-block; +} + +img { + max-height: 100px; +} + +textarea { + resize: vertical; +} + + +/* STATS */ +.sheet-stats h4 { + display: inline-block; + text-align: left; +} + +.sheet-stats h4.sheet-first { + margin-left: 120px; + margin-right: 15px; +} + +.sheet-stats input { + /*margin-right: 8%; + width: 17%;*/ + display: inline-block; +} + +.sheet-stats label { + display: inline-block; + width: 110px; +} + +.sheet-stats label.sheet-driveused { + display: inline-block; + width: 190px; +} + +/* COMBAT */ + +.sheet-combat label { + display: inline-block; + width: 200px; +} + +.sheet-combat label.sheet-damagebonus { + display: inline-block; + width: 200px; +} + +.sheet-combat input { + display: inline-block; + width: 170px; +} + +.sheet-combat label.sheet-unarmed { + width: 297px; + font-weight:normal; +} + +.sheet-combat select { + display: inline-block; + width: 80px; +} + +/* TRAITS */ + +.sheet-traits input { + display: inline-block; + width: 340px; +} +.sheet-traits textarea { + height:40px; + width:379px; +} + +.sheet-stats button[type=roll].sheet-2d6-dice::before { + font-family: 'dicefontd6'; + content: 'ff '; +} + +.sheet-stats button[type=roll].sheet-d6-dice::before { + font-family: 'dicefontd6'; + content: 'f '; +} \ No newline at end of file diff --git a/Liminal/liminal.html b/Liminal/liminal.html new file mode 100644 index 0000000000..4e3f119e0d --- /dev/null +++ b/Liminal/liminal.html @@ -0,0 +1,446 @@ +

Liminal

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A RPG about those caught between the ordinary and extraordinary.

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Combat Options & Situational Rules

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Release Notes

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Bug Fix Release

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This release focuses on Bug Fixes

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Bugs Fixed

+
    +
  • Fixed an issue where the Unskilled "skill" roll was not subtracting 2 from the final result.
  • +
  • Fixed an "issue" where the info rolltemplate was showing all buttons as links. By design, all buttons in this template should be links, but there may be times when you desire to use this template for a chat menu of buttons. In this case, adding {{buttonstyle=y}} to the macro will format buttons as buttons. This fix includes other, minor stying corrections for the info rolltemplate.
  • +
  • Fixed an issue where, when clicking the statblock to chat button, an error returns for animalsmarts_display.
  • +
+
+ + + +
+

Minor Release

+

This release focuses on Minor Enhancements and Bug Fixes

+

Enhancements

+
    +
  • Added a skill roll modifier to the power section. This functions similar the to the Trademark Weapon field found in the Weapons section.
  • +
+

Bugs Fixed

+
    +
  • Fixed an issue where the custom skill section wasn't showing the alphanumeric style for the skill rank.
  • +
  • Fixed an issue where skills and Wild Die rolling from the power section wasn't working. The character sheet would output results to the chat window, but the die rolls never happened and no die results were displayed.
  • +
+
+ + + +
+

Bug Fix Release

+

This release focuses on Bug Fixes

+

Bugs Fixed

+
    +
  • Fixed an issue where the Skill die and the Wild/Group Die were rolling multiple 3D dice.
  • +
  • Fixed an issue Custom/Knowledge skills were missing.

    Warning: Due to some limitations I couldn't figure out, if any of these skills were "Boosted" or "Lowered" at the time they went missing, the skill rank will reflect the boosted/lowered die type plus/minus one additional level. For example, if the skill base was d8 and it was boosed 1 level (to a d10), the skill will now reflect a d12; likewise, if the skill was a d8 and lowered 1 step, the skill will not reflect a d4 (instead of the d6). You'll know this occurred when you roll that skill (you'll see an asterisk next to the rank in the chat output). I apologize I wasn't able to care for this, but I figured it was a fringe case and I was running out of time to meet the next release window; I made the decision to deploy his patch without trying further to fix that aspect of the patch, because I figured getting the skills back on the sheet was more important. I apologize if this causes any problems for your games.

    One other issue you may notice is the linked attribute for the skill may show 0; this a bug a that I have raised with Roll20 and nothing I can fix.
  • +
  • Fixed the issue with sending the statblock to the Chat window where fields/error were missing; clicking the statblock button at the top of the sheet should now send the statblock to chat properly.
  • +
+

Known Issues

+
    +
  • The styling for Custom/Knowledge skills when using the alphanumeric visual instead of the die type visuals is still not working; since this purely a comesmetic thing, I prioritized other issues above this one. I'll get this fixed with the next update.
  • +
+
@@ -14774,12 +15217,12 @@ on( {{/rollGreater() conviction 0}}
{{#^rollTotal() mods 0}} -
+
{{#^rollTotal() showtt 0}}Misc. Modifers: {{ttmod}}{{/^rollTotal() showtt 0}}{{#^rollTotal() showwounds 0}} Wounds: {{wounds}}{{/^rollTotal() showwounds 0}}{{#^rollTotal() showfatigue 0}} Fatigue: {{fatigue}}{{/^rollTotal() showfatigue 0}}{{#^rollTotal() showdistracted 0}} Distracted: {{distracted}}{{/^rollTotal() showdistracted 0}}{{#^rollTotal() showenc 0}} Enc: {{encumbrance}}{{/^rollTotal() showenc 0}}{{#^rollTotal() actpenalty 0}} Activation Penalty: {{actpenalty}}{{/^rollTotal() actpenalty 0}}
{{/^rollTotal() mods 0}} {{#notes}} -
+
{{notes}}
{{/notes}} @@ -14873,7 +15316,7 @@ on(

{{#rollTotal() wildcard 0}}{{#wcicon}}{{wcicon}}{{/wcicon}}{{/rollTotal() wildcard 0}}{{name}}

{{#item}}

{{item}}{{#type}} ({{type}}){{/type}}

{{/item}} -
+
{{#description}}{{description}}{{/description}} {{#fear}} {{#rollLess() fear 4}}Adrenaline Surge ({{0}}): The hero’s "fight" response takes over. He acts as if he had a Joker this action!{{/rollLess() fear 4}} @@ -14887,7 +15330,9 @@ on( {{#rollBetween() fear 20 21}}Major Phobia ({{0}}): The character gains the Major Phobia Hindrance.{{/rollBetween() fear 20 21}} {{#rollGreater() fear 21}}Heart Attack ({{0}}): The hero is so overwhelmed with fear that his heart stutters. He must make an immediate Vigor roll at –2. If successful, he's Stunned. If he fails, he's Incapacitated and dies in {{1}} rounds. In the latter case, a Healing roll at –4 saves his life, but he remains Incapacitated. He may be treated normally thereafter.{{/rollGreater() fear 21}} {{/fear}} - {{#allprops() description item type wildcard fear heartattack}}

{{key}}: {{value}}

{{/allprops() description item type wildcard fear heartattack}} + {{#buttonstyle}}
{{/buttonstyle}} + {{#allprops() description item type wildcard fear heartattack ignoremaxheight buttonstyle}}

{{key}}{{value}}

{{/allprops() description item type wildcard fear heartattack ignoremaxheight buttonstyle}} + {{#buttonstyle}}
{{/buttonstyle}}
@@ -14979,4 +15424,4 @@ on( {{#rollLess() distracted -1}}♦{{/rollLess() distracted -1}}{{#rollTotal() vulnerable -2}}♠{{/rollTotal() vulnerable -2}}{{#rollTotal() stunned -2}}♣{{/rollTotal() stunned -2}} - \ No newline at end of file + diff --git a/Official Savage Worlds/images/PowerArmor-gray.png b/Official Savage Worlds/images/PowerArmor-gray.png new file mode 100644 index 0000000000..ae962d3f2f Binary files /dev/null and b/Official Savage Worlds/images/PowerArmor-gray.png differ diff --git a/Official Savage Worlds/images/PowerArmor.png b/Official Savage Worlds/images/PowerArmor.png new file mode 100644 index 0000000000..947463d4a3 Binary files /dev/null and b/Official Savage Worlds/images/PowerArmor.png differ diff --git a/Official Savage Worlds/images/RobotArmor-gray.png b/Official Savage Worlds/images/RobotArmor-gray.png new file mode 100644 index 0000000000..77a4e8ab88 Binary files /dev/null and b/Official Savage Worlds/images/RobotArmor-gray.png differ diff --git a/Official Savage Worlds/images/RobotArmor.png b/Official Savage Worlds/images/RobotArmor.png new file mode 100644 index 0000000000..e20c8a4233 Binary files /dev/null and b/Official Savage Worlds/images/RobotArmor.png differ diff --git a/Official Savage Worlds/sheet.json b/Official Savage Worlds/sheet.json index e7b677df40..a6c5d02847 100644 --- a/Official Savage Worlds/sheet.json +++ b/Official Savage Worlds/sheet.json @@ -6,7 +6,7 @@ "compendium": "SWADE", "preview": "OfficialSavageWorldsCharacterSheet.jpg", "legacy": false, - "instructions": "# Official Savage Worlds Character Sheet\r\r### version 1.00.17\r\r## Character Sheet\r\r* This is the Official Savage Worlds Character Sheet.\r* Supports Wild Cards and Extras\r* Dice rolling\r* various setting rules\r\r## Custom Configuration\r\rTo configure the sheet to meet your needs, click the crossed hammer and wrench.\r\r## Skills\r\r* All skills from the SWADE rules are available, with the ability to change their names. To pick your skills, click the crossed hammer and wrench next to the Skills heading and place a check mark next to each skill you'd like to use.\r* If you need to make a skill an Unskilled roll, you can either use the Unskilled \"skill\" OR place a -2 in the skill modifier field.\r\r## Additional Notes\r\r* More info about individual sections can be found in the Documentation wiki.\r* If there's something you want added, or you'd like to report a bug, feel free to join the Official Savage Worlds Character Sheet Game (https://app.roll20.net/join/8109876/l20ASw). That game has forums for Bug Reports and Enhancement Requests.\r\r---", + "instructions": "# Official Savage Worlds Character Sheet\r\r### version 1.00.20\r\r## Character Sheet\r\r* This is the Official Savage Worlds Character Sheet.\r* Supports Wild Cards and Extras\r* Dice rolling\r* various setting rules\r\r## Custom Configuration\r\rTo configure the sheet to meet your needs, click the crossed hammer and wrench.\r\r## Skills\r\r* All skills from the SWADE rules are available, with the ability to change their names. To pick your skills, click the crossed hammer and wrench next to the Skills heading and place a check mark next to each skill you'd like to use.\r* If you need to make a skill an Unskilled roll, you can either use the Unskilled \"skill\" OR place a -2 in the skill modifier field.\r\r## Additional Notes\r\r* More info about individual sections can be found in the Documentation wiki.\r* If there's something you want added, or you'd like to report a bug, feel free to join the Official Savage Worlds Character Sheet Game (https://app.roll20.net/join/8109876/l20ASw). That game has forums for Bug Reports and Enhancement Requests.\r\r---", "useroptions":[ { "attribute":"WCI", diff --git a/Official Savage Worlds/translation.json b/Official Savage Worlds/translation.json index 2590b8b3a0..7ff3610beb 100644 --- a/Official Savage Worlds/translation.json +++ b/Official Savage Worlds/translation.json @@ -970,5 +970,20 @@ "sheet-background": "Sheet Background: ", "no-background-image": "No Background Image", "swade-parchment": "SWADE Parchment", - "animal-smarts-abbreviation": " (A)" + "animal-smarts-abbreviation": " (A)", + "multiple-3d-dice": "Fixed an issue where the Skill die and the Wild/Group Die were rolling multiple 3D dice.", + "missing-custom-skills": "Fixed an issue Custom/Knowledge skills were missing.

Warning: Due to some limitations I couldn't figure out, if any of these skills were "Boosted" or "Lowered" at the time they went missing, the skill rank will reflect the boosted/lowered die type plus/minus one additional level. For example, if the skill base was d8 and it was boosed 1 level (to a d10), the skill will now reflect a d12; likewise, if the skill was a d8 and lowered 1 step, the skill will not reflect a d4 (instead of the d6). You'll know this occurred when you roll that skill (you'll see an asterisk next to the rank in the chat output). I apologize I wasn't able to care for this, but I figured it was a fringe case and I was running out of time to meet the next release window; I made the decision to deploy his patch without trying further to fix that aspect of the patch, because I figured getting the skills back on the sheet was more important. I apologize if this causes any problems for your games.

One other issue you may notice is the linked attribute for the skill may show 0; this a bug a that I have raised with Roll20 and nothing I can fix.", + "chat-statblock-output": "Fixed the issue with sending the statblock to the Chat window where fields/error were missing; clicking the statblock button at the top of the sheet should now send the statblock to chat properly.", + "known-issues": "Known Issues", + "custom-skill-alphanumeric": "The styling for Custom/Knowledge skills when using the alphanumeric visual instead of the die type visuals is still not working; since this purely a comesmetic thing, I prioritized other issues above this one. I'll get this fixed with the next update.", + "boosted-lowered-skills": "Boosted/Lowered skills are not showing the proper styling on the sheet; this is not an issue on the condensed view of the character sheet, however.", + "magic-item": "Magic Item", + "skill-modifier-in-powers": "Added a skill roll modifier to the power section. This functions similar the to the Trademark Weapon field found in the Weapons section.", + "custom-skills-not-showing-alphanumeric-style": "Fixed an issue where the custom skill section wasn't showing the alphanumeric style for the skill rank.", + "skills-not-rolling-from-powers-section": "Fixed an issue where skills and Wild Die rolling from the power section wasn't working. The character sheet would output results to the chat window, but the die rolls never happened and no die results were displayed.", + "power-armor-type": "Power Armor Type", + "robot-armor-type": "Robot Armor Type", + "unskilled-trait-roll-not-subtracting-two": "Fixed an issue where the Unskilled \"skill\" roll was not subtracting 2 from the final result.", + "info-template-button-formatting": "Fixed an \"issue\" where the info rolltemplate was showing all buttons as links. By design, all buttons in this template should be links, but there may be times when you desire to use this template for a chat menu of buttons. In this case, adding {{buttonstyle=y}} to the macro will format buttons as buttons. This fix includes other, minor stying corrections for the info rolltemplate.", + "animalsmarts-and-statblock-to-chat-output": "Fixed an issue where, when clicking the statblock to chat button, an error returns for animalsmarts_display." } \ No newline at end of file diff --git a/Official Savage Worlds/translations/af.json b/Official Savage Worlds/translations/af.json index abc9dc3670..0c38aafaa7 100644 --- a/Official Savage Worlds/translations/af.json +++ b/Official Savage Worlds/translations/af.json @@ -970,5 +970,20 @@ "sheet-background": "Sheet Background: ", "no-background-image": "No Background Image", "swade-parchment": "SWADE Parchment", - "animal-smarts-abbreviation": " (A)" + "animal-smarts-abbreviation": " (A)", + "multiple-3d-dice": "Fixed an issue where the Skill die and the Wild/Group Die were rolling multiple 3D dice.", + "missing-custom-skills": "Fixed an issue Custom/Knowledge skills were missing.

Warning: Due to some limitations I couldn't figure out, if any of these skills were "Boosted" or "Lowered" at the time they went missing, the skill rank will reflect the boosted/lowered die type plus/minus one additional level. For example, if the skill base was d8 and it was boosed 1 level (to a d10), the skill will now reflect a d12; likewise, if the skill was a d8 and lowered 1 step, the skill will not reflect a d4 (instead of the d6). You'll know this occurred when you roll that skill (you'll see an asterisk next to the rank in the chat output). I apologize I wasn't able to care for this, but I figured it was a fringe case and I was running out of time to meet the next release window; I made the decision to deploy his patch without trying further to fix that aspect of the patch, because I figured getting the skills back on the sheet was more important. I apologize if this causes any problems for your games.

One other issue you may notice is the linked attribute for the skill may show 0; this a bug a that I have raised with Roll20 and nothing I can fix.", + "chat-statblock-output": "Fixed the issue with sending the statblock to the Chat window where fields/error were missing; clicking the statblock button at the top of the sheet should now send the statblock to chat properly.", + "known-issues": "Known Issues", + "custom-skill-alphanumeric": "The styling for Custom/Knowledge skills when using the alphanumeric visual instead of the die type visuals is still not working; since this purely a comesmetic thing, I prioritized other issues above this one. I'll get this fixed with the next update.", + "boosted-lowered-skills": "Boosted/Lowered skills are not showing the proper styling on the sheet; this is not an issue on the condensed view of the character sheet, however.", + "magic-item": "Magic Item", + "skill-modifier-in-powers": "Added a skill roll modifier to the power section. This functions similar the to the Trademark Weapon field found in the Weapons section.", + "custom-skills-not-showing-alphanumeric-style": "Fixed an issue where the custom skill section wasn't showing the alphanumeric style for the skill rank.", + "skills-not-rolling-from-powers-section": "Fixed an issue where skills and Wild Die rolling from the power section wasn't working. The character sheet would output results to the chat window, but the die rolls never happened and no die results were displayed.", + "power-armor-type": "Power Armor Type", + "robot-armor-type": "Robot Armor Type", + "unskilled-trait-roll-not-subtracting-two": "Fixed an issue where the Unskilled \"skill\" roll was not subtracting 2 from the final result.", + "info-template-button-formatting": "Fixed an \"issue\" where the info rolltemplate was showing all buttons as links. By design, all buttons in this template should be links, but there may be times when you desire to use this template for a chat menu of buttons. In this case, adding {{buttonstyle=y}} to the macro will format buttons as buttons. This fix includes other, minor stying corrections for the info rolltemplate.", + "animalsmarts-and-statblock-to-chat-output": "Fixed an issue where, when clicking the statblock to chat button, an error returns for animalsmarts_display." } \ No newline at end of file diff --git a/Official Savage Worlds/translations/ca.json b/Official Savage Worlds/translations/ca.json index c543cea673..390faaf9c0 100644 --- a/Official Savage Worlds/translations/ca.json +++ b/Official Savage Worlds/translations/ca.json @@ -970,5 +970,20 @@ "sheet-background": "Sheet Background: ", "no-background-image": "No Background Image", "swade-parchment": "SWADE Parchment", - "animal-smarts-abbreviation": " (A)" + "animal-smarts-abbreviation": " (A)", + "multiple-3d-dice": "Fixed an issue where the Skill die and the Wild/Group Die were rolling multiple 3D dice.", + "missing-custom-skills": "Fixed an issue Custom/Knowledge skills were missing.

Warning: Due to some limitations I couldn't figure out, if any of these skills were "Boosted" or "Lowered" at the time they went missing, the skill rank will reflect the boosted/lowered die type plus/minus one additional level. For example, if the skill base was d8 and it was boosed 1 level (to a d10), the skill will now reflect a d12; likewise, if the skill was a d8 and lowered 1 step, the skill will not reflect a d4 (instead of the d6). You'll know this occurred when you roll that skill (you'll see an asterisk next to the rank in the chat output). I apologize I wasn't able to care for this, but I figured it was a fringe case and I was running out of time to meet the next release window; I made the decision to deploy his patch without trying further to fix that aspect of the patch, because I figured getting the skills back on the sheet was more important. I apologize if this causes any problems for your games.

One other issue you may notice is the linked attribute for the skill may show 0; this a bug a that I have raised with Roll20 and nothing I can fix.", + "chat-statblock-output": "Fixed the issue with sending the statblock to the Chat window where fields/error were missing; clicking the statblock button at the top of the sheet should now send the statblock to chat properly.", + "known-issues": "Known Issues", + "custom-skill-alphanumeric": "The styling for Custom/Knowledge skills when using the alphanumeric visual instead of the die type visuals is still not working; since this purely a comesmetic thing, I prioritized other issues above this one. I'll get this fixed with the next update.", + "boosted-lowered-skills": "Boosted/Lowered skills are not showing the proper styling on the sheet; this is not an issue on the condensed view of the character sheet, however.", + "magic-item": "Magic Item", + "skill-modifier-in-powers": "Added a skill roll modifier to the power section. This functions similar the to the Trademark Weapon field found in the Weapons section.", + "custom-skills-not-showing-alphanumeric-style": "Fixed an issue where the custom skill section wasn't showing the alphanumeric style for the skill rank.", + "skills-not-rolling-from-powers-section": "Fixed an issue where skills and Wild Die rolling from the power section wasn't working. The character sheet would output results to the chat window, but the die rolls never happened and no die results were displayed.", + "power-armor-type": "Power Armor Type", + "robot-armor-type": "Robot Armor Type", + "unskilled-trait-roll-not-subtracting-two": "Fixed an issue where the Unskilled \"skill\" roll was not subtracting 2 from the final result.", + "info-template-button-formatting": "Fixed an \"issue\" where the info rolltemplate was showing all buttons as links. By design, all buttons in this template should be links, but there may be times when you desire to use this template for a chat menu of buttons. In this case, adding {{buttonstyle=y}} to the macro will format buttons as buttons. This fix includes other, minor stying corrections for the info rolltemplate.", + "animalsmarts-and-statblock-to-chat-output": "Fixed an issue where, when clicking the statblock to chat button, an error returns for animalsmarts_display." } \ No newline at end of file diff --git a/Official Savage Worlds/translations/cs.json b/Official Savage Worlds/translations/cs.json index bb25799f38..6f679ad14e 100644 --- a/Official Savage Worlds/translations/cs.json +++ b/Official Savage Worlds/translations/cs.json @@ -970,5 +970,20 @@ "sheet-background": "Sheet Background: ", "no-background-image": "No Background Image", "swade-parchment": "SWADE Parchment", - "animal-smarts-abbreviation": " (A)" + "animal-smarts-abbreviation": " (A)", + "multiple-3d-dice": "Fixed an issue where the Skill die and the Wild/Group Die were rolling multiple 3D dice.", + "missing-custom-skills": "Fixed an issue Custom/Knowledge skills were missing.

Warning: Due to some limitations I couldn't figure out, if any of these skills were "Boosted" or "Lowered" at the time they went missing, the skill rank will reflect the boosted/lowered die type plus/minus one additional level. For example, if the skill base was d8 and it was boosed 1 level (to a d10), the skill will now reflect a d12; likewise, if the skill was a d8 and lowered 1 step, the skill will not reflect a d4 (instead of the d6). You'll know this occurred when you roll that skill (you'll see an asterisk next to the rank in the chat output). I apologize I wasn't able to care for this, but I figured it was a fringe case and I was running out of time to meet the next release window; I made the decision to deploy his patch without trying further to fix that aspect of the patch, because I figured getting the skills back on the sheet was more important. I apologize if this causes any problems for your games.

One other issue you may notice is the linked attribute for the skill may show 0; this a bug a that I have raised with Roll20 and nothing I can fix.", + "chat-statblock-output": "Fixed the issue with sending the statblock to the Chat window where fields/error were missing; clicking the statblock button at the top of the sheet should now send the statblock to chat properly.", + "known-issues": "Known Issues", + "custom-skill-alphanumeric": "The styling for Custom/Knowledge skills when using the alphanumeric visual instead of the die type visuals is still not working; since this purely a comesmetic thing, I prioritized other issues above this one. I'll get this fixed with the next update.", + "boosted-lowered-skills": "Boosted/Lowered skills are not showing the proper styling on the sheet; this is not an issue on the condensed view of the character sheet, however.", + "magic-item": "Magic Item", + "skill-modifier-in-powers": "Added a skill roll modifier to the power section. This functions similar the to the Trademark Weapon field found in the Weapons section.", + "custom-skills-not-showing-alphanumeric-style": "Fixed an issue where the custom skill section wasn't showing the alphanumeric style for the skill rank.", + "skills-not-rolling-from-powers-section": "Fixed an issue where skills and Wild Die rolling from the power section wasn't working. The character sheet would output results to the chat window, but the die rolls never happened and no die results were displayed.", + "power-armor-type": "Power Armor Type", + "robot-armor-type": "Robot Armor Type", + "unskilled-trait-roll-not-subtracting-two": "Fixed an issue where the Unskilled \"skill\" roll was not subtracting 2 from the final result.", + "info-template-button-formatting": "Fixed an \"issue\" where the info rolltemplate was showing all buttons as links. By design, all buttons in this template should be links, but there may be times when you desire to use this template for a chat menu of buttons. In this case, adding {{buttonstyle=y}} to the macro will format buttons as buttons. This fix includes other, minor stying corrections for the info rolltemplate.", + "animalsmarts-and-statblock-to-chat-output": "Fixed an issue where, when clicking the statblock to chat button, an error returns for animalsmarts_display." } \ No newline at end of file diff --git a/Official Savage Worlds/translations/da.json b/Official Savage Worlds/translations/da.json index de9ee2604c..3e7cad5659 100644 --- a/Official Savage Worlds/translations/da.json +++ b/Official Savage Worlds/translations/da.json @@ -970,5 +970,20 @@ "sheet-background": "Sheet Background: ", "no-background-image": "No Background Image", "swade-parchment": "SWADE Parchment", - "animal-smarts-abbreviation": " (A)" + "animal-smarts-abbreviation": " (A)", + "multiple-3d-dice": "Fixed an issue where the Skill die and the Wild/Group Die were rolling multiple 3D dice.", + "missing-custom-skills": "Fixed an issue Custom/Knowledge skills were missing.

Warning: Due to some limitations I couldn't figure out, if any of these skills were "Boosted" or "Lowered" at the time they went missing, the skill rank will reflect the boosted/lowered die type plus/minus one additional level. For example, if the skill base was d8 and it was boosed 1 level (to a d10), the skill will now reflect a d12; likewise, if the skill was a d8 and lowered 1 step, the skill will not reflect a d4 (instead of the d6). You'll know this occurred when you roll that skill (you'll see an asterisk next to the rank in the chat output). I apologize I wasn't able to care for this, but I figured it was a fringe case and I was running out of time to meet the next release window; I made the decision to deploy his patch without trying further to fix that aspect of the patch, because I figured getting the skills back on the sheet was more important. I apologize if this causes any problems for your games.

One other issue you may notice is the linked attribute for the skill may show 0; this a bug a that I have raised with Roll20 and nothing I can fix.", + "chat-statblock-output": "Fixed the issue with sending the statblock to the Chat window where fields/error were missing; clicking the statblock button at the top of the sheet should now send the statblock to chat properly.", + "known-issues": "Known Issues", + "custom-skill-alphanumeric": "The styling for Custom/Knowledge skills when using the alphanumeric visual instead of the die type visuals is still not working; since this purely a comesmetic thing, I prioritized other issues above this one. I'll get this fixed with the next update.", + "boosted-lowered-skills": "Boosted/Lowered skills are not showing the proper styling on the sheet; this is not an issue on the condensed view of the character sheet, however.", + "magic-item": "Magic Item", + "skill-modifier-in-powers": "Added a skill roll modifier to the power section. This functions similar the to the Trademark Weapon field found in the Weapons section.", + "custom-skills-not-showing-alphanumeric-style": "Fixed an issue where the custom skill section wasn't showing the alphanumeric style for the skill rank.", + "skills-not-rolling-from-powers-section": "Fixed an issue where skills and Wild Die rolling from the power section wasn't working. The character sheet would output results to the chat window, but the die rolls never happened and no die results were displayed.", + "power-armor-type": "Power Armor Type", + "robot-armor-type": "Robot Armor Type", + "unskilled-trait-roll-not-subtracting-two": "Fixed an issue where the Unskilled \"skill\" roll was not subtracting 2 from the final result.", + "info-template-button-formatting": "Fixed an \"issue\" where the info rolltemplate was showing all buttons as links. By design, all buttons in this template should be links, but there may be times when you desire to use this template for a chat menu of buttons. In this case, adding {{buttonstyle=y}} to the macro will format buttons as buttons. This fix includes other, minor stying corrections for the info rolltemplate.", + "animalsmarts-and-statblock-to-chat-output": "Fixed an issue where, when clicking the statblock to chat button, an error returns for animalsmarts_display." } \ No newline at end of file diff --git a/Official Savage Worlds/translations/de.json b/Official Savage Worlds/translations/de.json index 20bef06867..7219cffb56 100644 --- a/Official Savage Worlds/translations/de.json +++ b/Official Savage Worlds/translations/de.json @@ -970,5 +970,20 @@ "sheet-background": "Sheet Background: ", "no-background-image": "No Background Image", "swade-parchment": "SWADE Parchment", - "animal-smarts-abbreviation": " (A)" + "animal-smarts-abbreviation": " (A)", + "multiple-3d-dice": "Fixed an issue where the Skill die and the Wild/Group Die were rolling multiple 3D dice.", + "missing-custom-skills": "Fixed an issue Custom/Knowledge skills were missing.

Warning: Due to some limitations I couldn't figure out, if any of these skills were "Boosted" or "Lowered" at the time they went missing, the skill rank will reflect the boosted/lowered die type plus/minus one additional level. For example, if the skill base was d8 and it was boosed 1 level (to a d10), the skill will now reflect a d12; likewise, if the skill was a d8 and lowered 1 step, the skill will not reflect a d4 (instead of the d6). You'll know this occurred when you roll that skill (you'll see an asterisk next to the rank in the chat output). I apologize I wasn't able to care for this, but I figured it was a fringe case and I was running out of time to meet the next release window; I made the decision to deploy his patch without trying further to fix that aspect of the patch, because I figured getting the skills back on the sheet was more important. I apologize if this causes any problems for your games.

One other issue you may notice is the linked attribute for the skill may show 0; this a bug a that I have raised with Roll20 and nothing I can fix.", + "chat-statblock-output": "Fixed the issue with sending the statblock to the Chat window where fields/error were missing; clicking the statblock button at the top of the sheet should now send the statblock to chat properly.", + "known-issues": "Known Issues", + "custom-skill-alphanumeric": "The styling for Custom/Knowledge skills when using the alphanumeric visual instead of the die type visuals is still not working; since this purely a comesmetic thing, I prioritized other issues above this one. I'll get this fixed with the next update.", + "boosted-lowered-skills": "Boosted/Lowered skills are not showing the proper styling on the sheet; this is not an issue on the condensed view of the character sheet, however.", + "magic-item": "Magic Item", + "skill-modifier-in-powers": "Added a skill roll modifier to the power section. This functions similar the to the Trademark Weapon field found in the Weapons section.", + "custom-skills-not-showing-alphanumeric-style": "Fixed an issue where the custom skill section wasn't showing the alphanumeric style for the skill rank.", + "skills-not-rolling-from-powers-section": "Fixed an issue where skills and Wild Die rolling from the power section wasn't working. The character sheet would output results to the chat window, but the die rolls never happened and no die results were displayed.", + "power-armor-type": "Power Armor Type", + "robot-armor-type": "Robot Armor Type", + "unskilled-trait-roll-not-subtracting-two": "Fixed an issue where the Unskilled \"skill\" roll was not subtracting 2 from the final result.", + "info-template-button-formatting": "Fixed an \"issue\" where the info rolltemplate was showing all buttons as links. By design, all buttons in this template should be links, but there may be times when you desire to use this template for a chat menu of buttons. In this case, adding {{buttonstyle=y}} to the macro will format buttons as buttons. This fix includes other, minor stying corrections for the info rolltemplate.", + "animalsmarts-and-statblock-to-chat-output": "Fixed an issue where, when clicking the statblock to chat button, an error returns for animalsmarts_display." } \ No newline at end of file diff --git a/Official Savage Worlds/translations/el.json b/Official Savage Worlds/translations/el.json index 0b4db86ed5..8ad20db39b 100644 --- a/Official Savage Worlds/translations/el.json +++ b/Official Savage Worlds/translations/el.json @@ -970,5 +970,20 @@ "sheet-background": "Sheet Background: ", "no-background-image": "No Background Image", "swade-parchment": "SWADE Parchment", - "animal-smarts-abbreviation": " (A)" + "animal-smarts-abbreviation": " (A)", + "multiple-3d-dice": "Fixed an issue where the Skill die and the Wild/Group Die were rolling multiple 3D dice.", + "missing-custom-skills": "Fixed an issue Custom/Knowledge skills were missing.

Warning: Due to some limitations I couldn't figure out, if any of these skills were "Boosted" or "Lowered" at the time they went missing, the skill rank will reflect the boosted/lowered die type plus/minus one additional level. For example, if the skill base was d8 and it was boosed 1 level (to a d10), the skill will now reflect a d12; likewise, if the skill was a d8 and lowered 1 step, the skill will not reflect a d4 (instead of the d6). You'll know this occurred when you roll that skill (you'll see an asterisk next to the rank in the chat output). I apologize I wasn't able to care for this, but I figured it was a fringe case and I was running out of time to meet the next release window; I made the decision to deploy his patch without trying further to fix that aspect of the patch, because I figured getting the skills back on the sheet was more important. I apologize if this causes any problems for your games.

One other issue you may notice is the linked attribute for the skill may show 0; this a bug a that I have raised with Roll20 and nothing I can fix.", + "chat-statblock-output": "Fixed the issue with sending the statblock to the Chat window where fields/error were missing; clicking the statblock button at the top of the sheet should now send the statblock to chat properly.", + "known-issues": "Known Issues", + "custom-skill-alphanumeric": "The styling for Custom/Knowledge skills when using the alphanumeric visual instead of the die type visuals is still not working; since this purely a comesmetic thing, I prioritized other issues above this one. I'll get this fixed with the next update.", + "boosted-lowered-skills": "Boosted/Lowered skills are not showing the proper styling on the sheet; this is not an issue on the condensed view of the character sheet, however.", + "magic-item": "Magic Item", + "skill-modifier-in-powers": "Added a skill roll modifier to the power section. This functions similar the to the Trademark Weapon field found in the Weapons section.", + "custom-skills-not-showing-alphanumeric-style": "Fixed an issue where the custom skill section wasn't showing the alphanumeric style for the skill rank.", + "skills-not-rolling-from-powers-section": "Fixed an issue where skills and Wild Die rolling from the power section wasn't working. The character sheet would output results to the chat window, but the die rolls never happened and no die results were displayed.", + "power-armor-type": "Power Armor Type", + "robot-armor-type": "Robot Armor Type", + "unskilled-trait-roll-not-subtracting-two": "Fixed an issue where the Unskilled \"skill\" roll was not subtracting 2 from the final result.", + "info-template-button-formatting": "Fixed an \"issue\" where the info rolltemplate was showing all buttons as links. By design, all buttons in this template should be links, but there may be times when you desire to use this template for a chat menu of buttons. In this case, adding {{buttonstyle=y}} to the macro will format buttons as buttons. This fix includes other, minor stying corrections for the info rolltemplate.", + "animalsmarts-and-statblock-to-chat-output": "Fixed an issue where, when clicking the statblock to chat button, an error returns for animalsmarts_display." } \ No newline at end of file diff --git a/Official Savage Worlds/translations/en.json b/Official Savage Worlds/translations/en.json index 6d00bea0f6..9298dbc1ff 100644 --- a/Official Savage Worlds/translations/en.json +++ b/Official Savage Worlds/translations/en.json @@ -970,5 +970,20 @@ "sheet-background": "Sheet Background: ", "no-background-image": "No Background Image", "swade-parchment": "SWADE Parchment", - "animal-smarts-abbreviation": " (A)" + "animal-smarts-abbreviation": " (A)", + "multiple-3d-dice": "Fixed an issue where the Skill die and the Wild/Group Die were rolling multiple 3D dice.", + "missing-custom-skills": "Fixed an issue Custom/Knowledge skills were missing.

Warning: Due to some limitations I couldn't figure out, if any of these skills were "Boosted" or "Lowered" at the time they went missing, the skill rank will reflect the boosted/lowered die type plus/minus one additional level. For example, if the skill base was d8 and it was boosed 1 level (to a d10), the skill will now reflect a d12; likewise, if the skill was a d8 and lowered 1 step, the skill will not reflect a d4 (instead of the d6). You'll know this occurred when you roll that skill (you'll see an asterisk next to the rank in the chat output). I apologize I wasn't able to care for this, but I figured it was a fringe case and I was running out of time to meet the next release window; I made the decision to deploy his patch without trying further to fix that aspect of the patch, because I figured getting the skills back on the sheet was more important. I apologize if this causes any problems for your games.

One other issue you may notice is the linked attribute for the skill may show 0; this a bug a that I have raised with Roll20 and nothing I can fix.", + "chat-statblock-output": "Fixed the issue with sending the statblock to the Chat window where fields/error were missing; clicking the statblock button at the top of the sheet should now send the statblock to chat properly.", + "known-issues": "Known Issues", + "custom-skill-alphanumeric": "The styling for Custom/Knowledge skills when using the alphanumeric visual instead of the die type visuals is still not working; since this purely a comesmetic thing, I prioritized other issues above this one. I'll get this fixed with the next update.", + "boosted-lowered-skills": "Boosted/Lowered skills are not showing the proper styling on the sheet; this is not an issue on the condensed view of the character sheet, however.", + "magic-item": "Magic Item", + "skill-modifier-in-powers": "Added a skill roll modifier to the power section. This functions similar the to the Trademark Weapon field found in the Weapons section.", + "custom-skills-not-showing-alphanumeric-style": "Fixed an issue where the custom skill section wasn't showing the alphanumeric style for the skill rank.", + "skills-not-rolling-from-powers-section": "Fixed an issue where skills and Wild Die rolling from the power section wasn't working. The character sheet would output results to the chat window, but the die rolls never happened and no die results were displayed.", + "power-armor-type": "Power Armor Type", + "robot-armor-type": "Robot Armor Type", + "unskilled-trait-roll-not-subtracting-two": "Fixed an issue where the Unskilled \"skill\" roll was not subtracting 2 from the final result.", + "info-template-button-formatting": "Fixed an \"issue\" where the info rolltemplate was showing all buttons as links. By design, all buttons in this template should be links, but there may be times when you desire to use this template for a chat menu of buttons. In this case, adding {{buttonstyle=y}} to the macro will format buttons as buttons. This fix includes other, minor stying corrections for the info rolltemplate.", + "animalsmarts-and-statblock-to-chat-output": "Fixed an issue where, when clicking the statblock to chat button, an error returns for animalsmarts_display." } \ No newline at end of file diff --git a/Official Savage Worlds/translations/es.json b/Official Savage Worlds/translations/es.json index 1cbfa28345..f4b4bb05b9 100644 --- a/Official Savage Worlds/translations/es.json +++ b/Official Savage Worlds/translations/es.json @@ -970,5 +970,20 @@ "sheet-background": "Sheet Background: ", "no-background-image": "No Background Image", "swade-parchment": "SWADE Parchment", - "animal-smarts-abbreviation": " (A)" + "animal-smarts-abbreviation": " (A)", + "multiple-3d-dice": "Fixed an issue where the Skill die and the Wild/Group Die were rolling multiple 3D dice.", + "missing-custom-skills": "Fixed an issue Custom/Knowledge skills were missing.

Warning: Due to some limitations I couldn't figure out, if any of these skills were "Boosted" or "Lowered" at the time they went missing, the skill rank will reflect the boosted/lowered die type plus/minus one additional level. For example, if the skill base was d8 and it was boosed 1 level (to a d10), the skill will now reflect a d12; likewise, if the skill was a d8 and lowered 1 step, the skill will not reflect a d4 (instead of the d6). You'll know this occurred when you roll that skill (you'll see an asterisk next to the rank in the chat output). I apologize I wasn't able to care for this, but I figured it was a fringe case and I was running out of time to meet the next release window; I made the decision to deploy his patch without trying further to fix that aspect of the patch, because I figured getting the skills back on the sheet was more important. I apologize if this causes any problems for your games.

One other issue you may notice is the linked attribute for the skill may show 0; this a bug a that I have raised with Roll20 and nothing I can fix.", + "chat-statblock-output": "Fixed the issue with sending the statblock to the Chat window where fields/error were missing; clicking the statblock button at the top of the sheet should now send the statblock to chat properly.", + "known-issues": "Known Issues", + "custom-skill-alphanumeric": "The styling for Custom/Knowledge skills when using the alphanumeric visual instead of the die type visuals is still not working; since this purely a comesmetic thing, I prioritized other issues above this one. I'll get this fixed with the next update.", + "boosted-lowered-skills": "Boosted/Lowered skills are not showing the proper styling on the sheet; this is not an issue on the condensed view of the character sheet, however.", + "magic-item": "Magic Item", + "skill-modifier-in-powers": "Added a skill roll modifier to the power section. This functions similar the to the Trademark Weapon field found in the Weapons section.", + "custom-skills-not-showing-alphanumeric-style": "Fixed an issue where the custom skill section wasn't showing the alphanumeric style for the skill rank.", + "skills-not-rolling-from-powers-section": "Fixed an issue where skills and Wild Die rolling from the power section wasn't working. The character sheet would output results to the chat window, but the die rolls never happened and no die results were displayed.", + "power-armor-type": "Power Armor Type", + "robot-armor-type": "Robot Armor Type", + "unskilled-trait-roll-not-subtracting-two": "Fixed an issue where the Unskilled \"skill\" roll was not subtracting 2 from the final result.", + "info-template-button-formatting": "Fixed an \"issue\" where the info rolltemplate was showing all buttons as links. By design, all buttons in this template should be links, but there may be times when you desire to use this template for a chat menu of buttons. In this case, adding {{buttonstyle=y}} to the macro will format buttons as buttons. This fix includes other, minor stying corrections for the info rolltemplate.", + "animalsmarts-and-statblock-to-chat-output": "Fixed an issue where, when clicking the statblock to chat button, an error returns for animalsmarts_display." } \ No newline at end of file diff --git a/Official Savage Worlds/translations/fr.json b/Official Savage Worlds/translations/fr.json index 0d3e4eeea4..db598ac105 100644 --- a/Official Savage Worlds/translations/fr.json +++ b/Official Savage Worlds/translations/fr.json @@ -970,5 +970,20 @@ "sheet-background": "Sheet Background: ", "no-background-image": "No Background Image", "swade-parchment": "SWADE Parchment", - "animal-smarts-abbreviation": " (A)" + "animal-smarts-abbreviation": " (A)", + "multiple-3d-dice": "Fixed an issue where the Skill die and the Wild/Group Die were rolling multiple 3D dice.", + "missing-custom-skills": "Fixed an issue Custom/Knowledge skills were missing.

Warning: Due to some limitations I couldn't figure out, if any of these skills were "Boosted" or "Lowered" at the time they went missing, the skill rank will reflect the boosted/lowered die type plus/minus one additional level. For example, if the skill base was d8 and it was boosed 1 level (to a d10), the skill will now reflect a d12; likewise, if the skill was a d8 and lowered 1 step, the skill will not reflect a d4 (instead of the d6). You'll know this occurred when you roll that skill (you'll see an asterisk next to the rank in the chat output). I apologize I wasn't able to care for this, but I figured it was a fringe case and I was running out of time to meet the next release window; I made the decision to deploy his patch without trying further to fix that aspect of the patch, because I figured getting the skills back on the sheet was more important. I apologize if this causes any problems for your games.

One other issue you may notice is the linked attribute for the skill may show 0; this a bug a that I have raised with Roll20 and nothing I can fix.", + "chat-statblock-output": "Fixed the issue with sending the statblock to the Chat window where fields/error were missing; clicking the statblock button at the top of the sheet should now send the statblock to chat properly.", + "known-issues": "Known Issues", + "custom-skill-alphanumeric": "The styling for Custom/Knowledge skills when using the alphanumeric visual instead of the die type visuals is still not working; since this purely a comesmetic thing, I prioritized other issues above this one. I'll get this fixed with the next update.", + "boosted-lowered-skills": "Boosted/Lowered skills are not showing the proper styling on the sheet; this is not an issue on the condensed view of the character sheet, however.", + "magic-item": "Magic Item", + "skill-modifier-in-powers": "Added a skill roll modifier to the power section. This functions similar the to the Trademark Weapon field found in the Weapons section.", + "custom-skills-not-showing-alphanumeric-style": "Fixed an issue where the custom skill section wasn't showing the alphanumeric style for the skill rank.", + "skills-not-rolling-from-powers-section": "Fixed an issue where skills and Wild Die rolling from the power section wasn't working. The character sheet would output results to the chat window, but the die rolls never happened and no die results were displayed.", + "power-armor-type": "Power Armor Type", + "robot-armor-type": "Robot Armor Type", + "unskilled-trait-roll-not-subtracting-two": "Fixed an issue where the Unskilled \"skill\" roll was not subtracting 2 from the final result.", + "info-template-button-formatting": "Fixed an \"issue\" where the info rolltemplate was showing all buttons as links. By design, all buttons in this template should be links, but there may be times when you desire to use this template for a chat menu of buttons. In this case, adding {{buttonstyle=y}} to the macro will format buttons as buttons. This fix includes other, minor stying corrections for the info rolltemplate.", + "animalsmarts-and-statblock-to-chat-output": "Fixed an issue where, when clicking the statblock to chat button, an error returns for animalsmarts_display." } \ No newline at end of file diff --git a/Official Savage Worlds/translations/he.json b/Official Savage Worlds/translations/he.json index 84945b84d3..a816141791 100644 --- a/Official Savage Worlds/translations/he.json +++ b/Official Savage Worlds/translations/he.json @@ -970,5 +970,20 @@ "sheet-background": "Sheet Background: ", "no-background-image": "No Background Image", "swade-parchment": "SWADE Parchment", - "animal-smarts-abbreviation": " (A)" + "animal-smarts-abbreviation": " (A)", + "multiple-3d-dice": "Fixed an issue where the Skill die and the Wild/Group Die were rolling multiple 3D dice.", + "missing-custom-skills": "Fixed an issue Custom/Knowledge skills were missing.

Warning: Due to some limitations I couldn't figure out, if any of these skills were "Boosted" or "Lowered" at the time they went missing, the skill rank will reflect the boosted/lowered die type plus/minus one additional level. For example, if the skill base was d8 and it was boosed 1 level (to a d10), the skill will now reflect a d12; likewise, if the skill was a d8 and lowered 1 step, the skill will not reflect a d4 (instead of the d6). You'll know this occurred when you roll that skill (you'll see an asterisk next to the rank in the chat output). I apologize I wasn't able to care for this, but I figured it was a fringe case and I was running out of time to meet the next release window; I made the decision to deploy his patch without trying further to fix that aspect of the patch, because I figured getting the skills back on the sheet was more important. I apologize if this causes any problems for your games.

One other issue you may notice is the linked attribute for the skill may show 0; this a bug a that I have raised with Roll20 and nothing I can fix.", + "chat-statblock-output": "Fixed the issue with sending the statblock to the Chat window where fields/error were missing; clicking the statblock button at the top of the sheet should now send the statblock to chat properly.", + "known-issues": "Known Issues", + "custom-skill-alphanumeric": "The styling for Custom/Knowledge skills when using the alphanumeric visual instead of the die type visuals is still not working; since this purely a comesmetic thing, I prioritized other issues above this one. I'll get this fixed with the next update.", + "boosted-lowered-skills": "Boosted/Lowered skills are not showing the proper styling on the sheet; this is not an issue on the condensed view of the character sheet, however.", + "magic-item": "Magic Item", + "skill-modifier-in-powers": "Added a skill roll modifier to the power section. This functions similar the to the Trademark Weapon field found in the Weapons section.", + "custom-skills-not-showing-alphanumeric-style": "Fixed an issue where the custom skill section wasn't showing the alphanumeric style for the skill rank.", + "skills-not-rolling-from-powers-section": "Fixed an issue where skills and Wild Die rolling from the power section wasn't working. The character sheet would output results to the chat window, but the die rolls never happened and no die results were displayed.", + "power-armor-type": "Power Armor Type", + "robot-armor-type": "Robot Armor Type", + "unskilled-trait-roll-not-subtracting-two": "Fixed an issue where the Unskilled \"skill\" roll was not subtracting 2 from the final result.", + "info-template-button-formatting": "Fixed an \"issue\" where the info rolltemplate was showing all buttons as links. By design, all buttons in this template should be links, but there may be times when you desire to use this template for a chat menu of buttons. In this case, adding {{buttonstyle=y}} to the macro will format buttons as buttons. This fix includes other, minor stying corrections for the info rolltemplate.", + "animalsmarts-and-statblock-to-chat-output": "Fixed an issue where, when clicking the statblock to chat button, an error returns for animalsmarts_display." } \ No newline at end of file diff --git a/Official Savage Worlds/translations/hu.json b/Official Savage Worlds/translations/hu.json index 71b59139ef..c8a2d6154a 100644 --- a/Official Savage Worlds/translations/hu.json +++ b/Official Savage Worlds/translations/hu.json @@ -970,5 +970,20 @@ "sheet-background": "Sheet Background: ", "no-background-image": "No Background Image", "swade-parchment": "SWADE Parchment", - "animal-smarts-abbreviation": " (A)" + "animal-smarts-abbreviation": " (A)", + "multiple-3d-dice": "Fixed an issue where the Skill die and the Wild/Group Die were rolling multiple 3D dice.", + "missing-custom-skills": "Fixed an issue Custom/Knowledge skills were missing.

Warning: Due to some limitations I couldn't figure out, if any of these skills were "Boosted" or "Lowered" at the time they went missing, the skill rank will reflect the boosted/lowered die type plus/minus one additional level. For example, if the skill base was d8 and it was boosed 1 level (to a d10), the skill will now reflect a d12; likewise, if the skill was a d8 and lowered 1 step, the skill will not reflect a d4 (instead of the d6). You'll know this occurred when you roll that skill (you'll see an asterisk next to the rank in the chat output). I apologize I wasn't able to care for this, but I figured it was a fringe case and I was running out of time to meet the next release window; I made the decision to deploy his patch without trying further to fix that aspect of the patch, because I figured getting the skills back on the sheet was more important. I apologize if this causes any problems for your games.

One other issue you may notice is the linked attribute for the skill may show 0; this a bug a that I have raised with Roll20 and nothing I can fix.", + "chat-statblock-output": "Fixed the issue with sending the statblock to the Chat window where fields/error were missing; clicking the statblock button at the top of the sheet should now send the statblock to chat properly.", + "known-issues": "Known Issues", + "custom-skill-alphanumeric": "The styling for Custom/Knowledge skills when using the alphanumeric visual instead of the die type visuals is still not working; since this purely a comesmetic thing, I prioritized other issues above this one. I'll get this fixed with the next update.", + "boosted-lowered-skills": "Boosted/Lowered skills are not showing the proper styling on the sheet; this is not an issue on the condensed view of the character sheet, however.", + "magic-item": "Magic Item", + "skill-modifier-in-powers": "Added a skill roll modifier to the power section. This functions similar the to the Trademark Weapon field found in the Weapons section.", + "custom-skills-not-showing-alphanumeric-style": "Fixed an issue where the custom skill section wasn't showing the alphanumeric style for the skill rank.", + "skills-not-rolling-from-powers-section": "Fixed an issue where skills and Wild Die rolling from the power section wasn't working. The character sheet would output results to the chat window, but the die rolls never happened and no die results were displayed.", + "power-armor-type": "Power Armor Type", + "robot-armor-type": "Robot Armor Type", + "unskilled-trait-roll-not-subtracting-two": "Fixed an issue where the Unskilled \"skill\" roll was not subtracting 2 from the final result.", + "info-template-button-formatting": "Fixed an \"issue\" where the info rolltemplate was showing all buttons as links. By design, all buttons in this template should be links, but there may be times when you desire to use this template for a chat menu of buttons. In this case, adding {{buttonstyle=y}} to the macro will format buttons as buttons. This fix includes other, minor stying corrections for the info rolltemplate.", + "animalsmarts-and-statblock-to-chat-output": "Fixed an issue where, when clicking the statblock to chat button, an error returns for animalsmarts_display." } \ No newline at end of file diff --git a/Official Savage Worlds/translations/it.json b/Official Savage Worlds/translations/it.json index e3e6b0a0a8..a22800aac3 100644 --- a/Official Savage Worlds/translations/it.json +++ b/Official Savage Worlds/translations/it.json @@ -970,5 +970,20 @@ "sheet-background": "Sheet Background: ", "no-background-image": "No Background Image", "swade-parchment": "SWADE Parchment", - "animal-smarts-abbreviation": " (A)" + "animal-smarts-abbreviation": " (A)", + "multiple-3d-dice": "Fixed an issue where the Skill die and the Wild/Group Die were rolling multiple 3D dice.", + "missing-custom-skills": "Fixed an issue Custom/Knowledge skills were missing.

Warning: Due to some limitations I couldn't figure out, if any of these skills were "Boosted" or "Lowered" at the time they went missing, the skill rank will reflect the boosted/lowered die type plus/minus one additional level. For example, if the skill base was d8 and it was boosed 1 level (to a d10), the skill will now reflect a d12; likewise, if the skill was a d8 and lowered 1 step, the skill will not reflect a d4 (instead of the d6). You'll know this occurred when you roll that skill (you'll see an asterisk next to the rank in the chat output). I apologize I wasn't able to care for this, but I figured it was a fringe case and I was running out of time to meet the next release window; I made the decision to deploy his patch without trying further to fix that aspect of the patch, because I figured getting the skills back on the sheet was more important. I apologize if this causes any problems for your games.

One other issue you may notice is the linked attribute for the skill may show 0; this a bug a that I have raised with Roll20 and nothing I can fix.", + "chat-statblock-output": "Fixed the issue with sending the statblock to the Chat window where fields/error were missing; clicking the statblock button at the top of the sheet should now send the statblock to chat properly.", + "known-issues": "Known Issues", + "custom-skill-alphanumeric": "The styling for Custom/Knowledge skills when using the alphanumeric visual instead of the die type visuals is still not working; since this purely a comesmetic thing, I prioritized other issues above this one. I'll get this fixed with the next update.", + "boosted-lowered-skills": "Boosted/Lowered skills are not showing the proper styling on the sheet; this is not an issue on the condensed view of the character sheet, however.", + "magic-item": "Magic Item", + "skill-modifier-in-powers": "Added a skill roll modifier to the power section. This functions similar the to the Trademark Weapon field found in the Weapons section.", + "custom-skills-not-showing-alphanumeric-style": "Fixed an issue where the custom skill section wasn't showing the alphanumeric style for the skill rank.", + "skills-not-rolling-from-powers-section": "Fixed an issue where skills and Wild Die rolling from the power section wasn't working. The character sheet would output results to the chat window, but the die rolls never happened and no die results were displayed.", + "power-armor-type": "Power Armor Type", + "robot-armor-type": "Robot Armor Type", + "unskilled-trait-roll-not-subtracting-two": "Fixed an issue where the Unskilled \"skill\" roll was not subtracting 2 from the final result.", + "info-template-button-formatting": "Fixed an \"issue\" where the info rolltemplate was showing all buttons as links. By design, all buttons in this template should be links, but there may be times when you desire to use this template for a chat menu of buttons. In this case, adding {{buttonstyle=y}} to the macro will format buttons as buttons. This fix includes other, minor stying corrections for the info rolltemplate.", + "animalsmarts-and-statblock-to-chat-output": "Fixed an issue where, when clicking the statblock to chat button, an error returns for animalsmarts_display." } \ No newline at end of file diff --git a/Official Savage Worlds/translations/ja.json b/Official Savage Worlds/translations/ja.json index ae606eab5a..8dcfdb9c59 100644 --- a/Official Savage Worlds/translations/ja.json +++ b/Official Savage Worlds/translations/ja.json @@ -970,5 +970,20 @@ "sheet-background": "Sheet Background: ", "no-background-image": "No Background Image", "swade-parchment": "SWADE Parchment", - "animal-smarts-abbreviation": " (A)" + "animal-smarts-abbreviation": " (A)", + "multiple-3d-dice": "Fixed an issue where the Skill die and the Wild/Group Die were rolling multiple 3D dice.", + "missing-custom-skills": "Fixed an issue Custom/Knowledge skills were missing.

Warning: Due to some limitations I couldn't figure out, if any of these skills were "Boosted" or "Lowered" at the time they went missing, the skill rank will reflect the boosted/lowered die type plus/minus one additional level. For example, if the skill base was d8 and it was boosed 1 level (to a d10), the skill will now reflect a d12; likewise, if the skill was a d8 and lowered 1 step, the skill will not reflect a d4 (instead of the d6). You'll know this occurred when you roll that skill (you'll see an asterisk next to the rank in the chat output). I apologize I wasn't able to care for this, but I figured it was a fringe case and I was running out of time to meet the next release window; I made the decision to deploy his patch without trying further to fix that aspect of the patch, because I figured getting the skills back on the sheet was more important. I apologize if this causes any problems for your games.

One other issue you may notice is the linked attribute for the skill may show 0; this a bug a that I have raised with Roll20 and nothing I can fix.", + "chat-statblock-output": "Fixed the issue with sending the statblock to the Chat window where fields/error were missing; clicking the statblock button at the top of the sheet should now send the statblock to chat properly.", + "known-issues": "Known Issues", + "custom-skill-alphanumeric": "The styling for Custom/Knowledge skills when using the alphanumeric visual instead of the die type visuals is still not working; since this purely a comesmetic thing, I prioritized other issues above this one. I'll get this fixed with the next update.", + "boosted-lowered-skills": "Boosted/Lowered skills are not showing the proper styling on the sheet; this is not an issue on the condensed view of the character sheet, however.", + "magic-item": "Magic Item", + "skill-modifier-in-powers": "Added a skill roll modifier to the power section. This functions similar the to the Trademark Weapon field found in the Weapons section.", + "custom-skills-not-showing-alphanumeric-style": "Fixed an issue where the custom skill section wasn't showing the alphanumeric style for the skill rank.", + "skills-not-rolling-from-powers-section": "Fixed an issue where skills and Wild Die rolling from the power section wasn't working. The character sheet would output results to the chat window, but the die rolls never happened and no die results were displayed.", + "power-armor-type": "Power Armor Type", + "robot-armor-type": "Robot Armor Type", + "unskilled-trait-roll-not-subtracting-two": "Fixed an issue where the Unskilled \"skill\" roll was not subtracting 2 from the final result.", + "info-template-button-formatting": "Fixed an \"issue\" where the info rolltemplate was showing all buttons as links. By design, all buttons in this template should be links, but there may be times when you desire to use this template for a chat menu of buttons. In this case, adding {{buttonstyle=y}} to the macro will format buttons as buttons. This fix includes other, minor stying corrections for the info rolltemplate.", + "animalsmarts-and-statblock-to-chat-output": "Fixed an issue where, when clicking the statblock to chat button, an error returns for animalsmarts_display." } \ No newline at end of file diff --git a/Official Savage Worlds/translations/ko.json b/Official Savage Worlds/translations/ko.json index bf573d6a2d..82e5149ee2 100644 --- a/Official Savage Worlds/translations/ko.json +++ b/Official Savage Worlds/translations/ko.json @@ -970,5 +970,20 @@ "sheet-background": "Sheet Background: ", "no-background-image": "No Background Image", "swade-parchment": "SWADE Parchment", - "animal-smarts-abbreviation": " (A)" + "animal-smarts-abbreviation": " (A)", + "multiple-3d-dice": "Fixed an issue where the Skill die and the Wild/Group Die were rolling multiple 3D dice.", + "missing-custom-skills": "Fixed an issue Custom/Knowledge skills were missing.

Warning: Due to some limitations I couldn't figure out, if any of these skills were "Boosted" or "Lowered" at the time they went missing, the skill rank will reflect the boosted/lowered die type plus/minus one additional level. For example, if the skill base was d8 and it was boosed 1 level (to a d10), the skill will now reflect a d12; likewise, if the skill was a d8 and lowered 1 step, the skill will not reflect a d4 (instead of the d6). You'll know this occurred when you roll that skill (you'll see an asterisk next to the rank in the chat output). I apologize I wasn't able to care for this, but I figured it was a fringe case and I was running out of time to meet the next release window; I made the decision to deploy his patch without trying further to fix that aspect of the patch, because I figured getting the skills back on the sheet was more important. I apologize if this causes any problems for your games.

One other issue you may notice is the linked attribute for the skill may show 0; this a bug a that I have raised with Roll20 and nothing I can fix.", + "chat-statblock-output": "Fixed the issue with sending the statblock to the Chat window where fields/error were missing; clicking the statblock button at the top of the sheet should now send the statblock to chat properly.", + "known-issues": "Known Issues", + "custom-skill-alphanumeric": "The styling for Custom/Knowledge skills when using the alphanumeric visual instead of the die type visuals is still not working; since this purely a comesmetic thing, I prioritized other issues above this one. I'll get this fixed with the next update.", + "boosted-lowered-skills": "Boosted/Lowered skills are not showing the proper styling on the sheet; this is not an issue on the condensed view of the character sheet, however.", + "magic-item": "Magic Item", + "skill-modifier-in-powers": "Added a skill roll modifier to the power section. This functions similar the to the Trademark Weapon field found in the Weapons section.", + "custom-skills-not-showing-alphanumeric-style": "Fixed an issue where the custom skill section wasn't showing the alphanumeric style for the skill rank.", + "skills-not-rolling-from-powers-section": "Fixed an issue where skills and Wild Die rolling from the power section wasn't working. The character sheet would output results to the chat window, but the die rolls never happened and no die results were displayed.", + "power-armor-type": "Power Armor Type", + "robot-armor-type": "Robot Armor Type", + "unskilled-trait-roll-not-subtracting-two": "Fixed an issue where the Unskilled \"skill\" roll was not subtracting 2 from the final result.", + "info-template-button-formatting": "Fixed an \"issue\" where the info rolltemplate was showing all buttons as links. By design, all buttons in this template should be links, but there may be times when you desire to use this template for a chat menu of buttons. In this case, adding {{buttonstyle=y}} to the macro will format buttons as buttons. This fix includes other, minor stying corrections for the info rolltemplate.", + "animalsmarts-and-statblock-to-chat-output": "Fixed an issue where, when clicking the statblock to chat button, an error returns for animalsmarts_display." } \ No newline at end of file diff --git a/Official Savage Worlds/translations/nl.json b/Official Savage Worlds/translations/nl.json index 0926e83ac5..b908237823 100644 --- a/Official Savage Worlds/translations/nl.json +++ b/Official Savage Worlds/translations/nl.json @@ -970,5 +970,20 @@ "sheet-background": "Sheet Background: ", "no-background-image": "No Background Image", "swade-parchment": "SWADE Parchment", - "animal-smarts-abbreviation": " (A)" + "animal-smarts-abbreviation": " (A)", + "multiple-3d-dice": "Fixed an issue where the Skill die and the Wild/Group Die were rolling multiple 3D dice.", + "missing-custom-skills": "Fixed an issue Custom/Knowledge skills were missing.

Warning: Due to some limitations I couldn't figure out, if any of these skills were "Boosted" or "Lowered" at the time they went missing, the skill rank will reflect the boosted/lowered die type plus/minus one additional level. For example, if the skill base was d8 and it was boosed 1 level (to a d10), the skill will now reflect a d12; likewise, if the skill was a d8 and lowered 1 step, the skill will not reflect a d4 (instead of the d6). You'll know this occurred when you roll that skill (you'll see an asterisk next to the rank in the chat output). I apologize I wasn't able to care for this, but I figured it was a fringe case and I was running out of time to meet the next release window; I made the decision to deploy his patch without trying further to fix that aspect of the patch, because I figured getting the skills back on the sheet was more important. I apologize if this causes any problems for your games.

One other issue you may notice is the linked attribute for the skill may show 0; this a bug a that I have raised with Roll20 and nothing I can fix.", + "chat-statblock-output": "Fixed the issue with sending the statblock to the Chat window where fields/error were missing; clicking the statblock button at the top of the sheet should now send the statblock to chat properly.", + "known-issues": "Known Issues", + "custom-skill-alphanumeric": "The styling for Custom/Knowledge skills when using the alphanumeric visual instead of the die type visuals is still not working; since this purely a comesmetic thing, I prioritized other issues above this one. I'll get this fixed with the next update.", + "boosted-lowered-skills": "Boosted/Lowered skills are not showing the proper styling on the sheet; this is not an issue on the condensed view of the character sheet, however.", + "magic-item": "Magic Item", + "skill-modifier-in-powers": "Added a skill roll modifier to the power section. This functions similar the to the Trademark Weapon field found in the Weapons section.", + "custom-skills-not-showing-alphanumeric-style": "Fixed an issue where the custom skill section wasn't showing the alphanumeric style for the skill rank.", + "skills-not-rolling-from-powers-section": "Fixed an issue where skills and Wild Die rolling from the power section wasn't working. The character sheet would output results to the chat window, but the die rolls never happened and no die results were displayed.", + "power-armor-type": "Power Armor Type", + "robot-armor-type": "Robot Armor Type", + "unskilled-trait-roll-not-subtracting-two": "Fixed an issue where the Unskilled \"skill\" roll was not subtracting 2 from the final result.", + "info-template-button-formatting": "Fixed an \"issue\" where the info rolltemplate was showing all buttons as links. By design, all buttons in this template should be links, but there may be times when you desire to use this template for a chat menu of buttons. In this case, adding {{buttonstyle=y}} to the macro will format buttons as buttons. This fix includes other, minor stying corrections for the info rolltemplate.", + "animalsmarts-and-statblock-to-chat-output": "Fixed an issue where, when clicking the statblock to chat button, an error returns for animalsmarts_display." } \ No newline at end of file diff --git a/Official Savage Worlds/translations/pl.json b/Official Savage Worlds/translations/pl.json index efcb38890f..5426c9f0d9 100644 --- a/Official Savage Worlds/translations/pl.json +++ b/Official Savage Worlds/translations/pl.json @@ -586,9 +586,9 @@ "wild-attack-description": "+2 Fighting, +2 Damage, but Vulnerable until the end of the attacker’s next turn.", "withdrawing-from-combat-description": "Adjacent foes get one free attack at retreating character as long as they are not Shaken or Stunned.", "documentation": "Dokumentacja", - "reroll": "Przerzut", + "reroll": "[Przerzut]", "roll-damage": "[Rzut na Obrażenia]", - "reroll-damage": "Przerzut na Obrażenia ", + "reroll-damage": "[Przerzut na Obrażenia]", "standard-wild-die-type": "Standard Wild Die", "type": "Typ", "edges": "Przewagi", @@ -970,5 +970,20 @@ "sheet-background": "Sheet Background: ", "no-background-image": "No Background Image", "swade-parchment": "SWADE Parchment", - "animal-smarts-abbreviation": " (A)" + "animal-smarts-abbreviation": " (A)", + "multiple-3d-dice": "Fixed an issue where the Skill die and the Wild/Group Die were rolling multiple 3D dice.", + "missing-custom-skills": "Fixed an issue Custom/Knowledge skills were missing.

Warning: Due to some limitations I couldn't figure out, if any of these skills were "Boosted" or "Lowered" at the time they went missing, the skill rank will reflect the boosted/lowered die type plus/minus one additional level. For example, if the skill base was d8 and it was boosed 1 level (to a d10), the skill will now reflect a d12; likewise, if the skill was a d8 and lowered 1 step, the skill will not reflect a d4 (instead of the d6). You'll know this occurred when you roll that skill (you'll see an asterisk next to the rank in the chat output). I apologize I wasn't able to care for this, but I figured it was a fringe case and I was running out of time to meet the next release window; I made the decision to deploy his patch without trying further to fix that aspect of the patch, because I figured getting the skills back on the sheet was more important. I apologize if this causes any problems for your games.

One other issue you may notice is the linked attribute for the skill may show 0; this a bug a that I have raised with Roll20 and nothing I can fix.", + "chat-statblock-output": "Fixed the issue with sending the statblock to the Chat window where fields/error were missing; clicking the statblock button at the top of the sheet should now send the statblock to chat properly.", + "known-issues": "Known Issues", + "custom-skill-alphanumeric": "The styling for Custom/Knowledge skills when using the alphanumeric visual instead of the die type visuals is still not working; since this purely a comesmetic thing, I prioritized other issues above this one. I'll get this fixed with the next update.", + "boosted-lowered-skills": "Boosted/Lowered skills are not showing the proper styling on the sheet; this is not an issue on the condensed view of the character sheet, however.", + "magic-item": "Magic Item", + "skill-modifier-in-powers": "Added a skill roll modifier to the power section. This functions similar the to the Trademark Weapon field found in the Weapons section.", + "custom-skills-not-showing-alphanumeric-style": "Fixed an issue where the custom skill section wasn't showing the alphanumeric style for the skill rank.", + "skills-not-rolling-from-powers-section": "Fixed an issue where skills and Wild Die rolling from the power section wasn't working. The character sheet would output results to the chat window, but the die rolls never happened and no die results were displayed.", + "power-armor-type": "Power Armor Type", + "robot-armor-type": "Robot Armor Type", + "unskilled-trait-roll-not-subtracting-two": "Fixed an issue where the Unskilled \"skill\" roll was not subtracting 2 from the final result.", + "info-template-button-formatting": "Fixed an \"issue\" where the info rolltemplate was showing all buttons as links. By design, all buttons in this template should be links, but there may be times when you desire to use this template for a chat menu of buttons. In this case, adding {{buttonstyle=y}} to the macro will format buttons as buttons. This fix includes other, minor stying corrections for the info rolltemplate.", + "animalsmarts-and-statblock-to-chat-output": "Fixed an issue where, when clicking the statblock to chat button, an error returns for animalsmarts_display." } \ No newline at end of file diff --git a/Official Savage Worlds/translations/pt.json b/Official Savage Worlds/translations/pt.json index 8f041929b4..4144730ffa 100644 --- a/Official Savage Worlds/translations/pt.json +++ b/Official Savage Worlds/translations/pt.json @@ -970,5 +970,20 @@ "sheet-background": "Sheet Background: ", "no-background-image": "No Background Image", "swade-parchment": "SWADE Parchment", - "animal-smarts-abbreviation": " (A)" + "animal-smarts-abbreviation": " (A)", + "multiple-3d-dice": "Fixed an issue where the Skill die and the Wild/Group Die were rolling multiple 3D dice.", + "missing-custom-skills": "Fixed an issue Custom/Knowledge skills were missing.

Warning: Due to some limitations I couldn't figure out, if any of these skills were "Boosted" or "Lowered" at the time they went missing, the skill rank will reflect the boosted/lowered die type plus/minus one additional level. For example, if the skill base was d8 and it was boosed 1 level (to a d10), the skill will now reflect a d12; likewise, if the skill was a d8 and lowered 1 step, the skill will not reflect a d4 (instead of the d6). You'll know this occurred when you roll that skill (you'll see an asterisk next to the rank in the chat output). I apologize I wasn't able to care for this, but I figured it was a fringe case and I was running out of time to meet the next release window; I made the decision to deploy his patch without trying further to fix that aspect of the patch, because I figured getting the skills back on the sheet was more important. I apologize if this causes any problems for your games.

One other issue you may notice is the linked attribute for the skill may show 0; this a bug a that I have raised with Roll20 and nothing I can fix.", + "chat-statblock-output": "Fixed the issue with sending the statblock to the Chat window where fields/error were missing; clicking the statblock button at the top of the sheet should now send the statblock to chat properly.", + "known-issues": "Known Issues", + "custom-skill-alphanumeric": "The styling for Custom/Knowledge skills when using the alphanumeric visual instead of the die type visuals is still not working; since this purely a comesmetic thing, I prioritized other issues above this one. I'll get this fixed with the next update.", + "boosted-lowered-skills": "Boosted/Lowered skills are not showing the proper styling on the sheet; this is not an issue on the condensed view of the character sheet, however.", + "magic-item": "Magic Item", + "skill-modifier-in-powers": "Added a skill roll modifier to the power section. This functions similar the to the Trademark Weapon field found in the Weapons section.", + "custom-skills-not-showing-alphanumeric-style": "Fixed an issue where the custom skill section wasn't showing the alphanumeric style for the skill rank.", + "skills-not-rolling-from-powers-section": "Fixed an issue where skills and Wild Die rolling from the power section wasn't working. The character sheet would output results to the chat window, but the die rolls never happened and no die results were displayed.", + "power-armor-type": "Power Armor Type", + "robot-armor-type": "Robot Armor Type", + "unskilled-trait-roll-not-subtracting-two": "Fixed an issue where the Unskilled \"skill\" roll was not subtracting 2 from the final result.", + "info-template-button-formatting": "Fixed an \"issue\" where the info rolltemplate was showing all buttons as links. By design, all buttons in this template should be links, but there may be times when you desire to use this template for a chat menu of buttons. In this case, adding {{buttonstyle=y}} to the macro will format buttons as buttons. This fix includes other, minor stying corrections for the info rolltemplate.", + "animalsmarts-and-statblock-to-chat-output": "Fixed an issue where, when clicking the statblock to chat button, an error returns for animalsmarts_display." } \ No newline at end of file diff --git a/Official Savage Worlds/translations/ru.json b/Official Savage Worlds/translations/ru.json index cf9f414805..8d056c2f9b 100644 --- a/Official Savage Worlds/translations/ru.json +++ b/Official Savage Worlds/translations/ru.json @@ -970,5 +970,20 @@ "sheet-background": "Sheet Background: ", "no-background-image": "No Background Image", "swade-parchment": "SWADE Parchment", - "animal-smarts-abbreviation": " (A)" + "animal-smarts-abbreviation": " (A)", + "multiple-3d-dice": "Fixed an issue where the Skill die and the Wild/Group Die were rolling multiple 3D dice.", + "missing-custom-skills": "Fixed an issue Custom/Knowledge skills were missing.

Warning: Due to some limitations I couldn't figure out, if any of these skills were "Boosted" or "Lowered" at the time they went missing, the skill rank will reflect the boosted/lowered die type plus/minus one additional level. For example, if the skill base was d8 and it was boosed 1 level (to a d10), the skill will now reflect a d12; likewise, if the skill was a d8 and lowered 1 step, the skill will not reflect a d4 (instead of the d6). You'll know this occurred when you roll that skill (you'll see an asterisk next to the rank in the chat output). I apologize I wasn't able to care for this, but I figured it was a fringe case and I was running out of time to meet the next release window; I made the decision to deploy his patch without trying further to fix that aspect of the patch, because I figured getting the skills back on the sheet was more important. I apologize if this causes any problems for your games.

One other issue you may notice is the linked attribute for the skill may show 0; this a bug a that I have raised with Roll20 and nothing I can fix.", + "chat-statblock-output": "Fixed the issue with sending the statblock to the Chat window where fields/error were missing; clicking the statblock button at the top of the sheet should now send the statblock to chat properly.", + "known-issues": "Known Issues", + "custom-skill-alphanumeric": "The styling for Custom/Knowledge skills when using the alphanumeric visual instead of the die type visuals is still not working; since this purely a comesmetic thing, I prioritized other issues above this one. I'll get this fixed with the next update.", + "boosted-lowered-skills": "Boosted/Lowered skills are not showing the proper styling on the sheet; this is not an issue on the condensed view of the character sheet, however.", + "magic-item": "Magic Item", + "skill-modifier-in-powers": "Added a skill roll modifier to the power section. This functions similar the to the Trademark Weapon field found in the Weapons section.", + "custom-skills-not-showing-alphanumeric-style": "Fixed an issue where the custom skill section wasn't showing the alphanumeric style for the skill rank.", + "skills-not-rolling-from-powers-section": "Fixed an issue where skills and Wild Die rolling from the power section wasn't working. The character sheet would output results to the chat window, but the die rolls never happened and no die results were displayed.", + "power-armor-type": "Power Armor Type", + "robot-armor-type": "Robot Armor Type", + "unskilled-trait-roll-not-subtracting-two": "Fixed an issue where the Unskilled \"skill\" roll was not subtracting 2 from the final result.", + "info-template-button-formatting": "Fixed an \"issue\" where the info rolltemplate was showing all buttons as links. By design, all buttons in this template should be links, but there may be times when you desire to use this template for a chat menu of buttons. In this case, adding {{buttonstyle=y}} to the macro will format buttons as buttons. This fix includes other, minor stying corrections for the info rolltemplate.", + "animalsmarts-and-statblock-to-chat-output": "Fixed an issue where, when clicking the statblock to chat button, an error returns for animalsmarts_display." } \ No newline at end of file diff --git a/Official Savage Worlds/translations/sl.json b/Official Savage Worlds/translations/sl.json index 71b59139ef..c8a2d6154a 100644 --- a/Official Savage Worlds/translations/sl.json +++ b/Official Savage Worlds/translations/sl.json @@ -970,5 +970,20 @@ "sheet-background": "Sheet Background: ", "no-background-image": "No Background Image", "swade-parchment": "SWADE Parchment", - "animal-smarts-abbreviation": " (A)" + "animal-smarts-abbreviation": " (A)", + "multiple-3d-dice": "Fixed an issue where the Skill die and the Wild/Group Die were rolling multiple 3D dice.", + "missing-custom-skills": "Fixed an issue Custom/Knowledge skills were missing.

Warning: Due to some limitations I couldn't figure out, if any of these skills were "Boosted" or "Lowered" at the time they went missing, the skill rank will reflect the boosted/lowered die type plus/minus one additional level. For example, if the skill base was d8 and it was boosed 1 level (to a d10), the skill will now reflect a d12; likewise, if the skill was a d8 and lowered 1 step, the skill will not reflect a d4 (instead of the d6). You'll know this occurred when you roll that skill (you'll see an asterisk next to the rank in the chat output). I apologize I wasn't able to care for this, but I figured it was a fringe case and I was running out of time to meet the next release window; I made the decision to deploy his patch without trying further to fix that aspect of the patch, because I figured getting the skills back on the sheet was more important. I apologize if this causes any problems for your games.

One other issue you may notice is the linked attribute for the skill may show 0; this a bug a that I have raised with Roll20 and nothing I can fix.", + "chat-statblock-output": "Fixed the issue with sending the statblock to the Chat window where fields/error were missing; clicking the statblock button at the top of the sheet should now send the statblock to chat properly.", + "known-issues": "Known Issues", + "custom-skill-alphanumeric": "The styling for Custom/Knowledge skills when using the alphanumeric visual instead of the die type visuals is still not working; since this purely a comesmetic thing, I prioritized other issues above this one. I'll get this fixed with the next update.", + "boosted-lowered-skills": "Boosted/Lowered skills are not showing the proper styling on the sheet; this is not an issue on the condensed view of the character sheet, however.", + "magic-item": "Magic Item", + "skill-modifier-in-powers": "Added a skill roll modifier to the power section. This functions similar the to the Trademark Weapon field found in the Weapons section.", + "custom-skills-not-showing-alphanumeric-style": "Fixed an issue where the custom skill section wasn't showing the alphanumeric style for the skill rank.", + "skills-not-rolling-from-powers-section": "Fixed an issue where skills and Wild Die rolling from the power section wasn't working. The character sheet would output results to the chat window, but the die rolls never happened and no die results were displayed.", + "power-armor-type": "Power Armor Type", + "robot-armor-type": "Robot Armor Type", + "unskilled-trait-roll-not-subtracting-two": "Fixed an issue where the Unskilled \"skill\" roll was not subtracting 2 from the final result.", + "info-template-button-formatting": "Fixed an \"issue\" where the info rolltemplate was showing all buttons as links. By design, all buttons in this template should be links, but there may be times when you desire to use this template for a chat menu of buttons. In this case, adding {{buttonstyle=y}} to the macro will format buttons as buttons. This fix includes other, minor stying corrections for the info rolltemplate.", + "animalsmarts-and-statblock-to-chat-output": "Fixed an issue where, when clicking the statblock to chat button, an error returns for animalsmarts_display." } \ No newline at end of file diff --git a/Official Savage Worlds/translations/sv.json b/Official Savage Worlds/translations/sv.json index aebeb720ae..bf6164057c 100644 --- a/Official Savage Worlds/translations/sv.json +++ b/Official Savage Worlds/translations/sv.json @@ -970,5 +970,20 @@ "sheet-background": "Sheet Background: ", "no-background-image": "No Background Image", "swade-parchment": "SWADE Parchment", - "animal-smarts-abbreviation": " (A)" + "animal-smarts-abbreviation": " (A)", + "multiple-3d-dice": "Fixed an issue where the Skill die and the Wild/Group Die were rolling multiple 3D dice.", + "missing-custom-skills": "Fixed an issue Custom/Knowledge skills were missing.

Warning: Due to some limitations I couldn't figure out, if any of these skills were "Boosted" or "Lowered" at the time they went missing, the skill rank will reflect the boosted/lowered die type plus/minus one additional level. For example, if the skill base was d8 and it was boosed 1 level (to a d10), the skill will now reflect a d12; likewise, if the skill was a d8 and lowered 1 step, the skill will not reflect a d4 (instead of the d6). You'll know this occurred when you roll that skill (you'll see an asterisk next to the rank in the chat output). I apologize I wasn't able to care for this, but I figured it was a fringe case and I was running out of time to meet the next release window; I made the decision to deploy his patch without trying further to fix that aspect of the patch, because I figured getting the skills back on the sheet was more important. I apologize if this causes any problems for your games.

One other issue you may notice is the linked attribute for the skill may show 0; this a bug a that I have raised with Roll20 and nothing I can fix.", + "chat-statblock-output": "Fixed the issue with sending the statblock to the Chat window where fields/error were missing; clicking the statblock button at the top of the sheet should now send the statblock to chat properly.", + "known-issues": "Known Issues", + "custom-skill-alphanumeric": "The styling for Custom/Knowledge skills when using the alphanumeric visual instead of the die type visuals is still not working; since this purely a comesmetic thing, I prioritized other issues above this one. I'll get this fixed with the next update.", + "boosted-lowered-skills": "Boosted/Lowered skills are not showing the proper styling on the sheet; this is not an issue on the condensed view of the character sheet, however.", + "magic-item": "Magic Item", + "skill-modifier-in-powers": "Added a skill roll modifier to the power section. This functions similar the to the Trademark Weapon field found in the Weapons section.", + "custom-skills-not-showing-alphanumeric-style": "Fixed an issue where the custom skill section wasn't showing the alphanumeric style for the skill rank.", + "skills-not-rolling-from-powers-section": "Fixed an issue where skills and Wild Die rolling from the power section wasn't working. The character sheet would output results to the chat window, but the die rolls never happened and no die results were displayed.", + "power-armor-type": "Power Armor Type", + "robot-armor-type": "Robot Armor Type", + "unskilled-trait-roll-not-subtracting-two": "Fixed an issue where the Unskilled \"skill\" roll was not subtracting 2 from the final result.", + "info-template-button-formatting": "Fixed an \"issue\" where the info rolltemplate was showing all buttons as links. By design, all buttons in this template should be links, but there may be times when you desire to use this template for a chat menu of buttons. In this case, adding {{buttonstyle=y}} to the macro will format buttons as buttons. This fix includes other, minor stying corrections for the info rolltemplate.", + "animalsmarts-and-statblock-to-chat-output": "Fixed an issue where, when clicking the statblock to chat button, an error returns for animalsmarts_display." } \ No newline at end of file diff --git a/Official Savage Worlds/translations/tr.json b/Official Savage Worlds/translations/tr.json index d4a0b6961b..2dfa3bd26d 100644 --- a/Official Savage Worlds/translations/tr.json +++ b/Official Savage Worlds/translations/tr.json @@ -970,5 +970,20 @@ "sheet-background": "Sheet Background: ", "no-background-image": "No Background Image", "swade-parchment": "SWADE Parchment", - "animal-smarts-abbreviation": " (A)" + "animal-smarts-abbreviation": " (A)", + "multiple-3d-dice": "Fixed an issue where the Skill die and the Wild/Group Die were rolling multiple 3D dice.", + "missing-custom-skills": "Fixed an issue Custom/Knowledge skills were missing.

Warning: Due to some limitations I couldn't figure out, if any of these skills were "Boosted" or "Lowered" at the time they went missing, the skill rank will reflect the boosted/lowered die type plus/minus one additional level. For example, if the skill base was d8 and it was boosed 1 level (to a d10), the skill will now reflect a d12; likewise, if the skill was a d8 and lowered 1 step, the skill will not reflect a d4 (instead of the d6). You'll know this occurred when you roll that skill (you'll see an asterisk next to the rank in the chat output). I apologize I wasn't able to care for this, but I figured it was a fringe case and I was running out of time to meet the next release window; I made the decision to deploy his patch without trying further to fix that aspect of the patch, because I figured getting the skills back on the sheet was more important. I apologize if this causes any problems for your games.

One other issue you may notice is the linked attribute for the skill may show 0; this a bug a that I have raised with Roll20 and nothing I can fix.", + "chat-statblock-output": "Fixed the issue with sending the statblock to the Chat window where fields/error were missing; clicking the statblock button at the top of the sheet should now send the statblock to chat properly.", + "known-issues": "Known Issues", + "custom-skill-alphanumeric": "The styling for Custom/Knowledge skills when using the alphanumeric visual instead of the die type visuals is still not working; since this purely a comesmetic thing, I prioritized other issues above this one. I'll get this fixed with the next update.", + "boosted-lowered-skills": "Boosted/Lowered skills are not showing the proper styling on the sheet; this is not an issue on the condensed view of the character sheet, however.", + "magic-item": "Magic Item", + "skill-modifier-in-powers": "Added a skill roll modifier to the power section. This functions similar the to the Trademark Weapon field found in the Weapons section.", + "custom-skills-not-showing-alphanumeric-style": "Fixed an issue where the custom skill section wasn't showing the alphanumeric style for the skill rank.", + "skills-not-rolling-from-powers-section": "Fixed an issue where skills and Wild Die rolling from the power section wasn't working. The character sheet would output results to the chat window, but the die rolls never happened and no die results were displayed.", + "power-armor-type": "Power Armor Type", + "robot-armor-type": "Robot Armor Type", + "unskilled-trait-roll-not-subtracting-two": "Fixed an issue where the Unskilled \"skill\" roll was not subtracting 2 from the final result.", + "info-template-button-formatting": "Fixed an \"issue\" where the info rolltemplate was showing all buttons as links. By design, all buttons in this template should be links, but there may be times when you desire to use this template for a chat menu of buttons. In this case, adding {{buttonstyle=y}} to the macro will format buttons as buttons. This fix includes other, minor stying corrections for the info rolltemplate.", + "animalsmarts-and-statblock-to-chat-output": "Fixed an issue where, when clicking the statblock to chat button, an error returns for animalsmarts_display." } \ No newline at end of file diff --git a/Official Savage Worlds/translations/uk.json b/Official Savage Worlds/translations/uk.json index 71b59139ef..c8a2d6154a 100644 --- a/Official Savage Worlds/translations/uk.json +++ b/Official Savage Worlds/translations/uk.json @@ -970,5 +970,20 @@ "sheet-background": "Sheet Background: ", "no-background-image": "No Background Image", "swade-parchment": "SWADE Parchment", - "animal-smarts-abbreviation": " (A)" + "animal-smarts-abbreviation": " (A)", + "multiple-3d-dice": "Fixed an issue where the Skill die and the Wild/Group Die were rolling multiple 3D dice.", + "missing-custom-skills": "Fixed an issue Custom/Knowledge skills were missing.

Warning: Due to some limitations I couldn't figure out, if any of these skills were "Boosted" or "Lowered" at the time they went missing, the skill rank will reflect the boosted/lowered die type plus/minus one additional level. For example, if the skill base was d8 and it was boosed 1 level (to a d10), the skill will now reflect a d12; likewise, if the skill was a d8 and lowered 1 step, the skill will not reflect a d4 (instead of the d6). You'll know this occurred when you roll that skill (you'll see an asterisk next to the rank in the chat output). I apologize I wasn't able to care for this, but I figured it was a fringe case and I was running out of time to meet the next release window; I made the decision to deploy his patch without trying further to fix that aspect of the patch, because I figured getting the skills back on the sheet was more important. I apologize if this causes any problems for your games.

One other issue you may notice is the linked attribute for the skill may show 0; this a bug a that I have raised with Roll20 and nothing I can fix.", + "chat-statblock-output": "Fixed the issue with sending the statblock to the Chat window where fields/error were missing; clicking the statblock button at the top of the sheet should now send the statblock to chat properly.", + "known-issues": "Known Issues", + "custom-skill-alphanumeric": "The styling for Custom/Knowledge skills when using the alphanumeric visual instead of the die type visuals is still not working; since this purely a comesmetic thing, I prioritized other issues above this one. I'll get this fixed with the next update.", + "boosted-lowered-skills": "Boosted/Lowered skills are not showing the proper styling on the sheet; this is not an issue on the condensed view of the character sheet, however.", + "magic-item": "Magic Item", + "skill-modifier-in-powers": "Added a skill roll modifier to the power section. This functions similar the to the Trademark Weapon field found in the Weapons section.", + "custom-skills-not-showing-alphanumeric-style": "Fixed an issue where the custom skill section wasn't showing the alphanumeric style for the skill rank.", + "skills-not-rolling-from-powers-section": "Fixed an issue where skills and Wild Die rolling from the power section wasn't working. The character sheet would output results to the chat window, but the die rolls never happened and no die results were displayed.", + "power-armor-type": "Power Armor Type", + "robot-armor-type": "Robot Armor Type", + "unskilled-trait-roll-not-subtracting-two": "Fixed an issue where the Unskilled \"skill\" roll was not subtracting 2 from the final result.", + "info-template-button-formatting": "Fixed an \"issue\" where the info rolltemplate was showing all buttons as links. By design, all buttons in this template should be links, but there may be times when you desire to use this template for a chat menu of buttons. In this case, adding {{buttonstyle=y}} to the macro will format buttons as buttons. This fix includes other, minor stying corrections for the info rolltemplate.", + "animalsmarts-and-statblock-to-chat-output": "Fixed an issue where, when clicking the statblock to chat button, an error returns for animalsmarts_display." } \ No newline at end of file diff --git a/Official Savage Worlds/translations/zh.json b/Official Savage Worlds/translations/zh.json index 319a7b64af..6a89cee252 100644 --- a/Official Savage Worlds/translations/zh.json +++ b/Official Savage Worlds/translations/zh.json @@ -970,5 +970,20 @@ "sheet-background": "Sheet Background: ", "no-background-image": "No Background Image", "swade-parchment": "SWADE Parchment", - "animal-smarts-abbreviation": " (A)" + "animal-smarts-abbreviation": " (A)", + "multiple-3d-dice": "Fixed an issue where the Skill die and the Wild/Group Die were rolling multiple 3D dice.", + "missing-custom-skills": "Fixed an issue Custom/Knowledge skills were missing.

Warning: Due to some limitations I couldn't figure out, if any of these skills were "Boosted" or "Lowered" at the time they went missing, the skill rank will reflect the boosted/lowered die type plus/minus one additional level. For example, if the skill base was d8 and it was boosed 1 level (to a d10), the skill will now reflect a d12; likewise, if the skill was a d8 and lowered 1 step, the skill will not reflect a d4 (instead of the d6). You'll know this occurred when you roll that skill (you'll see an asterisk next to the rank in the chat output). I apologize I wasn't able to care for this, but I figured it was a fringe case and I was running out of time to meet the next release window; I made the decision to deploy his patch without trying further to fix that aspect of the patch, because I figured getting the skills back on the sheet was more important. I apologize if this causes any problems for your games.

One other issue you may notice is the linked attribute for the skill may show 0; this a bug a that I have raised with Roll20 and nothing I can fix.", + "chat-statblock-output": "Fixed the issue with sending the statblock to the Chat window where fields/error were missing; clicking the statblock button at the top of the sheet should now send the statblock to chat properly.", + "known-issues": "Known Issues", + "custom-skill-alphanumeric": "The styling for Custom/Knowledge skills when using the alphanumeric visual instead of the die type visuals is still not working; since this purely a comesmetic thing, I prioritized other issues above this one. I'll get this fixed with the next update.", + "boosted-lowered-skills": "Boosted/Lowered skills are not showing the proper styling on the sheet; this is not an issue on the condensed view of the character sheet, however.", + "magic-item": "Magic Item", + "skill-modifier-in-powers": "Added a skill roll modifier to the power section. This functions similar the to the Trademark Weapon field found in the Weapons section.", + "custom-skills-not-showing-alphanumeric-style": "Fixed an issue where the custom skill section wasn't showing the alphanumeric style for the skill rank.", + "skills-not-rolling-from-powers-section": "Fixed an issue where skills and Wild Die rolling from the power section wasn't working. The character sheet would output results to the chat window, but the die rolls never happened and no die results were displayed.", + "power-armor-type": "Power Armor Type", + "robot-armor-type": "Robot Armor Type", + "unskilled-trait-roll-not-subtracting-two": "Fixed an issue where the Unskilled \"skill\" roll was not subtracting 2 from the final result.", + "info-template-button-formatting": "Fixed an \"issue\" where the info rolltemplate was showing all buttons as links. By design, all buttons in this template should be links, but there may be times when you desire to use this template for a chat menu of buttons. In this case, adding {{buttonstyle=y}} to the macro will format buttons as buttons. This fix includes other, minor stying corrections for the info rolltemplate.", + "animalsmarts-and-statblock-to-chat-output": "Fixed an issue where, when clicking the statblock to chat button, an error returns for animalsmarts_display." } \ No newline at end of file diff --git a/Palladium Fantasy 1E/palladium_fantasy_1e.css b/Palladium Fantasy 1E/palladium_fantasy_1e.css index 7e722b020a..070c473e7e 100644 --- a/Palladium Fantasy 1E/palladium_fantasy_1e.css +++ b/Palladium Fantasy 1E/palladium_fantasy_1e.css @@ -197,7 +197,7 @@ input[value="1"].sheet-showstructures ~ .sheet-confstructures{ .repcontrol_move { float: left; } -/* General Sheet Setup */ +/* Sheet Arrow Show Hide */ input.sheet-arrow { float: left; } @@ -207,6 +207,24 @@ input.sheet-arrow { input.sheet-arrow:checked ~ .sheet-body { display: block; } + +/* Disable number input spinner */ +input[type=number].sheet-nospin::-webkit-inner-spin-button,input[type=number].sheet-nospin::-webkit-outer-spin-button{ + -webkit-appearance:none;appearance:none +} +input[type=number].sheet-nospin{ + -moz-appearance:textfield +} +input[type="number"]::-webkit-outer-spin-button, input[type="number"]::-webkit-inner-spin-button { + -webkit-appearance: none; + margin: 0; +} +input[type=number] { + -moz-appearance: textfield; +} + + +/* Main Tab Content Start */ .sheet-statheader-container{ display:grid; align-items:center; @@ -245,7 +263,6 @@ input.sheet-arrow:checked ~ .sheet-body { align-items: center; text-align: center; } -/* Main Tab Content Start */ .sheet-name-grid-container{ display:grid; align-items:center; @@ -974,7 +991,7 @@ button[type=roll].sheet-noteroll::before{ color:black; } -/* Custom Roll Template */ +/* Main Roll Template */ .sheet-rolltemplate-custom { margin-left: -37px; } @@ -997,6 +1014,16 @@ button[type=roll].sheet-noteroll::before{ .sheet-rolltemplate-custom .sheet-subtitle { font-size:.9em; } +.sheet-rolltemplate-custom .sheet-note { + background-color: var(--header-bg-color); + display: grid; + grid-template-columns: auto auto; + font-size:.9em; + font-weight: bold; + padding-left: 5px; + text-align: left; + color: var(--header-text-color); +} .sheet-rolltemplate-custom .sheet-container.sheet-color-black { --header-bg-color: rgba(0,0,0,1); --header-text-color: #FFF; diff --git a/Palladium Fantasy 1E/palladium_fantasy_1e.html b/Palladium Fantasy 1E/palladium_fantasy_1e.html index a1aa2860a8..3af11252b2 100644 --- a/Palladium Fantasy 1E/palladium_fantasy_1e.html +++ b/Palladium Fantasy 1E/palladium_fantasy_1e.html @@ -334,12 +334,12 @@
- + - - + +
@@ -1827,7 +1827,11 @@

Sheet Version: 1.0

For more information on this sheet, check the page dedicated to it on the Roll20 wiki.

-
Recent Change: 8-8-21
+
Recent Changes: 11-14-21
+
    +
  • Added ammo count, range, and rate of fire to "custom" roll template used for combat rolls. Edited ranged strike roll button to include those values in the roll. Removed the default values for rate of fire and ammo. Any of those 3 values won't display on the roll template output if left blank. Disabled the visual "spinner" arrows in the number input fields.
  • +
+
Past Changes: 8-8-21
  • Added the "radius" property to the spell roll template, allowing the header to carry that value for magical abilities that have both range and radius. Added a radius input for spells, wards, and power circles. Centered a few labels, and adjusted the background color for inputs to allow autocalc fields to be darker than regular inputs.
@@ -2053,21 +2057,30 @@ on("change:total_weapon change:total_armor change:total_gear change:total_consum }); + +
{{#title}}
{{title}}
{{/title}} {{#subtitle}}
{{subtitle}}
{{/subtitle}}
+
+ {{#ammo}}
Ammo Count: {{ammo}}
{{/ammo}} + {{#range}}
Range: {{range}}
{{/range}} + {{#rof}}
Rate of Fire: {{rof}}
{{/rof}} +
- {{#allprops() title subtitle desc color}} + {{#allprops() title subtitle ammo range rof desc color}}
{{key}}
{{value}}
- {{/allprops() title subtitle desc color}} + {{/allprops() title subtitle ammo range rof desc color}} {{#desc}}
{{desc}}
{{/desc}}
+ +
@@ -2083,6 +2096,7 @@ on("change:total_weapon change:total_armor change:total_gear change:total_consum
+
diff --git a/Palladium Fantasy 2E Sheet/PalladiumFantasy2Emain.png b/Palladium Fantasy 2E Sheet/PalladiumFantasy2Emain.png index 1cd13968cf..9e2e7bfa8d 100644 Binary files a/Palladium Fantasy 2E Sheet/PalladiumFantasy2Emain.png and b/Palladium Fantasy 2E Sheet/PalladiumFantasy2Emain.png differ diff --git a/Palladium Fantasy 2E Sheet/palladium_fantasy_2E.css b/Palladium Fantasy 2E Sheet/palladium_fantasy_2E.css index a5efb1a177..3383d4f7c0 100644 --- a/Palladium Fantasy 2E Sheet/palladium_fantasy_2E.css +++ b/Palladium Fantasy 2E Sheet/palladium_fantasy_2E.css @@ -5,9 +5,9 @@ flex-wrap: nowrap; justify-content: space-evenly; align-items: flex-start; - border:solid 2px #553359; + border:solid 2px #582f0e; padding: 5px 0 0 0; - background: #acb47f; + background: #a4ac86; } .sheet-navbuttons { @@ -127,7 +127,7 @@ input.sheet-arrow:checked ~ .sheet-body { .sheet-journal, .sheet-config, .sheet-documentation { - background-color: #acb47f; + background-color: #a4ac86; } /* General Styles */ @@ -138,12 +138,28 @@ input.sheet-arrow:checked ~ .sheet-body { text-align: center; } .sheet-parchment{ - background:#ffffdd; + background:#dbdec3; } .sheet-faded-blue{ background:#e4ecff; } +/* Hide Number Input Spinners */ +input[type=number].sheet-nospin::-webkit-inner-spin-button,input[type=number].sheet-nospin::-webkit-outer-spin-button{ + -webkit-appearance:none;appearance:none +} +input[type=number].sheet-nospin{ + -moz-appearance:textfield +} +input[type="number"]::-webkit-outer-spin-button,input[type="number"]::-webkit-inner-spin-button { + -webkit-appearance: none; + margin: 0; +} +input[type=number] { + -moz-appearance: textfield; +} + + /* === FIELDSETS === */ .repcontrol_del, .repcontrol_move, @@ -156,11 +172,11 @@ input.sheet-arrow:checked ~ .sheet-body { visibility: visible; font-family: pictos ; background-color: #acb47f; - border: 1px solid #553359; + border: 1px solid #582f0e; border-radius: 5px; font-size: 14px; padding: 3px 5px 3px 5px; - color: #553359; + color: #582f0e; } .repcontrol .repcontrol_edit:after { /* content: 'W'; hamburger menu*/ @@ -170,11 +186,11 @@ input.sheet-arrow:checked ~ .sheet-body { visibility: visible; font-family: pictos; background-color: #acb47f; - border: 1px solid #553359; + border: 1px solid #582f0e; border-radius: 5px; font-size: 16px; padding: 3px 3px 2px 3px; - color: #553359; + color: #582f0e; } .editmode ~ .repcontrol .repcontrol_edit:after { font-family: Pictos; @@ -243,18 +259,18 @@ input.sheet-arrow:checked ~ .sheet-body { } .sheet-toggle-left + span::before, .sheet-toggle-middle + span::before, .sheet-toggle-right + span::before{ content:attr(title); - border: solid 2px #929a67; + border: solid 2px #8c946f; text-align: center; display: inline-block; - background: #929a67; + background: #8c946f; width: 75px; height: 18px; font-size: 16px; } .sheet-toggle-left:checked + span::before, .sheet-toggle-middle:checked + span::before, .sheet-toggle-right:checked + span::before{ - background: #acb47f; + background: #a4ac86; border-bottom-color: black; } .sheet-name-grid-container{ @@ -285,22 +301,23 @@ input.sheet-arrow:checked ~ .sheet-body { display:grid; align-items:center; padding:10px; - border:5px solid #553359; + border:5px solid #582f0e; border-radius:10px; grid-template-columns: 65px 65px } +/* 553359 */ button[type=roll].sheet-statdice::before { content: ""; } .sheet-statdice{ color:#ffffdd; - background: #553359; + background: #582f0e; } .sheet-calc-grid-container{ display:grid; align-items:center; padding:10px; - border:5px solid #553359; + border:5px solid #582f0e; border-radius:10px; grid-template-columns: 90px 65px } @@ -312,7 +329,7 @@ button[type=roll].sheet-statdice::before { width: 31px; } .sheet-divider{ - background-color: #553359; + background-color: #582f0e; } .sheet-calc-field{ width: 40px; @@ -321,7 +338,7 @@ button[type=roll].sheet-statdice::before { display:grid; align-items:center; padding:10px; - border:5px solid #553359; + border:5px solid #582f0e; border-radius:10px; grid-template-columns: 90px 75px } @@ -330,7 +347,7 @@ button[type=roll].sheet-rolldice::before { } .sheet-rolldice{ color:#ffffdd; - background: #553359; + background: #582f0e; } .sheet-roll-field, .sheet-caster-field{ width:65px; @@ -339,7 +356,7 @@ button[type=roll].sheet-rolldice::before { display:grid; align-items:center; padding:10px; - border:5px solid #553359; + border:5px solid #582f0e; border-radius:10px; grid-template-columns: 90px 75px } @@ -351,7 +368,7 @@ button[type=roll].sheet-rolldice::before { .sheet-movement-container{ display:grid; padding:10px; - border:5px solid #553359; + border:5px solid #582f0e; border-radius:10px; max-width: 685px } @@ -373,7 +390,7 @@ button[type=roll].sheet-rolldice::before { .sheet-combatmaneuver-container{ display:grid; padding:10px; - border:5px solid #553359; + border:5px solid #582f0e; border-radius:10px; max-width: 685px } @@ -440,7 +457,7 @@ input.sheet-knockoutnote-toggle[value='1']~div.sheet-knockoutnote-hide { padding:10px; } .sheet-melee-attack-panel{ - border-bottom:5px solid #553359; + border-bottom:5px solid #582f0e; max-width:745px; } .sheet-meleetemp-container{ @@ -465,7 +482,7 @@ button[type=roll].sheet-rangeddice::before { } .sheet-meleedice, .sheet-rangeddice{ color:#ffffdd; - background: #553359; + background: #582f0e; } .sheet-damage-dice{ width: 60px; @@ -500,7 +517,7 @@ input.sheet-mbonus-toggle[value='1']~div.sheet-mbonus-hide { } .sheet-ranged-attack-panel{ max-width:745px; - border-bottom:5px solid #553359; + border-bottom:5px solid #582f0e; } .sheet-rangedtemp-container{ display:grid; @@ -598,7 +615,7 @@ button[type=roll].sheet-skillroll::before { } .sheet-skillroll{ color:#ffffdd; - background: #553359; + background: #582f0e; } .sheet-dicefontd20{ font-family:'dicefontd20'; @@ -613,7 +630,7 @@ button[type=roll].sheet-skillroll::before { /* Ancient Weapon Proficiencies */ .sheet-ancient-proficiency-panel{ padding-bottom:5px; - border-bottom:5px solid #553359; + border-bottom:5px solid #582f0e; max-width:595px; } .sheet-ancient-grid-container{ @@ -635,7 +652,7 @@ button[type=roll].sheet-skillroll::before { /* Hand to Hand Panels */ .sheet-combat-skill-panel, .sheet-combat-skill-panel2 { padding:5px; - border:5px solid #553359; + border:5px solid #582f0e; border-radius:10px; max-width:525px; } @@ -671,7 +688,7 @@ button[type=roll].sheet-savedice::before { } .sheet-savedice{ color:#ffffdd; - background: #553359; + background: #582f0e; } .sheet-save-notes-container{ display:grid; @@ -698,7 +715,7 @@ button[type=roll].sheet-rollspell::before { } .sheet-rollspell{ color:#ffffdd; - background: #553359; + background: #582f0e; } .sheet-spell-text{ min-width: 735px; @@ -725,7 +742,7 @@ button[type=roll].sheet-rollpsion::before { } .sheet-rollpsion{ color:#ffffdd; - background: #553359; + background: #582f0e; } .sheet-psionic-text{ min-width: 715px; @@ -842,7 +859,7 @@ button[type=roll].sheet-shiproll::before { } .sheet-shiproll{ color:#ffffdd; - background: #553359; + background: #582f0e; width:90px; } .sheet-ship-textarea{ @@ -885,7 +902,7 @@ button[type=roll].sheet-structureroll::before { } .sheet-structureroll{ color:#ffffdd; - background: #553359; + background: #582f0e; width:90px; } .sheet-structure-textarea{ @@ -936,7 +953,7 @@ button[type=roll].sheet-noteroll::before { } .sheet-noteroll{ color:#ffffdd; - background: #553359; + background: #582f0e; } /* ------------Configuration Tab-------------- */ @@ -970,11 +987,11 @@ button[type=roll].sheet-noteroll::before { } .sheet-toggle-mleft + span::before, .sheet-toggle-mright + span::before{ content:attr(title); - border: solid 2px #929a67; + border: solid 2px #8c946f; text-align: center; display: inline-block; - background: #929a67; + background: #8c946f; width: 75px; height: 18px; @@ -1003,11 +1020,11 @@ button[type=roll].sheet-noteroll::before { .sheet-toggle-pine + span::before, .sheet-toggle-teal + span::before, .sheet-toggle-wine + span::before, .sheet-toggle-yellow + span::before{ content:attr(title); - border: solid 2px #929a67; + border: solid 2px #8c946f; text-align: center; display: inline-block; - background: #929a67; + background: #8c946f; width: 75px; height: 18px; @@ -1048,7 +1065,7 @@ button[type=roll].sheet-noteroll::before { border-bottom: 2px solid black; } -/* Custom Roll Template */ +/* Main Roll Template */ .sheet-rolltemplate-custom { margin-left: -37px; } @@ -1075,6 +1092,16 @@ button[type=roll].sheet-noteroll::before { .sheet-rolltemplate-custom .sheet-subtitle { font-size:.9em; } +.sheet-rolltemplate-custom .sheet-note { + background-color: var(--header-bg-color); + display: grid; + grid-template-columns: auto auto; + font-size:.9em; + font-weight: bold; + padding-left: 5px; + text-align: left; + color: var(--header-text-color); +} .sheet-rolltemplate-custom .sheet-container.sheet-color-black { --header-bg-color: rgba(0,0,0,1); --header-text-color: #FFF; diff --git a/Palladium Fantasy 2E Sheet/palladium_fantasy_2E.html b/Palladium Fantasy 2E Sheet/palladium_fantasy_2E.html index 0b812cb652..f06da09156 100644 --- a/Palladium Fantasy 2E Sheet/palladium_fantasy_2E.html +++ b/Palladium Fantasy 2E Sheet/palladium_fantasy_2E.html @@ -463,11 +463,11 @@
- + - +
@@ -1881,6 +1881,10 @@

+

November 2021

+

Removed the spinner buttons from the number input fields. Removed the default value of 0 from the ammo input in the ranged attack section.

+

Added ammo and range to the "custom" roll template header. Added calls for ammo and range to the macro for ranged attacks. If there is a value filled in for range and ammo, they will display in chat below the title and subtitle. Ammo or Range will not display if they have a blank value.

+

Messed with the colors. Not sure if the current scheme looks better or is just different.

January 2021

On the skills tab, moved the skill level field out of the hidden section to make it quicker/easier to level up skills.

August 2020

@@ -2194,11 +2198,15 @@ on("change:total_weapon change:total_armor change:total_gear change:total_consum {{#title}}
{{title}}
{{/title}} {{#subtitle}}
{{subtitle}}
{{/subtitle}}
+
+ {{#ammo}}
Ammo Count: {{ammo}}
{{/ammo}} + {{#range}}
Range: {{range}}
{{/range}} +
- {{#allprops() title subtitle desc color}} + {{#allprops() title subtitle ammo range desc color}}
{{key}}
{{value}}
- {{/allprops() title subtitle desc color}} + {{/allprops() title subtitle ammo range desc color}} {{#desc}}
{{desc}}
{{/desc}}
diff --git a/Pathfinder 2 Playtest by Roll20/PFPlaytest.html b/Pathfinder 2 Playtest by Roll20/PFPlaytest.html index 9c03bbe51f..2cc42abbf8 100644 --- a/Pathfinder 2 Playtest by Roll20/PFPlaytest.html +++ b/Pathfinder 2 Playtest by Roll20/PFPlaytest.html @@ -1,4 +1,4 @@ - @@ -11257,6 +11842,11 @@ function clearSheet(attributes, experimental) { for(var i=0; i < idarray.length; i++) { removeRepeatingRow("repeating_vehicles_"+idarray[i]); } + }); + getSectionIDs("repeating_drones", function(idarray) { + for(var i=0; i < idarray.length; i++) { + removeRepeatingRow("repeating_drones_"+idarray[i]); + } }); getSectionIDs("repeating_armors", function(idarray) { for(var i=0; i < idarray.length; i++) { @@ -11418,7 +12008,7 @@ on("change:chummercheckbox", async function(){ attributes.mag_base=attributesChummer.find(a => a.name_english === "RES").total; attributes.istechnomancer = 1; } - else if(chummerfile.characters.character.magician==="True"){ + else if(chummerfile.characters.character.magician==="True" || chummerfile.characters.character.adept==="True"){ attributes.mag_base=attributesChummer.find(a => a.name_english === "MAG").total; attributes.istechnomancer = 0; } @@ -11440,19 +12030,26 @@ on("change:chummercheckbox", async function(){ } try{ if(chummerfile.characters.character.powers!=null){ - console.log("Importing Powers"); + console.log("Importing Adept Powers"); if(chummerfile.characters.character.powers.power.length>1){ for(var i=0;i1){ for(var i=0;i1){ for(var i=0;i1){ for(var i=0;i1){ for(var i=0;i1){ - for(var j=0;j 1){ - for(var i=0; i < chummerfile.characters.character.vehicles.vehicle.length; i++){ - importSingleVehicle(chummerfile.characters.character.vehicles.vehicle[i], attributes); + let vehicles = chummerfile.characters.character.vehicles.vehicle.filter( vehicle => vehicle.seats > 0); + for(var i=0; i < vehicles.length; i++){ + importSingleVehicle(vehicles[i], attributes); } } else { - importSingleVehicle(chummerfile.characters.character.vehicles.vehicle, attributes); + if(chummerfile.characters.character.vehicles.vehicle.seats > 0) { + importSingleVehicle(chummerfile.characters.character.vehicles.vehicle, attributes); + } + } + } + }catch(err){ + goodcode=false; + error= error + "\n" + "Error with Vehicles: " + err; + } + try{ + if(chummerfile.characters.character.vehicles != null){ + console.log("Importing drones"); + if(chummerfile.characters.character.vehicles.vehicle.length > 1){ + let drones = chummerfile.characters.character.vehicles.vehicle.filter( vehicle => vehicle.seats == 0); + for(var i=0; i < drones.length; i++){ + importSingleDrone(drones[i], attributes); + } + } else { + if(chummerfile.characters.character.vehicles.vehicle.seats == 0) { + importSingleDrone(chummerfile.characters.character.vehicles.vehicle, attributes); + } } } }catch(err){ @@ -11833,123 +12451,38 @@ on("change:chummercheckbox", async function(){ var ritual=0; try{ console.log("Importing Skills"); - if(chummerfile.characters.character.skills.skill[0].name_english !== undefined) { - for(var i=0;i0){ - attributes["repeating_knowledge_"+newrowid+"_knowledgerating"]=chummerfile.characters.character.skills.skill[i].rating; - attributes["repeating_knowledge_"+newrowid+"_knowledgebonus"]=chummerfile.characters.character.skills.skill[i].total-chummerfile.characters.character.skills.skill[i].rating-chummerfile.characters.character.skills.skill[i].attributemod; - }else{ - attributes["repeating_knowledge_"+newrowid+"_knowledgerating"]="-1"; - attributes["repeating_knowledge_"+newrowid+"_knowledgebonus"]=chummerfile.characters.character.skills.skill[i].total-chummerfile.characters.character.skills.skill[i].rating-chummerfile.characters.character.skills.skill[i].attributemod+1; - } - if(chummerfile.characters.character.skills.skill[i].skillspecializations!=null) { - attributes["repeating_knowledge_"+newrowid+"_knowledgespec"]=chummerfile.characters.character.skills.skill[i].skillspecializations.skillspecialization.name; - } - else - attributes["repeating_knowledge_"+newrowid+"_knowledgespec"]="none"; - } - - if(chummerfile.characters.character.skills.skill[i].exotic=="True"){ - attributes["skillname"+exotics]=chummerfile.characters.character.skills.skill[i].name_english; - if(chummerfile.characters.character.skills.skill[i].rating>0){ - attributes["skillbonus"+exotics]=chummerfile.characters.character.skills.skill[i].total-chummerfile.characters.character.skills.skill[i].rating-chummerfile.characters.character.skills.skill[i].attributemod; - attributes["skillrating"+exotics]=chummerfile.characters.character.skills.skill[i].rating; - }else{ - attributes["skillrating"+exotics]="-1"; - attributes["skillbonus"+exotics]=chummerfile.characters.character.skills.skill[i].total-chummerfile.characters.character.skills.skill[i].rating-chummerfile.characters.character.skills.skill[i].attributemod+1; - } - attributes["skillattr"+exotics]="@{"+chummerfile.characters.character.skills.skill[i].attribute.toLowerCase(); - if(chummerfile.characters.character.skills.skill[i].skillspecializations!=null) - attributes["skillspec"+exotics]=chummerfile.characters.character.skills.skill[i].skillspecializations.skillspecialization.name; - else - attributes["skillspec"+exotics]="none"; - exotics++; - } - - for(var j=1;j<73;j++){ - var compname='skillname'+j; - if((names[compname]==chummerfile.characters.character.skills.skill[i].name_english)||(chummerfile.characters.character.skills.skill[i].name_english=="Locksmith"&&j==29)||(chummerfile.characters.character.skills.skill[i].name_english=="Pilot Ground Craft"&&j==55)){ - attributes["skillattr"+j]="@{"+chummerfile.characters.character.skills.skill[i].attribute.toLowerCase(); - if(chummerfile.characters.character.skills.skill[i].rating>0){ - attributes["skillrating"+j]=chummerfile.characters.character.skills.skill[i].rating; - attributes["skillbonus"+j]=chummerfile.characters.character.skills.skill[i].total-chummerfile.characters.character.skills.skill[i].rating-chummerfile.characters.character.skills.skill[i].attributemod; - }else{ - attributes["skillrating"+j]="-1"; - attributes["skillbonus"+j]=chummerfile.characters.character.skills.skill[i].total-chummerfile.characters.character.skills.skill[i].rating-chummerfile.characters.character.skills.skill[i].attributemod+1; - } - if(chummerfile.characters.character.skills.skill[i].skillspecializations != null && chummerfile.characters.character.skills.skill[i].skillspecializations.skillspecialization.name != null) - attributes["skillspec"+j]=chummerfile.characters.character.skills.skill[i].skillspecializations.skillspecialization.name; - else - attributes["skillspec"+j]="none"; - if(chummerfile.characters.character.weapons!=null){ - if(chummerfile.characters.character.weapons.weapon.length>1){ - for(var h=1;h0){ - attributes["repeating_knowledge_"+newrowid+"_knowledgerating"]=chummerfile.characters.character.skills.skill[i].rating; - attributes["repeating_knowledge_"+newrowid+"_knowledgebonus"]=chummerfile.characters.character.skills.skill[i].total-chummerfile.characters.character.skills.skill[i].rating-chummerfile.characters.character.skills.skill[i].attributemod; + if(chummerfile.characters.character.skills.skill[i].skillcategory_english!=null){ + attributes["repeating_knowledge_"+newrowid+"_knowledgeattr"]="@{"+chummerfile.characters.character.skills.skill[i].skillcategory_english.toLowerCase(); + } + if(chummerfile.characters.character.skills.skill[i].rating > 0){ + attributes["repeating_knowledge_"+newrowid+"_knowledgerating"] = chummerfile.characters.character.skills.skill[i].rating; + attributes["repeating_knowledge_"+newrowid+"_knowledgebonus"] = chummerfile.characters.character.skills.skill[i].total-chummerfile.characters.character.skills.skill[i].rating-chummerfile.characters.character.skills.skill[i].attributemod; }else{ - attributes["repeating_knowledge_"+newrowid+"_knowledgerating"]="-1"; - attributes["repeating_knowledge_"+newrowid+"_knowledgebonus"]=chummerfile.characters.character.skills.skill[i].total-chummerfile.characters.character.skills.skill[i].rating-chummerfile.characters.character.skills.skill[i].attributemod+1; + attributes["repeating_knowledge_"+newrowid+"_knowledgerating"] = "-1"; + attributes["repeating_knowledge_"+newrowid+"_knowledgebonus"] = chummerfile.characters.character.skills.skill[i].total-chummerfile.characters.character.skills.skill[i].rating-chummerfile.characters.character.skills.skill[i].attributemod+1; + } + if(chummerfile.characters.character.skills.skill[i].spec != null) { + attributes["repeating_knowledge_"+newrowid+"_knowledgespec"] = chummerfile.characters.character.skills.skill[i].spec; } - if(chummerfile.characters.character.skills.skill[i].skillspecializations!=null) - attributes["repeating_knowledge_"+newrowid+"_knowledgespec"]=chummerfile.characters.character.skills.skill[i].skillspecializations.skillspecialization.name; else - attributes["repeating_knowledge_"+newrowid+"_knowledgespec"]="none"; + attributes["repeating_knowledge_"+newrowid+"_knowledgespec"] = "none"; } + if(chummerfile.characters.character.skills.skill[i].exotic=="True"){ - attributes["skillname"+exotics]=chummerfile.characters.character.skills.skill[i].name; + attributes["skillname"+exotics]=chummerfile.characters.character.skills.skill[i].name_english; if(chummerfile.characters.character.skills.skill[i].rating>0){ attributes["skillbonus"+exotics]=chummerfile.characters.character.skills.skill[i].total-chummerfile.characters.character.skills.skill[i].rating-chummerfile.characters.character.skills.skill[i].attributemod; attributes["skillrating"+exotics]=chummerfile.characters.character.skills.skill[i].rating; @@ -11958,15 +12491,17 @@ on("change:chummercheckbox", async function(){ attributes["skillbonus"+exotics]=chummerfile.characters.character.skills.skill[i].total-chummerfile.characters.character.skills.skill[i].rating-chummerfile.characters.character.skills.skill[i].attributemod+1; } attributes["skillattr"+exotics]="@{"+chummerfile.characters.character.skills.skill[i].attribute.toLowerCase(); - if(chummerfile.characters.character.skills.skill[i].skillspecializations!=null) - attributes["skillspec"+exotics]=chummerfile.characters.character.skills.skill[i].skillspecializations.skillspecialization.name; + + if(chummerfile.characters.character.skills.skill[i].spec != null) + attributes["skillspec"+exotics] = chummerfile.characters.character.skills.skill[i].spec; else attributes["skillspec"+exotics]="none"; exotics++; } + for(var j=1;j<73;j++){ var compname='skillname'+j; - if((names[compname]==chummerfile.characters.character.skills.skill[i].name)||(chummerfile.characters.character.skills.skill[i].name=="Locksmith"&&j==29)||(chummerfile.characters.character.skills.skill[i].name=="Pilot Ground Craft"&&j==55)){ + if((names[compname]==chummerfile.characters.character.skills.skill[i].name_english)||(chummerfile.characters.character.skills.skill[i].name_english=="Locksmith"&&j==29)||(chummerfile.characters.character.skills.skill[i].name_english=="Pilot Ground Craft"&&j==55)){ attributes["skillattr"+j]="@{"+chummerfile.characters.character.skills.skill[i].attribute.toLowerCase(); if(chummerfile.characters.character.skills.skill[i].rating>0){ attributes["skillrating"+j]=chummerfile.characters.character.skills.skill[i].rating; @@ -11975,15 +12510,18 @@ on("change:chummercheckbox", async function(){ attributes["skillrating"+j]="-1"; attributes["skillbonus"+j]=chummerfile.characters.character.skills.skill[i].total-chummerfile.characters.character.skills.skill[i].rating-chummerfile.characters.character.skills.skill[i].attributemod+1; } - if(chummerfile.characters.character.skills.skill[i].skillspecializations != null && chummerfile.characters.character.skills.skill[i].skillspecializations.skillspecialization.name != null) - attributes["skillspec"+j]=chummerfile.characters.character.skills.skill[i].skillspecializations.skillspecialization.name; + + if(chummerfile.characters.character.skills.skill[i].spec != null) { + attributes["skillspec"+j] = chummerfile.characters.character.skills.skill[i].spec; + } else attributes["skillspec"+j]="none"; + if(chummerfile.characters.character.weapons!=null){ if(chummerfile.characters.character.weapons.weapon.length>1){ - for(var h=1;h gear.category_english == "Cyberdecks" || gear.category_english == "Rigger Command Consoles").sort((g1,g2) => g1.devicerating < g2.devicerating); + if(decks.length > 0) { + cyberdeck = decks[0]; + attributes.attack_base = cyberdeck.attack; + attributes.sleaze_base = cyberdeck.sleaze; + attributes.datap_base = cyberdeck.dataprocessing; + attributes.firewall_base = cyberdeck.firewall; + attributes.devicertg_base = cyberdeck.devicerating; + } + else { + let commlinks = chummerfile.characters.character.gears.gear.filter(gear => gear.category_english == "Commlinks").sort((g1,g2) => g1.devicerating < g2.devicerating); + if(commlinks.length > 0) { + link = commlinks[0]; + attributes.attack_base = link.attack; + attributes.sleaze_base = link.sleaze; + attributes.datap_base = link.dataprocessing; + attributes.firewall_base = link.firewall; + attributes.devicertg_base = link.devicerating; } } } @@ -12169,72 +12716,70 @@ on("change:chummercheckbox", async function(){ }); function importSingleWeapon(text, weapon, number, ammunition, attributes) { - if(weapon.category != "Gear"){ - if(weapon.type == "Ranged"){ - attributes["weaponismelee"+number] = 0; - attributes["weaponrc"+number] = weapon.rc.match(/\d+/g).pop()-Math.ceil((parseInt(attributes.str_base) + parseInt(attributes.str_aug))/3)- 1; - if(weapon.rawdamage.match(/\d+/) !== null) { - attributes["weapondv"+number] = weapon.rawdamage.match(/\d+/)[0]; - } - else { - attributes["weapondv"+number] = 0; - } + if(weapon.type == "Ranged"){ + attributes["weaponismelee"+number] = 0; + attributes["weaponrc"+number] = weapon.rc.match(/\d+/g).pop()-Math.ceil((parseInt(attributes.str_base) + parseInt(attributes.str_aug))/3)- 1; + if(weapon.rawdamage.match(/\d+/) !== null) { + attributes["weapondv"+number] = weapon.rawdamage.match(/\d+/)[0]; + } + else { + attributes["weapondv"+number] = weapon.damage.match(/\d+/) != null ? weapon.damage.match(/\d+/)[0] : 0; + } - attributes["weapondmgtype"+number] = weapon.rawdamage.match(/\D+/)[0]; + attributes["weapondmgtype"+number] = weapon.rawdamage.match(/\D+/) != null ? weapon.rawdamage.match(/\D+/)[0] : 0; + }else{ + attributes["weaponismelee"+number] = "on"; + attributes["weaponreach"+number] = weapon.reach; + attributes["weapondv"+number] = weapon.damage_english.match(/\d+/) != null ? weapon.damage_english.match(/\d+/)[0] : 0; + attributes["weapondmgtype"+number] = weapon.damage_english.match(/\D+/) != null ? weapon.damage_english.match(/\D+/)[0] : 0; + } + + attributes["weaponname"+number] = weapon.name; + attributes["weaponaccuracy"+number] = weapon.accuracy.match(/\d+/g).pop(); + if(isNaN(weapon.ap)){ + attributes["weaponap"+number] = 0; + }else{ + attributes["weaponap"+number] = weapon.ap; + if(weapon.rawap != null) { + attributes["weaponap"+number] = weapon.rawap; + } + } + attributes["weaponnotes"+number] = ""; + + if(typeof weapon.accessories != "undefined"){ + if(weapon.accessories.accessory.length>1){ + for(var j=0; j1){ + for(var j=0; j1){ - for(var j=0; j1){ - for(var j=0; j clip.guid === weapon.clips.clip[j].id); - if(ammo != null) { - importRepeatingAmmo(ammo, number, attributes); - } - } - }else{ - var newrowid = generateRowID(); + var newrowid=generateRowID(); //find ammo to get stats - ammo = ammunition.find(clip => clip.guid === weapon.clips.clip.id); - + ammo = ammunition.find(clip => clip.guid === weapon.clips.clip[j].id); if(ammo != null) { importRepeatingAmmo(ammo, number, attributes); } } + }else{ + var newrowid = generateRowID(); + //find ammo to get stats + ammo = ammunition.find(clip => clip.guid === weapon.clips.clip.id); + + if(ammo != null) { + importRepeatingAmmo(ammo, number, attributes); + } } } } @@ -12260,107 +12805,105 @@ function importRepeatingAmmo(ammunition, number, attributes) { } async function importSingleRepeatingWeapon(text, weapon, ammunition, attributes) { - if(weapon.category != "Gear"){ - var row = "repeating_weapons" + "_" + generateRowID() + "_"; - if(weapon.type == "Ranged"){ - attributes[row + "weaponismelee"] = 0; - attributes[row + "weaponrc"] = weapon.rc.match(/\d+/g).pop()-Math.ceil((parseInt(attributes.str_base) + parseInt(attributes.str_aug))/3)- 1; - if(weapon.rawdamage.match(/\d+/) !== null) { - attributes[row + "weapondv"] = weapon.rawdamage.match(/\d+/)[0]; - } - else { - attributes[row + "weapondv"] = 0; - } + var row = "repeating_weapons" + "_" + generateRowID() + "_"; + if(weapon.type == "Ranged"){ + attributes[row + "weaponismelee"] = 0; + attributes[row + "weaponrc"] = weapon.rc.match(/\d+/g).pop()-Math.ceil((parseInt(attributes.str_base) + parseInt(attributes.str_aug))/3)- 1; + if(!weapon.rawdamage.includes("STR") &&weapon.rawdamage.match(/\d+/) !== null) { + attributes[row + "weapondv"] = weapon.rawdamage.match(/\d+/)[0]; + } + else { + attributes[row + "weapondv"] = weapon.damage.match(/\d+/) != null ? weapon.damage.match(/\d+/)[0] : 0; + } - attributes[row + "weapondmgtype"] = weapon.rawdamage.match(/\D+/)[0]; + attributes[row + "weapondmgtype"] = weapon.rawdamage.match(/\D+/)[0]; + }else{ + attributes[row + "weaponismelee"] = "on"; + attributes[row + "weaponreach"] = weapon.reach; + attributes[row + "weapondv"] = weapon.damage_english.match(/\d+/) != null ? weapon.damage_english.match(/\d+/)[0] : 0; + attributes[row + "weapondmgtype"] = weapon.damage_english.match(/\D+/) != null ? weapon.damage_english.match(/\D+/)[0] : 0; + } + + let skills = []; + for(var i=43;i<52;i++) + { + var name = 'skillname'+i; + skills.push(name); + var rating = 'skillrating'+i; + skills.push(rating); + var bonus = 'skillbonus'+i; + skills.push(bonus); + var attr = 'skillattr_value'+i; + skills.push(attr); + } + skills = await asw.getAttrs(skills); + for(var i=43; i<52; i++) + { + var compname = 'skillname'+i; + var rating = 'skillrating'+i; + var bonus = 'skillbonus'+i; + var skillattr = 'skillattr_value'+i; + + if(skills[compname] == weapon.skill){ + attributes[row + "weaponcategory"] = "@{skilldicepool"+i+"}"; + let attribute = await asw.getAttrs([skillattr]); + let attrTotal = attribute[skillattr].replace(/[^a-zA-Z0-9_]/g, ""); + let attributeSum = await asw.getAttrs([attrTotal]); + let targetAttributes = attributeSum[attrTotal].replace(/[+]/g, ",").replace(/[^a-zA-Z0-9_,]/g, "").split(","); + let attributesValues = [attributes[targetAttributes[0]], attributes[targetAttributes[1]]] + attributes[row + "weaponbonus"] = weapon.dicepool - skills[rating] - skills[bonus] - attributesValues.reduce((a,b) => parseInt(a) + parseInt(b)); + } + } + + attributes[row + "weaponname"] = weapon.name; + attributes[row + "weaponaccuracy"] = weapon.accuracy.match(/\d+/g).pop(); + if(weapon.ap == null || isNaN(weapon.ap)){ + attributes[row + "weaponap"] = 0; + }else{ + attributes[row + "weaponap"] = weapon.ap; + if(weapon.rawap != null) { + attributes[row + "weaponap"] = weapon.rawap; + } + } + attributes[row + "weaponnotes"] = ""; + + if(typeof weapon.accessories != "undefined"){ + if(weapon.accessories.accessory.length>1){ + for(var j=0; j 1){ + let amountImported = 0; + for(var j=0; j < weapon.clips.clip.length && amountImported < 4; j++){ - if(skills[compname] == weapon.skill){ - attributes[row + "weaponcategory"] = "@{skilldicepool"+i+"}"; - let attribute = await asw.getAttrs([skillattr]); - let attrTotal = attribute[skillattr].replace(/[^a-zA-Z0-9_]/g, ""); - let attributeSum = await asw.getAttrs([attrTotal]); - let targetAttributes = attributeSum[attrTotal].replace(/[+]/g, ",").replace(/[^a-zA-Z0-9_,]/g, "").split(","); - let attributesValues = [attributes[targetAttributes[0]], attributes[targetAttributes[1]]] - attributes[row + "weaponbonus"] = weapon.dicepool - skills[rating] - skills[bonus] - attributesValues.reduce((a,b) => parseInt(a) + parseInt(b)); - } - } - - attributes[row + "weaponname"] = weapon.name; - attributes[row + "weaponaccuracy"] = weapon.accuracy.match(/\d+/g).pop(); - if(weapon.ap == null || isNaN(weapon.ap)){ - attributes[row + "weaponap"] = 0; - }else{ - attributes[row + "weaponap"] = weapon.ap; - if(weapon.rawap != null) { - attributes[row + "weaponap"] = weapon.rawap; - } - } - attributes[row + "weaponnotes"] = ""; - - if(typeof weapon.accessories != "undefined"){ - if(weapon.accessories.accessory.length>1){ - for(var j=0; j 1){ - let amountImported = 0; - for(var j=0; j < weapon.clips.clip.length && amountImported < 4; j++){ - - if(weapon.clips.clip[j].location === "loaded") { - //skip loaded, they will be found later anyway - continue; - } - - var newrowid=generateRowID(); - //find ammo to get stats - ammo = ammunition.find(clip => clip.guid === weapon.clips.clip[j].id); - - if(ammo != null && !ammo.name_english.includes("Regular")) { - importRepeatingWeaponAmmo(row, ammo, amountImported, attributes); - amountImported++; - } - } - }else{ - var newrowid = generateRowID(); + var newrowid=generateRowID(); //find ammo to get stats - ammo = ammunition.find(clip => clip.guid === weapon.clips.clip.id); + ammo = ammunition.find(clip => clip.guid === weapon.clips.clip[j].id); - if(ammo != null) { - importRepeatingWeaponAmmo(row, ammo, 0, attributes); + if(ammo != null && !ammo.name_english.includes("Regular")) { + importRepeatingWeaponAmmo(row, ammo, amountImported, attributes); + amountImported++; } } + }else{ + var newrowid = generateRowID(); + //find ammo to get stats + ammo = ammunition.find(clip => clip.guid === weapon.clips.clip.id); + + if(ammo != null) { + importRepeatingWeaponAmmo(row, ammo, 0, attributes); + } } } } @@ -12370,7 +12913,7 @@ async function importRepeatingWeaponAmmo(row, ammunition, number, attributes) { attributes[row + "ammoname"+number] = ammo.name; attributes[row + "ammodv" + number] = ammo.weaponbonusdamage_english != null ? ammo.weaponbonusdamage_english.substring(0,2) : 0; - if(ammo.weaponbonusdamage_english != null) { + if(ammo.weaponbonusdamage_english != null) { attributes[row + "ammodmgtype" + number] = ammo.weaponbonusdamage_english.substring(2); } @@ -12514,37 +13057,96 @@ const importSingleVehicleMod = (mod, newrowid, attributes, weaponnumber) => { } const importSingleVehicleWeapon = (weapon, newrowid, attributes, weaponnumber) => { - console.log(weaponnumber); - if(weapon.category != "Gear"){ - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponname" + weaponnumber] = weapon.name; - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponaccuracy"+ weaponnumber] = weapon.accuracy.match(/\d+/g).pop(); - if(weapon.type == "Ranged") - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponrc"+ weaponnumber] = weapon.rc.match(/\d+/g).pop(); - if(Number(weapon.ap) != "NaN"){ - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponap"+ weaponnumber] = weapon.ap; - }else{ - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponap"+ weaponnumber] = 0; - } - attributes["repeating_vehicles_"+newrowid+"_vehicleweapondv"+ weaponnumber] = weapon.damage_english.match(/\d*/); - attributes["repeating_vehicles_"+newrowid+"_vehicleweapondmgtype"+ weaponnumber] = weapon.damage_english.match(/^\d*/); - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponnotes"+ weaponnumber] = ""; - if(typeof weapon.accessories != "undefined"){ - if(weapon.accessories.accessory.length > 1){ - for(var h = 0; h < weapon.accessories.accessory.length; h++){ - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponnotes"+ weaponnumber] += weapon.accessories.accessory[h].name+"\n"; - } - }else{ - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponnotes"+ weaponnumber] += weapon.accessories.accessory.name+"\n"; + console.log(weapon); + attributes["repeating_vehicles_"+newrowid+"_vehicleweaponname" + weaponnumber] = weapon.name; + attributes["repeating_vehicles_"+newrowid+"_vehicleweaponaccuracy"+ weaponnumber] = weapon.accuracy.match(/\d+/g).pop(); + if(weapon.type == "Ranged") + attributes["repeating_vehicles_"+newrowid+"_vehicleweaponrc"+ weaponnumber] = weapon.rc.match(/\d+/g).pop(); + if(Number(weapon.ap) != "NaN"){ + attributes["repeating_vehicles_"+newrowid+"_vehicleweaponap"+ weaponnumber] = weapon.ap; + }else{ + attributes["repeating_vehicles_"+newrowid+"_vehicleweaponap"+ weaponnumber] = 0; + } + attributes["repeating_vehicles_"+newrowid+"_vehicleweapondv"+ weaponnumber] = weapon.damage_english.match(/\d*/); + attributes["repeating_vehicles_"+newrowid+"_vehicleweapondmgtype"+ weaponnumber] = weapon.damage_english.match(/^\d*/); + attributes["repeating_vehicles_"+newrowid+"_vehicleweaponnotes"+ weaponnumber] = ""; + if(typeof weapon.accessories != "undefined"){ + if(weapon.accessories.accessory.length > 1){ + for(var h = 0; h < weapon.accessories.accessory.length; h++){ + attributes["repeating_vehicles_"+newrowid+"_vehicleweaponnotes"+ weaponnumber] += weapon.accessories.accessory[h].name+"\n"; } + }else{ + attributes["repeating_vehicles_"+newrowid+"_vehicleweaponnotes"+ weaponnumber] += weapon.accessories.accessory.name+"\n"; } - console.log(weaponnumber +1); - return weaponnumber +1; } - else { - return weaponnumber; + return weaponnumber +1; +} + +function importSingleDrone(drone, attributes) { + + var newrowid = generateRowID(); + attributes["repeating_drones_"+newrowid+"_dronename"]= drone.name; + attributes["repeating_drones_"+newrowid+"_dronehand"]= drone.handling.match(/\d+/); + attributes["repeating_drones_"+newrowid+"_dronespeed"]= drone.speed.match(/\d+/); + attributes["repeating_drones_"+newrowid+"_droneaccl"]= drone.accel.match(/\d+/); + attributes["repeating_drones_"+newrowid+"_dronepilot"]= drone.pilot; + attributes["repeating_drones_"+newrowid+"_dronesens"]= drone.sensor; + attributes["repeating_drones_"+newrowid+"_droneprice"]= drone.cost; + attributes["repeating_drones_"+newrowid+"_dronebody"]= drone.body; + attributes["repeating_drones_"+newrowid+"_dronearmor"]= drone.armor; + attributes["repeating_drones_"+newrowid+"_dronenotes"]=""; + + if(drone.mods != null){ + if(drone.mods.mod.length > 1){ + var weaponnumber = 1; + for(var j = 0; j < drone.mods.mod.length; j++){ + weaponnumber = importSingleDroneMod(drone.mods.mod[j], newrowid, attributes, weaponnumber); + } + }else{ + attributes["repeating_drones_"+newrowid+"_dronenotes"] += drone.mods.mod.name + "\n"; + importSingleDroneMod(drone.mods.mod, newrowid, attributes, weaponnumber); + } } } +const importSingleDroneMod = (mod, newrowid, attributes, weaponnumber) => { + attributes["repeating_drones_" + newrowid + "_dronenotes"] += mod.name + "\n"; + if(mod.weapons != null && mod.weapons.weapon != null){ + if(mod.weapons.length > 1){ + return importSingleDroneWeapon(mod.weapons.weapon[0], newrowid, attributes, weaponnumber); + } + else { + return importSingleDroneWeapon(mod.weapons.weapon, newrowid, attributes, weaponnumber); + } + } + return weaponnumber; +} + +const importSingleDroneWeapon = (weapon, newrowid, attributes, weaponnumber) => { + attributes["repeating_drones_"+newrowid+"_droneweaponname" + weaponnumber] = weapon.name; + attributes["repeating_drones_"+newrowid+"_droneweaponaccuracy"+ weaponnumber] = weapon.accuracy.match(/\d+/g).pop(); + if(weapon.type == "Ranged") + attributes["repeating_drones_"+newrowid+"_droneweaponrc"+ weaponnumber] = weapon.rc.match(/\d+/g).pop(); + if(Number(weapon.ap) != "NaN"){ + attributes["repeating_drones_"+newrowid+"_droneweaponap"+ weaponnumber] = weapon.ap; + }else{ + attributes["repeating_drones_"+newrowid+"_droneweaponap"+ weaponnumber] = 0; + } + attributes["repeating_drones_"+newrowid+"_droneweapondv"+ weaponnumber] = weapon.damage_english.match(/\d*/); + attributes["repeating_drones_"+newrowid+"_droneweapondmgtype"+ weaponnumber] = weapon.damage_english.match(/^\d*/); + attributes["repeating_drones_"+newrowid+"_droneweaponnotes"+ weaponnumber] = ""; + if(typeof weapon.accessories != "undefined"){ + if(weapon.accessories.accessory.length > 1){ + for(var h = 0; h < weapon.accessories.accessory.length; h++){ + attributes["repeating_drones_"+newrowid+"_droneweaponnotes"+ weaponnumber] += weapon.accessories.accessory[h].name+"\n"; + } + }else{ + attributes["repeating_drones_"+newrowid+"_droneweaponnotes"+ weaponnumber] += weapon.accessories.accessory.name+"\n"; + } + } + return weaponnumber +1; +} + on("change:wil_base change:wil_aug", function() { getAttrs(["wil_base", "wil_aug"], function(value){ var wil = parseInt(value.wil_base) + parseInt(value.wil_aug); @@ -13235,7 +13837,7 @@ on('change:repeating_armors remove:repeating_armors', function(){ /////////////////////////// on('clicked:roll', async (event) => { - await startRoll(event.htmlAttributes.value + "{{glitch=[[0]]}}", (results) => { + await startRoll( event.htmlAttributes.value + "{{glitch=[[0]]}}", (results) => { var glitchComputed = 0; var amount = results.results.result.dice.filter(x => x == 1).length; @@ -13290,7 +13892,9 @@ on('clicked:repeating_knowledge:roll clicked:repeating_alchemy:roll clicked:repe }); }); +///////////////////////////////// // Things with Hits => drain // +///////////////////////////////// on('clicked:repeating_rituals:roll clicked:rollSummoning', async (event) => { @@ -13301,7 +13905,7 @@ on('clicked:repeating_rituals:roll clicked:rollSummoning', let rollPart = event.htmlAttributes.value.replaceAll('prefix-', `${prefix}`); - await startRoll("{{glitch=[[0]]}}{{nethits=[[0]]}}{{drain_num=[[0]]}}" + rollPart, (results) => { + await startRoll(rollPart + "{{glitch=[[0]]}}{{nethits=[[0]]}}{{drain_num=[[0]]}}" , (results) => { var glitchComputed = 0; var amount = results.results.result.dice.filter(x => x == 1).length; @@ -13329,7 +13933,76 @@ on('clicked:repeating_rituals:roll clicked:rollSummoning', }); }); +///////////////////// +// Extended Rolls // +///////////////////// + +on('clicked:extendedroll', async (event) => { + let results = await startRoll( event.htmlAttributes.value + "{{passthrough=[[0]]}}{{glitch=[[0]]}} {{sumhits=[[0]]}}"); + + var glitchComputed = 0; + var amount = results.results.result.dice.filter(x => x == 1).length; + + if(amount > results.results.result.dice.length/2) { + glitchComputed = 1; + + if(results.results.result.dice.filter(x => x >= 6).length == 0) { + glitchComputed = 2; + } + } + + // Storing all the passthrough data required for the next roll in an Object helps for larger rolls + let rollData = { + dice: results.results.dice_num.result, + limit: results.results.limit_num.result, + totalhits: results.results.result.result, + wounds: results.results.wounds_num != null ? results.results.wounds_num.result : 0, + sustainedspells: results.results.sustainedspells != null ? results.results.sustainedspells.result : 0, + } + + finishRoll( + results.rollId, + { + glitch: glitchComputed, + passthrough: rollEscape.escape(rollData), + sumhits: results.results.result.result, + } + ); +}); + +on('clicked:rollextended', async (ev) => { + await rollExtended(ev); +}); + +const rollExtended = async (ev) => { + // The data we passed into the button will be stored in the originalRollId key + let previousRoll = rollEscape.unescape(ev.originalRollId); + let attrs = await asw.getAttrs(['character_name', 'gmroll', 'edgeroll','edg_total','edgn','standardroll']); + + let rollBase = `${attrs.gmroll}&{template:extendedRoll}{{passthrough=[[0]]}}{{glitch=[[0]]}}{{sumhits=[[0]]}}{{tries=[[0]]}}{{name=${attrs.character_name}}}{{roll_name=again}}{{limit_num=${previousRoll.limit}}}{{edge=${attrs.edgeroll}}}{{edge_num=[[${attrs.edg_total}]]}}{{wounds_num=[[${previousRoll.wounds}]]}}{{sustainedspells=[[${previousRoll.sustainedspells}]]}}{{dice_num=[[${previousRoll.dice}-1]]}}{{result=[[(${previousRoll.dice}-1-[[${previousRoll.wounds}]]-[[${previousRoll.sustainedspells}]]+[[${attrs.edgn}*${attrs.edg_total}]])${attrs.standardroll}${attrs.edgeroll}kh${previousRoll.limit}]]}}`; + let results = await startRoll(rollBase); + + let sumHits = previousRoll.totalhits + results.results.result.result; + + let rollData = { + dice: results.results.dice_num.result, + limit: previousRoll.limit, + totalhits: sumHits, + wounds: previousRoll.wounds, + sustainedspells: previousRoll.sustainedspells, + } + + + finishRoll(results.rollId, { + sumhits: sumHits, + passthrough: rollEscape.escape(rollData), + }); +} + + +////////////////////////////// // Dogable weapon attacks // +////////////////////////////// on('clicked:rollWeapon', async (event) => { let rollPart = event.htmlAttributes.value; @@ -13365,7 +14038,6 @@ on('clicked:repeating_ammotype1:roll clicked:repeating_ammotype2:roll clicked:re let dmgType; if(trigger.includes('weapon')) { - console.log(rollPart); let dmgTypeName = `${prefix}` + rollPart.substring(rollPart.indexOf("ammodmgtype"), rollPart.indexOf("ammodmgtype")+12); dmgType = await asw.getAttrs([dmgTypeName]); if(dmgType[Object.keys(dmgType)[0]].includes("@")) { @@ -13388,7 +14060,7 @@ on('clicked:repeating_ammotype1:roll clicked:repeating_ammotype2:roll clicked:re const rollDogableAttack = async (rollPart, dmgType) => { - let attackRoll = await startRoll(" {{passthrough=[[0]]}}{{glitch=[[0]]}} " + rollPart ); + let attackRoll = await startRoll( rollPart + " {{passthrough=[[0]]}}{{glitch=[[0]]}} "); var glitchComputed = 0; var amount = attackRoll.results.result.dice.filter(x => x == 1).length; @@ -13461,7 +14133,10 @@ const rollReactSoak = async (ev) => { let dmgRoll = rollEscape.unescape(ev.originalRollId); let attrs = await asw.getAttrs(['gmroll','character_name','bod_total', 'armor_total', 'soak_bonus', 'edgeroll','edg_total','edgn','standardroll']); - let rollBase = `${attrs.gmroll}&{template:reactsoak}{{dmgTaken=[[0]]}}{{dmgType=[[0]]}}{{name=${attrs.character_name}}}{{body=[[${attrs.bod_total}}]]}}{{armor=[[${attrs.armor_total}]]}}{{ap=[[${dmgRoll.attackAp}]]}}{{bonus=[[${attrs.soak_bonus}]]}}{{mod=[[?{Situational Modifiers|0}]]}}{{edge=${attrs.edgeroll}}}{{edge_num=[[${attrs.edg_total}]]}}{{result=[[([[${attrs.bod_total}}]]+[[${attrs.armor_total}]]+[[${attrs.soak_bonus}]]+[[${dmgRoll.attackAp}]]+[[?{Situational Modifiers}]]+[[${attrs.edgn}*${attrs.edg_total}]])${attrs.standardroll}${attrs.edgeroll}]]}}`; + //AP only reduces armor + let armorPenetration = attrs.armor_total + dmgRoll.attackAp < 0 ? -attrs.armor_total : dmgRoll.attackAp; + + let rollBase = `${attrs.gmroll}&{template:reactsoak}{{dmgTaken=[[0]]}}{{dmgType=[[0]]}}{{name=${attrs.character_name}}}{{body=[[${attrs.bod_total}}]]}}{{armor=[[${attrs.armor_total}]]}}{{ap=[[${armorPenetration}]]}}{{bonus=[[${attrs.soak_bonus}]]}}{{mod=[[?{Situational Modifiers|0}]]}}{{edge=${attrs.edgeroll}}}{{edge_num=[[${attrs.edg_total}]]}}{{result=[[([[${attrs.bod_total}}]]+[[${attrs.armor_total}]]+[[${attrs.soak_bonus}]]+[[${armorPenetration}]]+[[?{Situational Modifiers}]]+[[${attrs.edgn}*${attrs.edg_total}]])${attrs.standardroll}${attrs.edgeroll}]]}}`; let soakRoll = await startRoll(rollBase); let soakSuccesses = soakRoll.results.result.result; @@ -13469,7 +14144,7 @@ const rollReactSoak = async (ev) => { let dmgType = dmgRoll.attackDmgType; if(dmgType.includes('P')) { - dmgType = dmgRoll.attackDamage > (attrs.armor_total - dmgRoll.attackAp + soakRoll.results.mod.result) ? dmgRoll.attackDmgType : 'S'; + dmgType = dmgRoll.attackDamage > (attrs.armor_total + armorPenetration + soakRoll.results.mod.result) ? dmgRoll.attackDmgType : 'S'; } finishRoll(soakRoll.rollId, { @@ -13720,6 +14395,103 @@ const asw = (() => { + + + + + + {{#subheader}} + + + {{/subheader}} + + + + + + + {{#tries}} + {{#^rollTotal() tries 0}} + + + + {{/^rollTotal() tries 0}} + {{/tries}} + {{#sustainedspells}} + {{#^rollTotal() sustainedspells 0}} + + + + {{/^rollTotal() sustainedspells 0}} + {{/sustainedspells}} + {{#wounds_num}} + {{#^rollTotal() wounds_num 0}} + + + + {{/^rollTotal() wounds_num 0}} + {{/wounds_num}} + {{#edge}} + + + + + + {{/edge}} + {{^edge}} + + + + + + {{/edge}} + + {{#result}} + + + {{#rollGreater() result 1}} + + + + {{/rollGreater() result 1}} + {{#rollTotal() result 1}} + + + + {{/rollTotal() result 1}} + {{#rollTotal() result 0}} + + + + {{/rollTotal() result 0}} + {{#rollBetween() computed::glitch 1 1}} + + + + + {{/rollBetween() computed::glitch 1 1}} + {{#rollBetween() computed::glitch 2 2}} + + + + + {{/rollBetween() computed::glitch 2 2}} + {{/result}} + + + + + +
+ {{#name}}{{name}} rolls{{#roll_name}} {{roll_name}}{{/roll_name}}{{/name}} +
{{subheader}}
Dicepool
> Dice Pool({{dice_num}})
> Tries({{tries}})
> Sustained spells({{sustainedspells}})
> Woundpenalty({{wounds_num}})
Edge
> Edge({{edge_num}})
Limit
> Limit({{limit_num}})
Result
{{result}} Successes
{{result}} Success
{{result}} Successes
Glitch!
Critical Glitch!
Sum hits({{computed::sumhits}})
+ {{#^rollTotal() computed::passthrough 0}} +
+ [Next Roll](~{{name}}|rollextended||{{computed::passthrough}}) +
+ {{/^rollTotal() computed::passthrough 0}} +
+ diff --git a/Shadowrun5th/js/import.js b/Shadowrun5th/js/import.js index 1851f5c81b..8bdeb96b90 100644 --- a/Shadowrun5th/js/import.js +++ b/Shadowrun5th/js/import.js @@ -35,6 +35,21 @@ function clearSheet(attributes, experimental) { removeRepeatingRow("repeating_spells_"+idarray[i]); } }); + getSectionIDs("repeating_rituals", function(idarray) { + for(var i=0; i < idarray.length; i++) { + removeRepeatingRow("repeating_rituals_"+idarray[i]); + } + }); + getSectionIDs("repeating_alchemy", function(idarray) { + for(var i=0; i < idarray.length; i++) { + removeRepeatingRow("repeating_alchemy_"+idarray[i]); + } + }); + getSectionIDs("repeating_critterpowers", function(idarray) { + for(var i=0; i < idarray.length; i++) { + removeRepeatingRow("repeating_critterpowers_"+idarray[i]); + } + }); getSectionIDs("repeating_initiation", function(idarray) { for(var i=0; i < idarray.length; i++) { removeRepeatingRow("repeating_initiation_"+idarray[i]); @@ -59,58 +74,71 @@ function clearSheet(attributes, experimental) { for(var i=0; i < idarray.length; i++) { removeRepeatingRow("repeating_vehicles_"+idarray[i]); } + }); + getSectionIDs("repeating_drones", function(idarray) { + for(var i=0; i < idarray.length; i++) { + removeRepeatingRow("repeating_drones_"+idarray[i]); + } }); getSectionIDs("repeating_armors", function(idarray) { for(var i=0; i < idarray.length; i++) { removeRepeatingRow("repeating_armors_"+idarray[i]); } }); - if(experimental == "on") { - getSectionIDs("repeating_equipment1", function(idarray) { - for(var j=0; j < idarray.length; j++) { - removeRepeatingRow("repeating_equipment1_"+idarray[j]); - } - }); - getSectionIDs("repeating_equipment2", function(idarray) { - for(var j=0; j < idarray.length; j++) { - removeRepeatingRow("repeating_equipment2_"+idarray[j]); - } - }); - getSectionIDs("repeating_equipment3", function(idarray) { - for(var j=0; j < idarray.length; j++) { - removeRepeatingRow("repeating_equipment3_"+idarray[j]); - } - }); - getSectionIDs("repeating_equipment4", function(idarray) { - for(var j=0; j < idarray.length; j++) { - removeRepeatingRow("repeating_equipment4_"+idarray[j]); - } - }); - getSectionIDs("repeating_equipment5", function(idarray) { - for(var j=0; j < idarray.length; j++) { - removeRepeatingRow("repeating_equipment5_"+idarray[j]); - } - }); - getSectionIDs("repeating_equipment6", function(idarray) { - for(var j=0; j < idarray.length; j++) { - removeRepeatingRow("repeating_equipment6_"+idarray[j]); - } - }); - getSectionIDs("repeating_equipment7", function(idarray) { - for(var j=0; j < idarray.length; j++) { - removeRepeatingRow("repeating_equipment7_"+idarray[j]); - } - }); - getSectionIDs("repeating_equipment8", function(idarray) { - for(var j=0; j < idarray.length; j++) { - removeRepeatingRow("repeating_equipment8_"+idarray[j]); - } - }); - } + + //removing repeating weapons + getSectionIDs("repeating_weapons", function(idarray) { + for(var j=0; j < idarray.length; j++) { + removeRepeatingRow("repeating_weapons_"+idarray[j]); + } + }); + + //removing ammo + getSectionIDs("repeating_ammotype1", function(idarray) { + for(var j=0; j < idarray.length; j++) { + removeRepeatingRow("repeating_ammotype1_"+idarray[j]); + } + }); + getSectionIDs("repeating_ammotype2", function(idarray) { + for(var j=0; j < idarray.length; j++) { + removeRepeatingRow("repeating_ammotype2_"+idarray[j]); + } + }); + getSectionIDs("repeating_ammotype3", function(idarray) { + for(var j=0; j < idarray.length; j++) { + removeRepeatingRow("repeating_ammotype3_"+idarray[j]); + } + }); + getSectionIDs("repeating_ammotype4", function(idarray) { + for(var j=0; j < idarray.length; j++) { + removeRepeatingRow("repeating_ammotype4_"+idarray[j]); + } + }); + getSectionIDs("repeating_ammotype5", function(idarray) { + for(var j=0; j < idarray.length; j++) { + removeRepeatingRow("repeating_ammotype5_"+idarray[j]); + } + }); + getSectionIDs("repeating_ammotype6", function(idarray) { + for(var j=0; j < idarray.length; j++) { + removeRepeatingRow("repeating_ammotype6_"+idarray[j]); + } + }); + getSectionIDs("repeating_ammotype7", function(idarray) { + for(var j=0; j < idarray.length; j++) { + removeRepeatingRow("repeating_ammotype7_"+idarray[j]); + } + }); + getSectionIDs("repeating_ammotype8", function(idarray) { + for(var j=0; j < idarray.length; j++) { + removeRepeatingRow("repeating_ammotype8_"+idarray[j]); + } + }); } -on("change:chummercheckbox", function(){ - getAttrs(["chummertext","chummercheckbox", "experimental", "nightly"], function(text) { + +on("change:chummercheckbox", async function(){ + let text = await asw.getAttrs(["chummertext","chummercheckbox", "experimental", "nightly"]); if(text.chummercheckbox=="on"){ var goodcode = true; var error=""; @@ -127,61 +155,66 @@ on("change:chummercheckbox", function(){ console.log("Character meta info"); if(chummerfile.characters.character.alias != null) attributes.character_name = chummerfile.characters.character.alias; - if(chummerfile.characters.character.metatype!=null) + + if(chummerfile.characters.character.metatype != null) attributes.metatype=chummerfile.characters.character.metatype; - if(chummerfile.characters.character.sex!=null) + + if(chummerfile.characters.character.sex != null) attributes.sex=chummerfile.characters.character.sex; - if(chummerfile.characters.character.age!=null) + + if(chummerfile.characters.character.age != null) attributes.age=chummerfile.characters.character.age; - if(chummerfile.characters.character.height!=null) + + if(chummerfile.characters.character.height != null) attributes.height=chummerfile.characters.character.height; - if(chummerfile.characters.character.weight!=null) + + if(chummerfile.characters.character.weight != null) attributes.weight=chummerfile.characters.character.weight; - if(chummerfile.characters.character.playername!=null) + if(chummerfile.characters.character.playername != null) attributes.player=chummerfile.characters.character.playername; - if(chummerfile.characters.character.description!=null) + if(chummerfile.characters.character.description != null) attributes.description=chummerfile.characters.character.description; - if(chummerfile.characters.character.background!=null) + if(chummerfile.characters.character.background != null) attributes.background=chummerfile.characters.character.background; - if(chummerfile.characters.character.notes!=null) + if(chummerfile.characters.character.notes != null) attributes.notes=chummerfile.characters.character.notes; - if(chummerfile.characters.character.gamenotes!=null) + if(chummerfile.characters.character.gamenotes != null) attributes.generalnotes=chummerfile.characters.character.gamenotes; - if(chummerfile.characters.character.karma!=null) + if(chummerfile.characters.character.karma != null) attributes.karma=chummerfile.characters.character.karma; - if(chummerfile.characters.character.totalkarma!=null) + if(chummerfile.characters.character.totalkarma != null) attributes.karmacareer=chummerfile.characters.character.totalkarma; - if(chummerfile.characters.character.initbonus!=null){ + if(chummerfile.characters.character.initbonus != null){ attributes.initiativebonus=chummerfile.characters.character.initbonus; attributes.astralinitiativebonus=chummerfile.characters.character.initbonus; attributes.matrixinitiativebonus=chummerfile.characters.character.initbonus; } - if(chummerfile.characters.character.initdice!=null) + if(chummerfile.characters.character.initdice != null) attributes.initiativedice=chummerfile.characters.character.initdice; - if(chummerfile.characters.character.astralinitdice!=null) + if(chummerfile.characters.character.astralinitdice != null) attributes.astralinitiativedice=chummerfile.characters.character.astralinitdice; - if(chummerfile.characters.character.cmthresholdoffset!=null) + if(chummerfile.characters.character.cmthresholdoffset != null) attributes.woundadditive=chummerfile.characters.character.cmthresholdoffset; - if(chummerfile.characters.character.cmthreshold!=null) + if(chummerfile.characters.character.cmthreshold != null) attributes.woundmultiplikative=chummerfile.characters.character.cmthreshold; - if(chummerfile.characters.character.cmoverflow!=null) + if(chummerfile.characters.character.cmoverflow != null) attributes.overflowmod=chummerfile.characters.character.cmoverflow-chummerfile.characters.character.attributes[1].attribute[0].total- 1; - if(chummerfile.characters.character.physicalcm!=null) + if(chummerfile.characters.character.physicalcm != null) attributes.physicaltrackmod=chummerfile.characters.character.physicalcm-Math.ceil(chummerfile.characters.character.attributes[1].attribute[0].total/2)- 8; - if(chummerfile.characters.character.stuncm!=null) + if(chummerfile.characters.character.stuncm != null) attributes.stuntrackmod=chummerfile.characters.character.stuncm-Math.ceil(chummerfile.characters.character.attributes[1].attribute[7].total/2)- 8; - if(chummerfile.characters.character.totalstreetcred!=null) + if(chummerfile.characters.character.totalstreetcred != null) attributes.streetcred=chummerfile.characters.character.totalstreetcred; - if(chummerfile.characters.character.totalnotoriety!=null) + if(chummerfile.characters.character.totalnotoriety != null) attributes.notoriety=chummerfile.characters.character.totalnotoriety; - if(chummerfile.characters.character.totalpublicawareness!=null) + if(chummerfile.characters.character.totalpublicawareness != null) attributes.pawareness=chummerfile.characters.character.totalpublicawareness; - if(chummerfile.characters.character.nuyen!=null) + if(chummerfile.characters.character.nuyen != null) attributes.nuyen_total=chummerfile.characters.character.nuyen; - if(chummerfile.characters.character.magician=="True"){ + if(chummerfile.characters.character.magician == "True"){ // HeroLab 'chummer' export uses drainattribute property and a list, this is a workaround for that try{ - attributes.drainattribute="@{"+chummerfile.characters.character.tradition.drainattributes.toLowerCase().substring(6)+"_total}"; + attributes.drainattribute="@{"+chummerfile.characters.character.tradition.drainattributes.match(/[A-Z]+/g)[1].toLowerCase()+"_total}"; } catch(err) { attributes.drainattribute="@{"+chummerfile.characters.character.tradition.drainattribute.attr[1]+"_total}"; @@ -207,7 +240,7 @@ on("change:chummercheckbox", function(){ attributes.mag_base=attributesChummer.find(a => a.name_english === "RES").total; attributes.istechnomancer = 1; } - else if(chummerfile.characters.character.magician==="True"){ + else if(chummerfile.characters.character.magician==="True" || chummerfile.characters.character.adept==="True"){ attributes.mag_base=attributesChummer.find(a => a.name_english === "MAG").total; attributes.istechnomancer = 0; } @@ -229,19 +262,26 @@ on("change:chummercheckbox", function(){ } try{ if(chummerfile.characters.character.powers!=null){ - console.log("Importing Powers"); + console.log("Importing Adept Powers"); if(chummerfile.characters.character.powers.power.length>1){ for(var i=0;i1){ - for(var i=0;i1){ + for(var i=0;i1){ for(var i=0;i1){ for(var i=0;i1){ for(var i=0;i1){ - for(var j=0;j0){ - attributes["repeating_armors_"+newrowid+"_armornotes"]+=chummerfile.characters.character.armors.armor[i].armormods.armormod[j].name+" "+chummerfile.characters.character.armors.armor[i].armormods.armormod[j].rating+"\n"; - }else{ - attributes["repeating_armors_"+newrowid+"_armornotes"]+=chummerfile.characters.character.armors.armor[i].armormods.armormod[j].name+"\n"; - } - } - }else{ - if(Number(chummerfile.characters.character.armors.armor[i].armormods.armormod.rating)>0){ - attributes["repeating_armors_"+newrowid+"_armornotes"]+=chummerfile.characters.character.armors.armor[i].armormods.armormod.name+" "+chummerfile.characters.character.armors.armor[i].armormods.armormod.rating+"\n"; - }else{ - attributes["repeating_armors_"+newrowid+"_armornotes"]+=chummerfile.characters.character.armors.armor[i].armormods.armormod.name+"\n"; - } - } - } - if(chummerfile.characters.character.armors.armor[i].gears!=null){ - if(chummerfile.characters.character.armors.armor[i].gears.gear.length>1){ - for(var j=0;j1){ - for(var j=0;j0){ - attributes["repeating_armors_"+newrowid+"_armornotes"]+=chummerfile.characters.character.armors.armor.armormods.armormod[j].name+" "+chummerfile.characters.character.armors.armor.armormods.armormod[j].rating+"\n"; - }else{ - attributes["repeating_armors_"+newrowid+"_armornotes"]+=chummerfile.characters.character.armors.armor.armormods.armormod[j].name+"\n"; - } - } - }else{ - if(Number(chummerfile.characters.character.armors.armor.armormods.armormod.rating)>0){ - attributes["repeating_armors_"+newrowid+"_armornotes"]+=chummerfile.characters.character.armors.armor.armormods.armormod.name+" "+chummerfile.characters.character.armors.armor.armormods.armormod.rating+"\n"; - }else{ - attributes["repeating_armors_"+newrowid+"_armornotes"]+=chummerfile.characters.character.armors.armor.armormods.armormod.name+"\n"; - } - } - } - if(chummerfile.characters.character.armors.armor.gears!=null){ - if(chummerfile.characters.character.armors.armor.gears.gear.length>1){ - for(var j=0;j1){ - for(var i=1;i 1){ + for(var i=1; i1){ - for(var j=0;j1){ - for(var j=0; j clip.guid === chummerfile.characters.character.weapons.weapon[i-1].clips.clip[j].id); - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoname"+i]=ammo.name; - if(ammo.weaponbonusdamage_english != null && ammo.weaponbonusap != null && ammo.weaponbonusacc != null) { - attributes["repeating_equipment"+i+"_"+newrowid+"_ammodv"+i]=ammo.weaponbonusdamage_english.substring(0,2); - attributes["repeating_equipment"+i+"_"+newrowid+"_ammodmgtype"+i]=ammo.weaponbonusdamage_english.substring(2); - if(ammo.name_english === "Ammo: Stick-n-Shock") { - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoap"+i] = -5 - attributes["weaponap"+i] - } - else { - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoap"+i]=ammo.weaponbonusap; - } - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoacc"+i]=ammo.weaponbonusacc; - } - else { - attributes["repeating_equipment"+i+"_"+newrowid+"_ammodv"+i]=0; - attributes["repeating_equipment"+i+"_"+newrowid+"_ammodmgtype"+i]=0; - if(ammo.name_english === "Ammo: Stick-n-Shock") { - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoap"+i] = -5 - attributes["weaponap"+i] - } - else { - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoap"+i]=0; - } - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoacc"+i]=0; - } - } - }else{ - var newrowid=generateRowID(); - //find ammo to get stats - ammo = ammunition.find(clip => clip.guid === chummerfile.characters.character.weapons.weapon[i-1].clips.clip.id); - - if(chummerfile.characters.character.weapons.weapon[i-1].clips.clip.location === "loaded") { - //skip loaded, they will be found later anyway - continue; - } - - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoname"+i]=ammo.name; - if(ammo.weaponbonusdamage_english != null && ammo.weaponbonusap != null && ammo.weaponbonusacc != null) { - attributes["repeating_equipment"+i+"_"+newrowid+"_ammodv"+i]=ammo.weaponbonusdamage_english.substring(0,2); - attributes["repeating_equipment"+i+"_"+newrowid+"_ammodmgtype"+i]=ammo.weaponbonusdamage_english.substring(2); - if(ammo.name_english === "Ammo: Stick-n-Shock") { - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoap"+i] = -5 - attributes["weaponap"+i] - } - else { - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoap"+i]=ammo.weaponbonusap; - } - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoacc"+i]=ammo.weaponbonusacc; - } - else { - attributes["repeating_equipment"+i+"_"+newrowid+"_ammodv"+i]=0; - attributes["repeating_equipment"+i+"_"+newrowid+"_ammodmgtype"+i]=0; - if(ammo.name_english === "Ammo: Stick-n-Shock") { - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoap"+i] = -5 - attributes["weaponap"+i] - } - else { - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoap"+i]=0; - } - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoacc"+i]=0; - } - } - } + if(i < 9) { + importSingleWeapon(text, chummerfile.characters.character.weapons.weapon[i-1], i, ammunition, attributes); + } else { + await importSingleRepeatingWeapon(text, chummerfile.characters.character.weapons.weapon[i-1], ammunition, attributes); } } catch(err) { @@ -611,105 +511,10 @@ on("change:chummercheckbox", function(){ error= error + "\n" + "Error with Weapon " + chummerfile.characters.character.weapons.weapon[i-1].name + ": " +err } } + }else{ try{ - if(chummerfile.characters.character.weapons.weapon.category!="Gear"){ - if(chummerfile.characters.character.weapons.weapon.type=="Ranged"){ - attributes["weaponismelee1"]=0; - attributes["weaponrc1"]=chummerfile.characters.character.weapons.weapon.rc.match(/\d+/g).pop()-Math.ceil(chummerfile.characters.character.attributes[1].attribute[3].total/3)- 1; - if(chummerfile.characters.character.weapons.weapon.rawdamage.match(/\d+/) !== null) { - attributes["weapondv"+i]=chummerfile.characters.character.weapons.weapon.rawdamage.match(/\d+/)[0]; - } - else { - attributes["weapondv"+i]=0; - } - attributes["weapondmgtype1"]=chummerfile.characters.character.weapons.weapon.rawdamage.match(/\D+/)[0]; - }else{ - attributes["weaponismelee1"]="on"; - attributes["weaponreach1"]=chummerfile.characters.character.weapons.weapon.reach; - attributes["weapondv1"]=chummerfile.characters.character.weapons.weapon.damage_english.match(/\d*/)[0]; - attributes["weapondmgtype1"]=chummerfile.characters.character.weapons.weapon.damage_english.match(/\D+/)[0]; - } - attributes["weaponname1"]=chummerfile.characters.character.weapons.weapon.name; - attributes["weaponaccuracy1"]=chummerfile.characters.character.weapons.weapon.accuracy.match(/\d+/g).pop(); - if(Number(chummerfile.characters.character.weapons.weapon.ap)!="NaN"){ - attributes["weaponap1"]=chummerfile.characters.character.weapons.weapon.ap; - }else{ - attributes["weaponap1"]=0; - } - attributes["weaponnotes1"]=""; - if(typeof chummerfile.characters.character.weapons.weapon.accessories != "undefined"){ - if(chummerfile.characters.character.weapons.weapon.accessories.accessory.length>1){ - for(var j=0;j1){ - for(var j=0; j clip.guid === chummerfile.characters.character.weapons.weapon.clips.clip[j].id); - if(ammo.weaponbonusdamage_english != null) { - attributes["repeating_equipment"+i+"_"+newrowid+"_ammodv"+i]=ammo.weaponbonusdamage_english.substring(0,2); - attributes["repeating_equipment"+i+"_"+newrowid+"_ammodmgtype"+i]=ammo.weaponbonusdamage_english.substring(2); - if(ammo.name_english === "Ammo: Stick-n-Shock") { - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoap"+i] = -5 - attributes["weaponap1"] - } - else { - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoap"+i]=ammo.weaponbonusap; - } - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoacc"+i]=ammo.weaponbonusacc; - } - else { - attributes["repeating_equipment"+i+"_"+newrowid+"_ammodv"+i]=0; - attributes["repeating_equipment"+i+"_"+newrowid+"_ammodmgtype"+i]=0; - if(ammo.name_english === "Ammo: Stick-n-Shock") { - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoap"+i] = -5 - attributes["weaponap1"] - } - else { - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoap"+i] = 0; - } - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoacc"+i]=0; - } - } - }else{ - var newrowid=generateRowID(); - //find ammo to get stats - ammo = ammunition.find(clip => clip.guid === chummerfile.characters.character.weapons.weapon.clips.clip.id); - if(ammo.weaponbonusdamage_english != null) { - attributes["repeating_equipment"+i+"_"+newrowid+"_ammodv"+i]=ammo.weaponbonusdamage_english.substring(0,2); - attributes["repeating_equipment"+i+"_"+newrowid+"_ammodmgtype"+i]=ammo.weaponbonusdamage_english.substring(2); - if(ammo.name_english === "Ammo: Stick-n-Shock") { - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoap"+i] = -5 - attributes["weaponap1"] - } - else { - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoap"+i]=ammo.weaponbonusap; - } - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoacc"+i]=ammo.weaponbonusacc; - } - else { - attributes["repeating_equipment"+i+"_"+newrowid+"_ammodv"+i]=0; - attributes["repeating_equipment"+i+"_"+newrowid+"_ammodmgtype"+i]=0; - if(ammo.name_english === "Ammo: Stick-n-Shock") { - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoap"+i] = -5 - attributes["weaponap1"] - } - else { - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoap"+i] = 0; - } - attributes["repeating_equipment"+i+"_"+newrowid+"_ammoacc"+i]=0; - } - } - } - } + importSingleWeapon(text, chummerfile.characters.character.weapons.weapon, 1, ammunition, attributes); } catch(err) { goodcode=false; @@ -719,7 +524,7 @@ on("change:chummercheckbox", function(){ } try{ - if(chummerfile.characters.character.complexforms!=null){ + if(chummerfile.characters.character.complexforms != null){ console.log("Importing complexforms"); if(chummerfile.characters.character.complexforms.complexform.length>1){ for(var i=0;i1){ for(var i=0;i1){ - for(var j=0;j 1){ for(var i=0; i < chummerfile.characters.character.aiprograms.aiprogram.length; i++){ var newrowid=generateRowID(); @@ -830,161 +635,34 @@ on("change:chummercheckbox", function(){ } try{ - if(chummerfile.characters.character.vehicles!=null){ + if(chummerfile.characters.character.vehicles != null){ console.log("Importing vehicles"); - if(chummerfile.characters.character.vehicles.vehicle.length>1){ - for(var i=0;i1){ - for(var j=0;j1)){ - if(chummerfile.characters.character.vehicles.vehicle[i].mods.mod[j].weapons.weapon.category!="Gear"){ - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponname"]=chummerfile.characters.character.vehicles.vehicle[i].mods.mod[j].weapons.weapon.name; - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponaccuracy"]=chummerfile.characters.character.vehicles.vehicle[i].mods.mod[j].weapons.weapon.accuracy.match(/\d+/g).pop(); - if(chummerfile.characters.character.vehicles.vehicle[i].mods.mod[j].weapons.weapon.type=="Ranged") - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponrc"]=chummerfile.characters.character.vehicles.vehicle[i].mods.mod[j].weapons.weapon.rc.match(/\d+/g).pop()-Math.ceil(chummerfile.characters.character.attributes[1].attribute[3].total/3)- 1; - if(Number(chummerfile.characters.character.vehicles.vehicle[i].mods.mod[j].weapons.weapon.ap)!="NaN"){ - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponap"]=chummerfile.characters.character.vehicles.vehicle[i].mods.mod[j].weapons.weapon.ap; - }else{ - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponap"]=0; - } - attributes["repeating_vehicles_"+newrowid+"_vehicleweapondv"]=chummerfile.characters.character.vehicles.vehicle[i].mods.mod[j].weapons.weapon.damage_english.match(/\d*/); - attributes["repeating_vehicles_"+newrowid+"_vehicleweapondmgtype"]=chummerfile.characters.character.vehicles.vehicle[i].mods.mod[j].weapons.weapon.damage_english.match(/^\d*/); - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponnotes"]=""; - if(typeof chummerfile.characters.character.vehicles.vehicle[i].mods.mod[j].weapons.weapon.accessories != "undefined"){ - if(chummerfile.characters.character.vehicles.vehicle[i].mods.mod[j].weapons.weapon.accessories.accessory.length>1){ - for(var h=0;h1)){ - if(chummerfile.characters.character.vehicles.vehicle[i].mods.mod.weapons.weapon.category!="Gear"){ - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponname"]=chummerfile.characters.character.vehicles.vehicle[i].mods.mod.weapons.weapon.name; - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponaccuracy"]=chummerfile.characters.character.vehicles.vehicle[i].mods.mod.weapons.weapon.accuracy.match(/\d+/g).pop(); - if(chummerfile.characters.character.vehicles.vehicle[i].mods.mod.weapons.weapon.type=="Ranged") - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponrc"]=chummerfile.characters.character.vehicles.vehicle[i].mods.mod.weapons.weapon.rc.match(/\d+/g).pop()-Math.ceil(chummerfile.characters.character.attributes[1].attribute[3].total/3)- 1; - if(Number(chummerfile.characters.character.vehicles.vehicle[i].mods.mod.weapons.weapon.ap)!="NaN"){ - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponap"]=chummerfile.characters.character.vehicles.vehicle[i].mods.mod.weapons.weapon.ap; - }else{ - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponap"]=0; - } - attributes["repeating_vehicles_"+newrowid+"_vehicleweapondv"]=chummerfile.characters.character.vehicles.vehicle[i].mods.mod.weapons.weapon.damage_english.match(/\d*/); - attributes["repeating_vehicles_"+newrowid+"_vehicleweapondmgtype"]=chummerfile.characters.character.vehicles.vehicle[i].mods.mod.weapons.weapon.damage_english.match(/^\d*/); - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponnotes"]=""; - if(typeof chummerfile.characters.character.vehicles.vehicle[i].mods.mod.weapons.weapon.accessories != "undefined"){ - if(chummerfile.characters.character.vehicles.vehicle[i].mods.mod.weapons.weapon.accessories.accessory.length>1){ - for(var j=0;j 1){ + let vehicles = chummerfile.characters.character.vehicles.vehicle.filter( vehicle => vehicle.seats > 0); + for(var i=0; i < vehicles.length; i++){ + importSingleVehicle(vehicles[i], attributes); } - }else{ - var newrowid=generateRowID(); - attributes["repeating_vehicles_"+newrowid+"_vehiclename"]=chummerfile.characters.character.vehicles.vehicle.name; - attributes["repeating_vehicles_"+newrowid+"_vehiclehand"]=chummerfile.characters.character.vehicles.vehicle.handling.match(/\d+/).pop(); - attributes["repeating_vehicles_"+newrowid+"_vehiclespeed"]=chummerfile.characters.character.vehicles.vehicle.speed.match(/\d+/).pop(); - attributes["repeating_vehicles_"+newrowid+"_vehicleaccl"]=chummerfile.characters.character.vehicles.vehicle.accel.match(/\d+/).pop(); - attributes["repeating_vehicles_"+newrowid+"_vehiclepilot"]=chummerfile.characters.character.vehicles.vehicle.pilot; - attributes["repeating_vehicles_"+newrowid+"_vehiclesens"]=chummerfile.characters.character.vehicles.vehicle.sensor; - attributes["repeating_vehicles_"+newrowid+"_vehicleseats"]=chummerfile.characters.character.vehicles.vehicle.seats; - attributes["repeating_vehicles_"+newrowid+"_vehicleprice"]=chummerfile.characters.character.vehicles.vehicle.cost; - attributes["repeating_vehicles_"+newrowid+"_vehiclebody"]=chummerfile.characters.character.vehicles.vehicle.body; - attributes["repeating_vehicles_"+newrowid+"_vehiclearmor"]=chummerfile.characters.character.vehicles.vehicle.armor; - attributes["repeating_vehicles_"+newrowid+"_vehiclenotes"]=""; - if(chummerfile.characters.character.vehicles.vehicle.mods!=null){ - if(chummerfile.characters.character.vehicles.vehicle.mods.mod.length>1){ - for(var j=0;j1)){ - if(chummerfile.characters.character.vehicles.vehicle.mods.mod[j].weapons.weapon.category!="Gear"){ - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponname"]=chummerfile.characters.character.vehicles.vehicle.mods.mod[j].weapons.weapon.name; - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponaccuracy"]=chummerfile.characters.character.vehicles.vehicle.mods.mod[j].weapons.weapon.accuracy.match(/\d+/g).pop(); - if(chummerfile.characters.character.vehicles.vehicle.mods.mod[j].weapons.weapon.type=="Ranged") - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponrc"]=chummerfile.characters.character.vehicles.vehicle.mods.mod[j].weapons.weapon.rc.match(/\d+/g).pop()-Math.ceil(chummerfile.characters.character.attributes[1].attribute[3].total/3)- 1; - if(Number(chummerfile.characters.character.vehicles.vehicle.mods.mod[j].weapons.weapon.ap)!="NaN"){ - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponap"]=chummerfile.characters.character.vehicles.vehicle.mods.mod[j].weapons.weapon.ap; - }else{ - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponap"]=0; - } - attributes["repeating_vehicles_"+newrowid+"_vehicleweapondv"]=chummerfile.characters.character.vehicles.vehicle.mods.mod[j].weapons.weapon.damage_english.match(/\d*/); - attributes["repeating_vehicles_"+newrowid+"_vehicleweapondmgtype"]=chummerfile.characters.character.vehicles.vehicle.mods.mod[j].weapons.weapon.damage_english.match(/^\d*/); - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponnotes"]=""; - if(typeof chummerfile.characters.character.vehicles.vehicle.mods.mod[j].weapons.weapon.accessories != "undefined"){ - if(chummerfile.characters.character.vehicles.vehicle.mods.mod[j].weapons.weapon.accessories.accessory.length>1){ - for(var j=0;j1)){ - if(chummerfile.characters.character.vehicles.vehicle.mods.mod.weapons.weapon.category!="Gear"){ - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponname"]=chummerfile.characters.character.vehicles.vehicle.mods.mod.weapons.weapon.name; - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponaccuracy"]=chummerfile.characters.character.vehicles.vehicle.mods.mod.weapons.weapon.accuracy.match(/\d+/g).pop(); - if(chummerfile.characters.character.vehicles.vehicle.mods.mod.weapons.weapon.type=="Ranged") - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponrc"]=chummerfile.characters.character.vehicles.vehicle.mods.mod.weapons.weapon.rc.match(/\d+/g).pop()-Math.ceil(chummerfile.characters.character.attributes[1].attribute[3].total/3)- 1; - if(Number(chummerfile.characters.character.vehicles.vehicle.mods.mod.weapons.weapon.ap)!="NaN"){ - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponap"]=chummerfile.characters.character.vehicles.vehicle.mods.mod.weapons.weapon.ap; - }else{ - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponap"]=0; - } - attributes["repeating_vehicles_"+newrowid+"_vehicleweapondv"]=chummerfile.characters.character.vehicles.vehicle.mods.mod.weapons.weapon.damage_english.match(/\d*/); - attributes["repeating_vehicles_"+newrowid+"_vehicleweapondmgtype"]=chummerfile.characters.character.vehicles.vehicle.mods.mod.weapons.weapon.damage_english.match(/^\d*/); - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponnotes"]=""; - if(typeof chummerfile.characters.character.vehicles.vehicle.mods.mod.weapons.weapon.accessories != "undefined"){ - if(chummerfile.characters.character.vehicles.vehicle.mods.mod.weapons.weapon.accessories.accessory.length>1){ - for(var j=0;j 0) { + importSingleVehicle(chummerfile.characters.character.vehicles.vehicle, attributes); + } + } + } + }catch(err){ + goodcode=false; + error= error + "\n" + "Error with Vehicles: " + err; + } + try{ + if(chummerfile.characters.character.vehicles != null){ + console.log("Importing drones"); + if(chummerfile.characters.character.vehicles.vehicle.length > 1){ + let drones = chummerfile.characters.character.vehicles.vehicle.filter( vehicle => vehicle.seats == 0); + for(var i=0; i < drones.length; i++){ + importSingleDrone(drones[i], attributes); + } + } else { + if(chummerfile.characters.character.vehicles.vehicle.seats == 0) { + importSingleDrone(chummerfile.characters.character.vehicles.vehicle, attributes); } } } @@ -1005,7 +683,7 @@ on("change:chummercheckbox", function(){ var ritual=0; try{ console.log("Importing Skills"); - if(chummerfile.characters.character.skills.skill[0].name_english !== "undefined") { + if(chummerfile.characters.character.skills.skill[0].name_english !== undefined) { for(var i=0;i1){ for(var h=1;h1){ - for(var i=0;i 1){ + for(var i=0; i < chummerfile.characters.character.spells.spell.length; i++){ + importSingleSpell(chummerfile.characters.character.spells.spell[i], attributes, spellcastingSkill, ritualSkill, alchemySkill); } }else{ - var newrowid=generateRowID(); - attributes["repeating_spells_"+newrowid+"_spellname"]=chummerfile.characters.character.spells.spell.name; - attributes["repeating_spells_"+newrowid+"_spelltype"]=chummerfile.characters.character.spells.spell.type; - if(chummerfile.characters.character.spells.spell.notes!=null){ - attributes["repeating_spells_"+newrowid+"_spelldescription"]=chummerfile.characters.character.spells.spell.notes; - } - if(chummerfile.characters.character.spells.spell.dv.match(/(\-|\+)\d/)!=null) - attributes["repeating_spells_"+newrowid+"_spelldrain"]=chummerfile.characters.character.spells.spell.dv.match(/(\-|\+)\d/)[0]; - else - attributes["repeating_spells_"+newrowid+"_spelldrain"]="-0"; - if(chummerfile.characters.character.spells.spell.category=="Rituals" || chummerfile.characters.character.spells.spell[i].category_english=="Rituals"){ - attributes["repeating_spells_"+newrowid+"_spellschool"]="@{skilldicepool67}"; - attributes["repeating_spells_"+newrowid+"_spelldrain"]="*2"; - attributes["repeating_spells_"+newrowid+"_spellbonus"]=chummerfile.characters.character.spells.spell.dicepool-chummerfile.characters.character.skills.skill[ritual].total; - }else{ - attributes["repeating_spells_"+newrowid+"_spellcategory"]=chummerfile.characters.character.spells.spell.category; - attributes["repeating_spells_"+newrowid+"_spellbonus"]=chummerfile.characters.character.spells.spell.dicepool-chummerfile.characters.character.skills.skill[spellcasting].total; - if(chummerfile.characters.character.spells.spell.alchemy=="True"){ - attributes["repeating_spells_"+newrowid+"_spellschool"]="@{skilldicepool58}"; - attributes["repeating_spells_"+newrowid+"_spellbonus"]=chummerfile.characters.character.spells.spell.dicepool-chummerfile.characters.character.skills.skill[alchemy].total; - } - } - attributes["repeating_spells_"+newrowid+"_spellrange"]=chummerfile.characters.character.spells.spell.range; - attributes["repeating_spells_"+newrowid+"_spellduration"]=chummerfile.characters.character.spells.spell.duration; + importSingleSpell(chummerfile.characters.character.spells.spell, attributes, spellcastingSkill, ritualSkill, alchemySkill); } } }catch(err){ @@ -1240,35 +876,56 @@ on("change:chummercheckbox", function(){ error= error + "\n" + "Error with Spells: " + err; } try{ - if(chummerfile.characters.character.critterpowers != null && text.experimental == "on"){ + if(chummerfile.characters.character.critterpowers != null){ console.log("Importing critter powers"); - if(chummerfile.characters.character.critterpowers.critterpower.length>1){ - for(var i=0;i 1){ + for(var i=0; i < chummerfile.characters.character.critterpowers.critterpower.length; i++){ var newrowid=generateRowID(); - attributes["repeating_spells_"+newrowid+"_spellname"]=chummerfile.characters.character.critterpowers.critterpower[i].fullname; - attributes["repeating_spells_"+newrowid+"_spelltype"]=chummerfile.characters.character.critterpowers.critterpower[i].type; - if(chummerfile.characters.character.critterpowers.critterpower[i].notes!=null){ - attributes["repeating_spells_"+newrowid+"_spelldescription"]=chummerfile.characters.character.critterpowers.critterpower[i].notes; + attributes["repeating_critterpowers_"+newrowid+"_spellname"]=chummerfile.characters.character.critterpowers.critterpower[i].fullname; + attributes["repeating_critterpowers_"+newrowid+"_spelltype"]=chummerfile.characters.character.critterpowers.critterpower[i].type; + if(chummerfile.characters.character.critterpowers.critterpower[i].notes != null){ + attributes["repeating_critterpowers_"+newrowid+"_spelldescription"] = chummerfile.characters.character.critterpowers.critterpower[i].notes; + } + attributes["repeating_critterpowers_"+newrowid+"_spelldrain"]="-0"; + + attributes["repeating_critterpowers_"+newrowid+"_spellcategory"] = chummerfile.characters.character.critterpowers.critterpower[i].category; + attributes["repeating_critterpowers_"+newrowid+"_spellbonus"]=0; + + if(chummerfile.characters.character.critterpowers.critterpower[i].range != null){ + attributes["repeating_critterpowers_"+newrowid+"_spellrange"]=chummerfile.characters.character.critterpowers.critterpower[i].range; + } else { + attributes["repeating_critterpowers_"+newrowid+"_spellrange"]="N/A"; + } + + if(chummerfile.characters.character.critterpowers.critterpower[i].duration != null) { + attributes["repeating_critterpowers_"+newrowid+"_spellduration"] = chummerfile.characters.character.critterpowers.critterpower[i].duration; + } else { + attributes["repeating_critterpowers_"+newrowid+"_spellduration"] = "N/A"; } - attributes["repeating_spells_"+newrowid+"_spelldrain"]="-0"; - attributes["repeating_spells_"+newrowid+"_spellcategory"]=chummerfile.characters.character.critterpowers.critterpower[i].category; - attributes["repeating_spells_"+newrowid+"_spellbonus"]=0; - attributes["repeating_spells_"+newrowid+"_spellrange"]=chummerfile.characters.character.critterpowers.critterpower[i].range; - attributes["repeating_spells_"+newrowid+"_spellduration"]=chummerfile.characters.character.critterpowers.critterpower[i].duration; } }else{ var newrowid=generateRowID(); - attributes["repeating_spells_"+newrowid+"_spellname"]=chummerfile.characters.character.critterpowers.critterpower.fullname; - attributes["repeating_spells_"+newrowid+"_spelltype"]=chummerfile.characters.character.critterpowers.critterpower.type; + attributes["repeating_critterpowers_"+newrowid+"_spellname"]=chummerfile.characters.character.critterpowers.critterpower.fullname; + attributes["repeating_critterpowers_"+newrowid+"_spelltype"]=chummerfile.characters.character.critterpowers.critterpower.type; if(chummerfile.characters.character.critterpowers.critterpower.notes!=null){ - attributes["repeating_spells_"+newrowid+"_spelldescription"]=chummerfile.characters.character.critterpowers.critterpower.notes; + attributes["repeating_critterpowers_"+newrowid+"_spelldescription"]=chummerfile.characters.character.critterpowers.critterpower.notes; } - attributes["repeating_spells_"+newrowid+"_spelldrain"]="-0"; - attributes["repeating_spells_"+newrowid+"_spellcategory"]=chummerfile.characters.character.critterpowers.critterpower.category; - attributes["repeating_spells_"+newrowid+"_spellbonus"]=0; - attributes["repeating_spells_"+newrowid+"_spellrange"]=chummerfile.characters.character.critterpowers.critterpower.range; - attributes["repeating_spells_"+newrowid+"_spellduration"]=chummerfile.characters.character.critterpowers.critterpower.duration; + attributes["repeating_critterpowers_"+newrowid+"_spelldrain"]="-0"; + attributes["repeating_critterpowers_"+newrowid+"_spellcategory"]=chummerfile.characters.character.critterpowers.critterpower.category; + attributes["repeating_critterpowers_"+newrowid+"_spellbonus"]=0; + + if(chummerfile.characters.character.critterpowers.critterpower.range != null){ + attributes["repeating_critterpowers_"+newrowid+"_spellrange"]=chummerfile.characters.character.critterpowers.critterpower.range; + } else { + attributes["repeating_critterpowers_"+newrowid+"_spellrange"]="N/A"; + } + + if(chummerfile.characters.character.critterpowers.critterpower.duration != null) { + attributes["repeating_critterpowers_"+newrowid+"_spellduration"]=chummerfile.characters.character.critterpowers.critterpower.duration; + } else { + attributes["repeating_critterpowers_"+newrowid+"_spellduration"]="N/A"; + } } } }catch(err){ @@ -1287,7 +944,6 @@ on("change:chummercheckbox", function(){ else { attributes["repeating_contacts_"+newrowid+"_contactname"]=""; } - attributes["repeating_contacts_"+newrowid+"_contactname"]=chummerfile.characters.character.contacts.contact[i].name; if(chummerfile.characters.character.contacts.contact[i].role !== null) { attributes["repeating_contacts_"+newrowid+"_contactdescription"]=chummerfile.characters.character.contacts.contact[i].role; } @@ -1312,15 +968,24 @@ on("change:chummercheckbox", function(){ try{ if(chummerfile.characters.character.gears != null){ console.log("Importing Cyberdeck"); - for( var j = 0; j < chummerfile.characters.character.gears.gear.length; j++) { - if(chummerfile.characters.character.gears.gear[j].category_english == "Cyberdecks"){ - cyberdeck = chummerfile.characters.character.gears.gear[j]; - attributes.attack_base = cyberdeck.attack; - attributes.sleaze_base = cyberdeck.sleaze; - attributes.datap_base = cyberdeck.dataprocessing; - attributes.firewall_base = cyberdeck.firewall; - attributes.devicertg_base = cyberdeck.devicerating; - break; + let decks = chummerfile.characters.character.gears.gear.filter(gear => gear.category_english == "Cyberdecks" || gear.category_english == "Rigger Command Consoles").sort((g1,g2) => g1.devicerating < g2.devicerating); + if(decks.length > 0) { + cyberdeck = decks[0]; + attributes.attack_base = cyberdeck.attack; + attributes.sleaze_base = cyberdeck.sleaze; + attributes.datap_base = cyberdeck.dataprocessing; + attributes.firewall_base = cyberdeck.firewall; + attributes.devicertg_base = cyberdeck.devicerating; + } + else { + let commlinks = chummerfile.characters.character.gears.gear.filter(gear => gear.category_english == "Commlinks").sort((g1,g2) => g1.devicerating < g2.devicerating); + if(commlinks.length > 0) { + link = commlinks[0]; + attributes.attack_base = link.attack; + attributes.sleaze_base = link.sleaze; + attributes.datap_base = link.dataprocessing; + attributes.firewall_base = link.firewall; + attributes.devicertg_base = link.devicerating; } } } @@ -1360,5 +1025,4 @@ on("change:chummercheckbox", function(){ }); } } - }); }); \ No newline at end of file diff --git a/Shadowrun5th/js/importSingleDrone.js b/Shadowrun5th/js/importSingleDrone.js new file mode 100644 index 0000000000..b75bd7bb15 --- /dev/null +++ b/Shadowrun5th/js/importSingleDrone.js @@ -0,0 +1,64 @@ +function importSingleDrone(drone, attributes) { + + var newrowid = generateRowID(); + attributes["repeating_drones_"+newrowid+"_dronename"]= drone.name; + attributes["repeating_drones_"+newrowid+"_dronehand"]= drone.handling.match(/\d+/); + attributes["repeating_drones_"+newrowid+"_dronespeed"]= drone.speed.match(/\d+/); + attributes["repeating_drones_"+newrowid+"_droneaccl"]= drone.accel.match(/\d+/); + attributes["repeating_drones_"+newrowid+"_dronepilot"]= drone.pilot; + attributes["repeating_drones_"+newrowid+"_dronesens"]= drone.sensor; + attributes["repeating_drones_"+newrowid+"_droneprice"]= drone.cost; + attributes["repeating_drones_"+newrowid+"_dronebody"]= drone.body; + attributes["repeating_drones_"+newrowid+"_dronearmor"]= drone.armor; + attributes["repeating_drones_"+newrowid+"_dronenotes"]=""; + + if(drone.mods != null){ + if(drone.mods.mod.length > 1){ + var weaponnumber = 1; + for(var j = 0; j < drone.mods.mod.length; j++){ + weaponnumber = importSingleDroneMod(drone.mods.mod[j], newrowid, attributes, weaponnumber); + } + }else{ + attributes["repeating_drones_"+newrowid+"_dronenotes"] += drone.mods.mod.name + "\n"; + importSingleDroneMod(drone.mods.mod, newrowid, attributes, weaponnumber); + } + } +} + +const importSingleDroneMod = (mod, newrowid, attributes, weaponnumber) => { + attributes["repeating_drones_" + newrowid + "_dronenotes"] += mod.name + "\n"; + if(mod.weapons != null && mod.weapons.weapon != null){ + if(mod.weapons.length > 1){ + return importSingleDroneWeapon(mod.weapons.weapon[0], newrowid, attributes, weaponnumber); + } + else { + return importSingleDroneWeapon(mod.weapons.weapon, newrowid, attributes, weaponnumber); + } + } + return weaponnumber; +} + +const importSingleDroneWeapon = (weapon, newrowid, attributes, weaponnumber) => { + attributes["repeating_drones_"+newrowid+"_droneweaponname" + weaponnumber] = weapon.name; + attributes["repeating_drones_"+newrowid+"_droneweaponaccuracy"+ weaponnumber] = weapon.accuracy.match(/\d+/g).pop(); + if(weapon.type == "Ranged") + attributes["repeating_drones_"+newrowid+"_droneweaponrc"+ weaponnumber] = weapon.rc.match(/\d+/g).pop(); + if(Number(weapon.ap) != "NaN"){ + attributes["repeating_drones_"+newrowid+"_droneweaponap"+ weaponnumber] = weapon.ap; + }else{ + attributes["repeating_drones_"+newrowid+"_droneweaponap"+ weaponnumber] = 0; + } + attributes["repeating_drones_"+newrowid+"_droneweapondv"+ weaponnumber] = weapon.damage_english.match(/\d*/); + attributes["repeating_drones_"+newrowid+"_droneweapondmgtype"+ weaponnumber] = weapon.damage_english.match(/^\d*/); + attributes["repeating_drones_"+newrowid+"_droneweaponnotes"+ weaponnumber] = ""; + if(typeof weapon.accessories != "undefined"){ + if(weapon.accessories.accessory.length > 1){ + for(var h = 0; h < weapon.accessories.accessory.length; h++){ + attributes["repeating_drones_"+newrowid+"_droneweaponnotes"+ weaponnumber] += weapon.accessories.accessory[h].name+"\n"; + } + }else{ + attributes["repeating_drones_"+newrowid+"_droneweaponnotes"+ weaponnumber] += weapon.accessories.accessory.name+"\n"; + } + } + return weaponnumber +1; +} \ No newline at end of file diff --git a/Shadowrun5th/js/importSingleRepeatingWeapon.js b/Shadowrun5th/js/importSingleRepeatingWeapon.js index dfe798a69e..9d4ec07b4b 100644 --- a/Shadowrun5th/js/importSingleRepeatingWeapon.js +++ b/Shadowrun5th/js/importSingleRepeatingWeapon.js @@ -1,109 +1,106 @@ async function importSingleRepeatingWeapon(text, weapon, ammunition, attributes) { - if(weapon.category != "Gear"){ - var row = "repeating_weapons" + "_" + generateRowID() + "_"; - if(weapon.type == "Ranged"){ - attributes[row + "weaponismelee"] = 0; - attributes[row + "weaponrc"] = weapon.rc.match(/\d+/g).pop()-Math.ceil(attributes.str_base + attributes.str_aug)- 1; - if(weapon.rawdamage.match(/\d+/) !== null) { - attributes[row + "weapondv"] = weapon.rawdamage.match(/\d+/)[0]; - } - else { - attributes[row + "weapondv"] = 0; - } + var row = "repeating_weapons" + "_" + generateRowID() + "_"; + if(weapon.type == "Ranged"){ + attributes[row + "weaponismelee"] = 0; + attributes[row + "weaponrc"] = weapon.rc.match(/\d+/g).pop()-Math.ceil((parseInt(attributes.str_base) + parseInt(attributes.str_aug))/3)- 1; + if(!weapon.rawdamage.includes("STR") &&weapon.rawdamage.match(/\d+/) !== null) { + attributes[row + "weapondv"] = weapon.rawdamage.match(/\d+/)[0]; + } + else { + attributes[row + "weapondv"] = weapon.damage.match(/\d+/)[0]; + } - attributes[row + "weapondmgtype"] = weapon.rawdamage.match(/\D+/)[0]; + attributes[row + "weapondmgtype"] = weapon.rawdamage.match(/\D+/)[0]; + }else{ + attributes[row + "weaponismelee"] = "on"; + attributes[row + "weaponreach"] = weapon.reach; + attributes[row + "weapondv"] = weapon.damage_english.match(/\d+/)[0]; + attributes[row + "weapondmgtype"] = weapon.damage_english.match(/\D+/)[0]; + } + + let skills = []; + for(var i=43;i<52;i++) + { + var name = 'skillname'+i; + skills.push(name); + var rating = 'skillrating'+i; + skills.push(rating); + var bonus = 'skillbonus'+i; + skills.push(bonus); + var attr = 'skillattr_value'+i; + skills.push(attr); + } + skills = await asw.getAttrs(skills); + for(var i=43; i<52; i++) + { + var compname = 'skillname'+i; + var rating = 'skillrating'+i; + var bonus = 'skillbonus'+i; + var skillattr = 'skillattr_value'+i; + + if(skills[compname] == weapon.skill){ + attributes[row + "weaponcategory"] = "@{skilldicepool"+i+"}"; + let attribute = await asw.getAttrs([skillattr]); + let attrTotal = attribute[skillattr].replace(/[^a-zA-Z0-9_]/g, ""); + let attributeSum = await asw.getAttrs([attrTotal]); + let targetAttributes = attributeSum[attrTotal].replace(/[+]/g, ",").replace(/[^a-zA-Z0-9_,]/g, "").split(","); + let attributesValues = [attributes[targetAttributes[0]], attributes[targetAttributes[1]]] + attributes[row + "weaponbonus"] = weapon.dicepool - skills[rating] - skills[bonus] - attributesValues.reduce((a,b) => parseInt(a) + parseInt(b)); + } + } + + attributes[row + "weaponname"] = weapon.name; + attributes[row + "weaponaccuracy"] = weapon.accuracy.match(/\d+/g).pop(); + if(weapon.ap == null || isNaN(weapon.ap)){ + attributes[row + "weaponap"] = 0; + }else{ + attributes[row + "weaponap"] = weapon.ap; + if(weapon.rawap != null) { + attributes[row + "weaponap"] = weapon.rawap; + } + } + attributes[row + "weaponnotes"] = ""; + + if(typeof weapon.accessories != "undefined"){ + if(weapon.accessories.accessory.length>1){ + for(var j=0; j 1){ + let amountImported = 0; + for(var j=0; j < weapon.clips.clip.length && amountImported < 4; j++){ - if(skills[compname] == weapon.skill){ - attributes[row + "weaponcategory"] = "@{skilldicepool"+i+"}"; - let attribute = await asw.getAttrs([skillattr]); - let attrTotal = attribute[skillattr].replace(/[^a-zA-Z0-9_]/g, ""); - let attributeSum = await asw.getAttrs([attrTotal]); - let targetAttributes = attributeSum[attrTotal].replace(/[+]/g, ",").replace(/[^a-zA-Z0-9_,]/g, "").split(","); - let attributesValues = [attributes[targetAttributes[0]], attributes[targetAttributes[1]]] - attributes[row + "weaponbonus"] = weapon.dicepool - skills[rating] - skills[bonus] - attributesValues.reduce((a,b) => parseInt(a) + parseInt(b)); - } - } - - attributes[row + "weaponname"] = weapon.name; - attributes[row + "weaponaccuracy"] = weapon.accuracy.match(/\d+/g).pop(); - if(weapon.ap == null || isNaN(weapon.ap)){ - attributes[row + "weaponap"] = 0; - }else{ - attributes[row + "weaponap"] = weapon.ap; - if(weapon.rawap != null) { - attributes[row + "weaponap"] = weapon.rawap; - } - } - attributes[row + "weaponnotes"] = ""; - - if(typeof weapon.accessories != "undefined"){ - if(weapon.accessories.accessory.length>1){ - for(var j=0; j 1){ - let amountImported = 0; - for(var j=0; j < weapon.clips.clip.length && amountImported < 4; j++){ - - if(weapon.clips.clip[j].location === "loaded") { - //skip loaded, they will be found later anyway - continue; - } - - var newrowid=generateRowID(); - //find ammo to get stats - ammo = ammunition.find(clip => clip.guid === weapon.clips.clip[j].id); - - if(ammo != null && !ammo.name_english.includes("Regular")) { - importRepeatingWeaponAmmo(row, ammo, amountImported, attributes); - amountImported++; - } - } - }else{ - var newrowid = generateRowID(); + var newrowid=generateRowID(); //find ammo to get stats - ammo = ammunition.find(clip => clip.guid === weapon.clips.clip.id); + ammo = ammunition.find(clip => clip.guid === weapon.clips.clip[j].id); - if(ammo != null) { - importRepeatingWeaponAmmo(row, ammo, 0, attributes); + if(ammo != null && !ammo.name_english.includes("Regular")) { + importRepeatingWeaponAmmo(row, ammo, amountImported, attributes); + amountImported++; } } + }else{ + var newrowid = generateRowID(); + //find ammo to get stats + ammo = ammunition.find(clip => clip.guid === weapon.clips.clip.id); + + if(ammo != null) { + importRepeatingWeaponAmmo(row, ammo, 0, attributes); + } } } } - async function importRepeatingWeaponAmmo(row, ammunition, number, attributes) { attributes[row + "ammoname"+number] = ammo.name; diff --git a/Shadowrun5th/js/importSingleVehicle.js b/Shadowrun5th/js/importSingleVehicle.js index f04e3fa537..e799f829d2 100644 --- a/Shadowrun5th/js/importSingleVehicle.js +++ b/Shadowrun5th/js/importSingleVehicle.js @@ -15,50 +15,51 @@ function importSingleVehicle(vehicle, attributes) { if(vehicle.mods != null){ if(vehicle.mods.mod.length > 1){ + var weaponnumber = 1; for(var j = 0; j < vehicle.mods.mod.length; j++){ - importSingleVehicleMod(vehicle.mods.mod[j], newrowid, attributes); + weaponnumber = importSingleVehicleMod(vehicle.mods.mod[j], newrowid, attributes, weaponnumber); } }else{ attributes["repeating_vehicles_"+newrowid+"_vehiclenotes"] += vehicle.mods.mod.name + "\n"; - importSingleVehicleMod(vehicle.mods.mod, newrowid, attributes); + importSingleVehicleMod(vehicle.mods.mod, newrowid, attributes, weaponnumber); } } } -function importSingleVehicleMod(mod, newrowid, attributes) { +const importSingleVehicleMod = (mod, newrowid, attributes, weaponnumber) => { attributes["repeating_vehicles_" + newrowid + "_vehiclenotes"] += mod.name + "\n"; if(mod.weapons != null && mod.weapons.weapon != null){ - if(mod.weapons.weapon.length > 1){ - importSingleVehicleWeapon(mod.weapons.weapon[0], newrowid, attributes); + if(mod.weapons.length > 1){ + return importSingleVehicleWeapon(mod.weapons.weapon[0], newrowid, attributes, weaponnumber); } else { - importSingleVehicleWeapon(mod.weapons.weapon, newrowid, attributes); + return importSingleVehicleWeapon(mod.weapons.weapon, newrowid, attributes, weaponnumber); } } + return weaponnumber; } -function importSingleVehicleWeapon(weapon, newrowid, attributes) { - if(weapon.category != "Gear"){ - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponname"] = weapon.name; - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponaccuracy"] = weapon.accuracy.match(/\d+/g).pop(); - if(weapon.type == "Ranged") - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponrc"] = weapon.rc.match(/\d+/g).pop(); - if(Number(weapon.ap) != "NaN"){ - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponap"] = weapon.ap; - }else{ - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponap"] = 0; - } - attributes["repeating_vehicles_"+newrowid+"_vehicleweapondv"] = weapon.damage_english.match(/\d*/); - attributes["repeating_vehicles_"+newrowid+"_vehicleweapondmgtype"] = weapon.damage_english.match(/^\d*/); - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponnotes"] = ""; - if(typeof weapon.accessories != "undefined"){ - if(weapon.accessories.accessory.length > 1){ - for(var h = 0; h < weapon.accessories.accessory.length; h++){ - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponnotes"] += weapon.accessories.accessory[h].name+"\n"; - } - }else{ - attributes["repeating_vehicles_"+newrowid+"_vehicleweaponnotes"] += weapon.accessories.accessory.name+"\n"; +const importSingleVehicleWeapon = (weapon, newrowid, attributes, weaponnumber) => { + attributes["repeating_vehicles_"+newrowid+"_vehicleweaponname" + weaponnumber] = weapon.name; + attributes["repeating_vehicles_"+newrowid+"_vehicleweaponaccuracy"+ weaponnumber] = weapon.accuracy.match(/\d+/g).pop(); + if(weapon.type == "Ranged") + attributes["repeating_vehicles_"+newrowid+"_vehicleweaponrc"+ weaponnumber] = weapon.rc.match(/\d+/g).pop(); + if(Number(weapon.ap) != "NaN"){ + attributes["repeating_vehicles_"+newrowid+"_vehicleweaponap"+ weaponnumber] = weapon.ap; + }else{ + attributes["repeating_vehicles_"+newrowid+"_vehicleweaponap"+ weaponnumber] = 0; + } + attributes["repeating_vehicles_"+newrowid+"_vehicleweapondv"+ weaponnumber] = weapon.damage_english.match(/\d*/); + attributes["repeating_vehicles_"+newrowid+"_vehicleweapondmgtype"+ weaponnumber] = weapon.damage_english.match(/^\d*/); + attributes["repeating_vehicles_"+newrowid+"_vehicleweaponnotes"+ weaponnumber] = ""; + if(typeof weapon.accessories != "undefined"){ + if(weapon.accessories.accessory.length > 1){ + for(var h = 0; h < weapon.accessories.accessory.length; h++){ + attributes["repeating_vehicles_"+newrowid+"_vehicleweaponnotes"+ weaponnumber] += weapon.accessories.accessory[h].name+"\n"; } + }else{ + attributes["repeating_vehicles_"+newrowid+"_vehicleweaponnotes"+ weaponnumber] += weapon.accessories.accessory.name+"\n"; } } + return weaponnumber +1; } \ No newline at end of file diff --git a/Shadowrun5th/js/importSingleWeapon.js b/Shadowrun5th/js/importSingleWeapon.js index 1323793fd2..9353da15c6 100644 --- a/Shadowrun5th/js/importSingleWeapon.js +++ b/Shadowrun5th/js/importSingleWeapon.js @@ -1,70 +1,68 @@ -function importSingleWeapon(text, weapon, number, ammunition, attributes) { - if(weapon.category != "Gear"){ - if(weapon.type == "Ranged"){ - attributes["weaponismelee"+number] = 0; - attributes["weaponrc"+number] = weapon.rc.match(/\d+/g).pop()-Math.ceil(attributes.str_base + attributes.str_aug)- 1; - if(weapon.rawdamage.match(/\d+/) !== null) { - attributes["weapondv"+number] = weapon.rawdamage.match(/\d+/)[0]; - } - else { - attributes["weapondv"+number] = 0; - } +function importSingleWeapon(text, weapon, number, ammunition, attributes) { + if(weapon.type == "Ranged"){ + attributes["weaponismelee"+number] = 0; + attributes["weaponrc"+number] = weapon.rc.match(/\d+/g).pop()-Math.ceil((parseInt(attributes.str_base) + parseInt(attributes.str_aug))/3)- 1; + if(weapon.rawdamage.match(/\d+/) !== null) { + attributes["weapondv"+number] = weapon.rawdamage.match(/\d+/)[0]; + } + else { + attributes["weapondv"+number] = weapon.damage.match(/\d+/)[0]; + } - attributes["weapondmgtype"+number] = weapon.rawdamage.match(/\D+/)[0]; + attributes["weapondmgtype"+number] = weapon.rawdamage.match(/\D+/)[0]; + }else{ + attributes["weaponismelee"+number] = "on"; + attributes["weaponreach"+number] = weapon.reach; + attributes["weapondv"+number] = weapon.damage_english.match(/\d+/)[0]; + attributes["weapondmgtype"+number] = weapon.damage_english.match(/\D+/)[0]; + } + + attributes["weaponname"+number] = weapon.name; + attributes["weaponaccuracy"+number] = weapon.accuracy.match(/\d+/g).pop(); + if(isNaN(weapon.ap)){ + attributes["weaponap"+number] = 0; + }else{ + attributes["weaponap"+number] = weapon.ap; + if(weapon.rawap != null) { + attributes["weaponap"+number] = weapon.rawap; + } + } + attributes["weaponnotes"+number] = ""; + + if(typeof weapon.accessories != "undefined"){ + if(weapon.accessories.accessory.length>1){ + for(var j=0; j1){ + for(var j=0; j1){ - for(var j=0; j1){ - for(var j=0; j clip.guid === weapon.clips.clip[j].id); - if(ammo != null) { - importRepeatingAmmo(ammo, number, attributes); - } - } - }else{ - var newrowid = generateRowID(); + var newrowid=generateRowID(); //find ammo to get stats - ammo = ammunition.find(clip => clip.guid === weapon.clips.clip.id); - + ammo = ammunition.find(clip => clip.guid === weapon.clips.clip[j].id); if(ammo != null) { importRepeatingAmmo(ammo, number, attributes); } } + }else{ + var newrowid = generateRowID(); + //find ammo to get stats + ammo = ammunition.find(clip => clip.guid === weapon.clips.clip.id); + + if(ammo != null) { + importRepeatingAmmo(ammo, number, attributes); + } } } } diff --git a/SkyfallRPG/skyfall.css b/SkyfallRPG/skyfall.css index c16b57baac..52cbfcb85a 100644 --- a/SkyfallRPG/skyfall.css +++ b/SkyfallRPG/skyfall.css @@ -520,10 +520,10 @@ .sheet-main .sheet-left-container .sheet-defense-and-proeficience-container { width: 100%; display: grid; - grid-template-rows: 110px auto; + grid-template-rows: 70px auto; row-gap: 22px; min-height: 176px; - margin-bottom: 22px + margin-bottom: 22px; } .sheet-main .sheet-left-container .sheet-defense-and-proeficience-container .sheet-box-proficiencies { @@ -539,15 +539,67 @@ height: 150px } -.sheet-main .sheet-left-container .sheet-defense-and-proeficience-container .sheet-container-defense-armor-shield { +.sheet-main .sheet-left-container .sheet-defense-and-proeficience-container .sheet-container-defense-armor-shield .sheet-container-defense { + height: 76px +} + +.sheet-main .sheet-left-container .sheet-defense-and-proeficience-container .sheet-container-defense-armor-shield .sheet-container-defense .sheet-inside-negative-corner { + height: 76px; + padding-left: 10px; + padding-right: 10px; display: grid; - grid-template-rows: 1fr; - row-gap: 22px + grid-template-columns: auto 10px 20px 7px 46px 7px 40px 7px 40px 7px 38px; + grid-template-rows: 28px auto; + row-gap: 5px +} + +.sheet-main .sheet-left-container .sheet-defense-and-proeficience-container .sheet-container-defense-armor-shield .sheet-container-defense .sheet-inside-negative-corner .sheet-signal { + font-family: Arial, Verdana; + width: 100%; + height: 26px; + display: flex; + font-weight: bold; + justify-content: center; + align-items: center; + font-size: 10px !important +} + +.sheet-main .sheet-left-container .sheet-defense-and-proeficience-container .sheet-container-defense-armor-shield .sheet-container-defense .sheet-inside-negative-corner .sheet-big-signal { + font-size: 14px !important; + font-family: Arial, Verdana; + width: 100%; + height: 26px; + display: flex; + font-weight: bold; + justify-content: center; + align-items: center +} + +.sheet-main .sheet-left-container .sheet-defense-and-proeficience-container .sheet-container-defense-armor-shield .sheet-container-defense .sheet-inside-negative-corner input { + height: 26px; + font-size: 12px; + text-align: center; + line-height: 26px; + border: 0; + border-bottom: 2px solid black; + width: 100% +} + +.sheet-main .sheet-left-container .sheet-defense-and-proeficience-container .sheet-container-defense-armor-shield .sheet-container-defense .sheet-inside-negative-corner select { + height: 26px; + margin: 0; + font-size: 10px; + padding: 2px; + padding-right: 1px; + width: 100%; + border: 0; + border-bottom: 2px solid black } .sheet-main .sheet-left-container .sheet-defense-and-proeficience-container .sheet-container-defense-armor-shield .sheet-container-armor-shield .sheet-inside-negative-corner { padding-left: 10px; padding-right: 10px; + padding-bottom: 10px; display: grid; column-gap: 10px; grid-template-columns: auto 38px 38px 50px; @@ -561,7 +613,7 @@ line-height: 20px; border: 0; border-bottom: 2px solid black; - width: 100% + width: 100%; } .sheet-main .sheet-left-container .sheet-defense-and-proeficience-container .sheet-container-defense-armor-shield .sheet-container-armor-shield .sheet-inside-negative-corner select { @@ -1101,6 +1153,20 @@ border-bottom: 1px solid black } +.sheet-main .sheet-right-container .sheet-skills-container .sheet-inside-negative-corner .sheet-skill-grid-template .sheet-oficio .sheet-sup-treinada { + position: relative +} + +.sheet-main .sheet-right-container .sheet-skills-container .sheet-inside-negative-corner .sheet-skill-grid-template .sheet-oficio .sheet-sup-treinada::before { + content: "*"; + position: absolute; + height: 20px; + top: -3px; + width: 5px; + right: -5px; + vertical-align: super +} + .sheet-main .sheet-right-container .sheet-skills-container .sheet-inside-negative-corner .sheet-skill-grid-template .sheet-oficio .sheet-skill-button { width: auto; text-align: left; @@ -1200,21 +1266,6 @@ vertical-align: super } -.sheet-main .sheet-right-container .sheet-languages-container { - width: 100%; - display: block; - margin-bottom: 22px -} - -.sheet-main .sheet-right-container .sheet-languages-container .sheet-inside-negative-corner { - padding: 5px -} - -.sheet-main .sheet-left-container .sheet-languages-container textarea { - width: 100%; - height: 70px !important; -} - .sheet-main .sheet-right-container .sheet-equipment-container { width: 100%; display: block; @@ -2512,3 +2563,22 @@ font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; font-size: 13px } + +.sheet-main .sheet-right-container .sheet-languages-container { + width: 100%; + display: block; + margin-bottom: 22px +} + +.sheet-main .sheet-right-container .sheet-languages-container .sheet-inside-negative-corner { + padding: 5px +} + +.sheet-main .sheet-left-container .sheet-languages-container textarea { + width: 100%; + height: 70px !important; +} + +.sheet-defesa-total { + font-size: 17px !important; +} \ No newline at end of file diff --git a/SkyfallRPG/skyfall.html b/SkyfallRPG/skyfall.html index dca8dc46b7..dbcde9f42a 100644 --- a/SkyfallRPG/skyfall.html +++ b/SkyfallRPG/skyfall.html @@ -45,7 +45,7 @@ - +
@@ -63,7 +63,7 @@ - +
@@ -81,7 +81,7 @@ - +
@@ -99,7 +99,7 @@ - +
@@ -117,7 +117,7 @@ - +
@@ -135,7 +135,7 @@ - +
@@ -146,7 +146,7 @@ - +
@@ -197,7 +197,7 @@
- +
@@ -252,7 +252,7 @@
Crítico
-
+
@@ -281,7 +281,7 @@
Perícia utilizada @@ -294,7 +294,7 @@ Alcance
- +
+
+
=
+
10
+
+
+ +
+
+
+ +
+
+
+
+ +
+
+
+
+ +
+ +
+
+
+
+
+
+
@@ -418,7 +463,7 @@
- +
@@ -454,7 +499,7 @@
- +
@@ -486,7 +531,7 @@
- +
3º Círculo
@@ -626,7 +671,7 @@
- +
@@ -636,9 +681,9 @@ - - - + + +
@@ -696,7 +741,7 @@
+
- +
-
@@ -1891,9 +1940,9 @@ getAttrs([stat], function(v){ let mod = calc_mod(v[stat] ||10); setAttrs({ - [`${stat}_mod`]: mod + [`${stat}_mod`]: mod }); - }); + }); }); }); @@ -1910,9 +1959,9 @@ bonusnivel = 2; } setAttrs({ - "bonus_treino": bonusnivel + "bonus_treino": bonusnivel }); - }); + }); }); //Penalidades de Armadura: @@ -1921,11 +1970,11 @@ let penalidade1 = isNaN(v.armadurapenalidade1) ? 0 : v.armadurapenalidade1; let penalidade2 = isNaN(v.armadurapenalidade2) ? 0 : v.armadurapenalidade2; - let total = parseInt(penalidade1) + parseInt(penalidade2); + let total = parseInt(penalidade1) + parseInt(penalidade2); setAttrs({ "penalidades_armadura": total }); - }); + }); }); //Calculando o dano de um acerto critico @@ -1936,7 +1985,7 @@ "repeating_attacks_multiplicadorcriticoataque" ], function(v) { let dano = ''; - + if(typeof v.repeating_attacks_danoataque === 'string'){ dano = v.repeating_attacks_danoataque; }else{ @@ -1949,13 +1998,13 @@ for(let i=0; i < multiplicador - 1; i++){ resultado = resultado + " + " + dano; } - + setAttrs({ "repeating_attacks_danocriticoataque": resultado }); }); }); - + //Importador: on("sheet:opened", function(e){ setAttrs({ @@ -1987,7 +2036,7 @@ "created_by_linki": "" }); } - }); + }); }); //Repeating Sum [https://wiki.roll20.net/RepeatingSum] @@ -1998,9 +2047,9 @@ getAttrs(["for", ...attrArray], v => { console.log("===== values of v: "+ JSON.stringify(v) +" ====="); // getValue: if not a number, returns 1 if it is 'on' (checkbox), otherwise returns 0.. - const getValue = (section, id,field) => parseFloat(v[`repeating_${section}_${id}_${field}`]) || (v[`repeating_${section}_${id}_${field}`] === 'on' ? 1 : 0); + const getValue = (section, id,field) => parseFloat(v[`repeating_${section}_${id}_${field}`]) || (v[`repeating_${section}_${id}_${field}`] === 'on' ? 1 : 0); const sumTotal = idArray.reduce((total, id) => total + fields.reduce((subtotal,field) => subtotal * getValue(section, id,field),1),0); - + let cargalimit = 3 * parseInt(v.for); let cargamax = 10 * parseInt(v.for); @@ -2027,7 +2076,7 @@ //Calculando carga e seus efeitos: on('sheet:opened change:repeating_equipment remove:repeating_equipment', function() { - repeatingSumModified("carga","equipment",["equipquantity","equipweight"], " kg"); + repeatingSumModified("carga","equipment",["equipquantity","equipweight"], " kg"); }); /* // Usar para adicionar uma arma ao criar a ficha @@ -2037,19 +2086,52 @@ */ + //Calculando Defesa Total: + on("sheet:opened change:defesadestreza change:armaduradefesa1 change:armaduradefesa2 change:armaduradefesa3 change:des_mod", function(e){ + getAttrs(["defesadestreza", "armaduradefesa1", "armaduradefesa2", "armaduradefesa3", "des_mod"], function(v){ + + let total = 10; + + console.error(v); + + //Armadura + if(!isNaN(v.armaduradefesa1)){ + total = total + parseInt(v.armaduradefesa1); + } + //Escudo + if(!isNaN(v.armaduradefesa2)){ + total = total + parseInt(v.armaduradefesa2); + } + //Outros + if(!isNaN(v.armaduradefesa3)){ + total = total + parseInt(v.armaduradefesa3); + } + //Mod de Destreza + if(!isNaN(v.des_mod) && v.defesadestreza == '1'){ + total = total + parseInt(v.des_mod); + } + + console.error("total final", total); + + setAttrs({ + "defesatotal": total + }); + }); + }); + //Compatibilidade para o nome (FAZ O BOTÃO DE EDITAR A FICHA SUMIR) /*on("sheet:opened", function(e){ getAttrs(["charname"], function(v){ - + if(v.charname != '' || v.charname.length < 1){ - let newname = v.charname; + let newname = v.charname; setAttrs({ "character_name": newname }); } - }); + }); });*/ - + ['vida', 'mana'].forEach(max => { on(`change:${max}total change:${max}temp`, () => { getAttrs([`${max}total`, `${max}temp`], v => { @@ -2061,7 +2143,7 @@ }); }); }); + - - + \ No newline at end of file diff --git a/Splittermond/Sheet.css b/Splittermond/Sheet.css index 1a9562ed24..a4133c0594 100644 --- a/Splittermond/Sheet.css +++ b/Splittermond/Sheet.css @@ -1492,6 +1492,14 @@ input.sheet-old-buttons-checker:checked ~ .sheet-new-button { display: none; } +input.sheet-nscnotizen_onoff:checked ~ .sheet-nscnotizen { + display: block; +} + +div.sheet-nscnotizen { + display: none; +} + div.sheet-new-button button.sheet-button { display: block; margin: 0 auto; @@ -1502,10 +1510,15 @@ div.sheet-new-button button.sheet-button { } tr td textarea.sheet-nscimport { - resize: vertical; + resize: none; width: 98.5%; } +tr td textarea.sheet-nscnotizen-text { + resize: none; + width: 98.75%; +} + td.sheet-centered { text-align: center; } diff --git a/Splittermond/Sheet.html b/Splittermond/Sheet.html index 7a5dd746d5..749c3d07ff 100644 --- a/Splittermond/Sheet.html +++ b/Splittermond/Sheet.html @@ -1,6 +1,9 @@
- --> +
Splittermond Charakterbogen für Roll20 (v. 2.1.0) @@ -1062,7 +1065,7 @@ - + @@ -1081,7 +1084,7 @@ - +            @@ -1091,32 +1094,23 @@

- +  Notizen anzeigen?

+
+ +
+ + + + + + +
Notizen
+ +
+ +
+

-
@@ -1130,7 +1124,30 @@
Abrichtungen
+

+ +
+ + + + + + + + + + + + +
NSC-Import (Coming Soon)
+
Um einen NSC zu importieren, kopieren Sie den NSC-Werteblock (angefangen bei "AUS") in das folgende Textfeld und klicken Sie auf "Import".
+
+ +
+ +
+
@@ -5110,7 +5127,7 @@ - + @@ -5120,7 +5137,15 @@
Fertigkeitswürfel (Coming soon!)Fertigkeitswürfel
Altes Design aktivieren (3 Fertigkeitswürfel)?   -   + + + + + + + + +
Systemanpassungen
Wer blutet, stirbt
@@ -5224,6 +5249,10 @@

Letzte Updates


+

21.11.2021

+
    +
  • Die Systemanpassung Wer blutet, stirbt kann jetzt in den Einstellungen aktiviert werden.
  • +

21.10.2021

  • Der NSC-Bogen wurde komplett auf den neuen Würfelmodus umgestellt.
  • @@ -5236,14 +5265,6 @@
  • Die drei Aktive Abwehr-Würfel im Kampf-Reiter funktionieren wieder wie gewohnt.
  • Einige kleinere Fehler im Zusammenhang mit fehlerhaften Schadenswürfen bei Angriffen wurden behoben.
-

02.10.2021

-
    -
  • Auch bei Angriffen werden jetzt die geworfen Würfel angezeigt.
  • -
  • Würfelmodus wurde hinzugefügt. Darüber wird jetzt ausgewählt, in welchem Modus gewürfelt werden soll (bisher nur auf dem SC-Bogen). Die Auswahl befindet sich jetzt im oberen grauen Bereich.
  • -
  • Die Einstellung, ob der Wurf geflüstert werden soll oder nicht, wurde auch dorthin verlegt.
  • -
  • Für Fertigkeiten, Waffen und Zauber wurde der Großmeister-Modus aktiviert (auswählbar an der Fertigkeit, dem Zauber oder der Waffe)
  • -
  • Die Auflistung der Modifikatoren im Würfeloutput wurde um zahlreiche Modifikatoren erweitert. Der alte Toolip direkt über dem Probenergebnis (schwarzer Hintergrund) ist nicht mehr verlässlich.
  • -

Mit Dank an alle begeisterten Splittermond-Spieler, die diesen Charakterbogen nutzen und mit ihrem Feedback für stetige Verbesserungen sorgen!

@@ -7259,12 +7280,12 @@ on("change:repeating_meisterschaften:meisterschaftsschwelle", function() { case "gute reflexe": update["hiddenvtdgr"] = 1; break; - case "rüstungsträger i": - case "rüstungsträger 1": + case "rüstungsträger i": + case "rüstungsträger 1": update["rt1"] = 1; break; - case "rüstungsträger ii": - case "rüstungsträger 2": + case "rüstungsträger ii": + case "rüstungsträger 2": update["rt2"] = 1; case "starker schildarm i": case "starker schildarm 1": @@ -8007,37 +8028,23 @@ on("change:fokus", function(e) { }); }); -on("change:lebenspunkte_v change:lebenspunkte change:schmerzresistenz change:sw1 change:sw2 change:verwundet change:schadenimmun change:wundabzugsmod", function(e) { - getAttrs(["lebenspunkte", "lebenspunkte_v", "lebenspunkte_k", "lebenspunkte_e", "schmerzresistenz", "sw1", "sw2", "verwundet", "schadenimmun", "wundabzugsmod"], function(v) { +on("change:lebenspunkte_v change:lebenspunkte change:schmerzresistenz change:sw1 change:sw2 change:verwundet change:schadenimmun change:wundabzugsmod change:werblutetstirbt", function(e) { + getAttrs(["lebenspunkte", "lebenspunkte_v", "lebenspunkte_k", "lebenspunkte_e", "schmerzresistenz", "sw1", "sw2", "verwundet", "schadenimmun", "wundabzugsmod", "werblutetstirbt"], function(v) { var mod; var row = Math.ceil( +v.lebenspunkte_v / +v.lebenspunkte ); row += +v.verwundet; var sr = v.schmerzresistenz; + var wbs = v.werblutetstirbt; var sw1 = v.sw1; var sw2 = v.sw2; var war = +v.wundabzugsmod; - switch(row) { - case 0: - case 1: - mod = 0; - break; - case 2: - mod = 1 - +sr - +sw1 - +sw2; - break; - case 3: - mod = 2 - +sr - +sw1 - +sw2; - break; - case 4: - mod = 4 - +sr - +sw1 - +sw2; - break; - case 5: - mod = 8 - +sr - +sw1 - +sw2; - break; - default: - mod = 8 - +sr - +sw1 - +sw2; - break; - } - mod -= +war; + var mods = {0:0,1:0,2:1,3:2,4:4,5:8}; + + if (wbs == 1 && row == 4) { row = 5; } + + mod = mods[row]; + mod = mod - +sr - +sw1 - +sw2 - +war; + if (mod < 0 || v.schadenimmun > 0) { mod = 0; } setAttrs({ schadensmod: +mod @@ -8941,7 +8948,7 @@ function writeToSheet (characterData) { if (characterData["notes"] != null) { character["notizen"] = characterData["notes"]; } - let meleeskills = {"BEW":"bew","STÄ":"stae","AUS":"aus","INT":"int","KON":"kon","MYS":"mys","VER":"ver","WIL":"wil"}; + let meleeskills = {"BEW":"bew","STÄ":"stae","AUS":"aus","INT":"int","KON":"kon","MYS":"mys","VER":"ver","WIL":"wil"}; if (characterData["meleeWeapons"].length > 0) { let merkmale = ""; let damage; @@ -8952,6 +8959,7 @@ function writeToSheet (characterData) { merkmale = ""; character["repeating_nahkampfwaffen_" + newrowid + "_waffenname"] = characterData["meleeWeapons"][i]["name"]; character["repeating_nahkampfwaffen_" + newrowid + "_waffenskill"] = characterData["meleeWeapons"][i]["skill"].toLowerCase(); + if (characterData["meleeWeapons"][i]["attribute1"] != null) { character["repeating_nahkampfwaffen_" + newrowid + "_waffenattr1"] = meleeskills[characterData["meleeWeapons"][i]["attribute1"]]; character["repeating_nahkampfwaffen_" + newrowid + "_waffenattr2"] = meleeskills[characterData["meleeWeapons"][i]["attribute2"]]; @@ -9583,25 +9591,25 @@ function clearSheet() { } function translateGenesis (termToTranslate) { - var ressources = {"reputation":"Ansehen","status":"Stand","contacts":"Kontakte","wealth":"Vermögen","creature":"Kreatur","mentor":"Mentor","rank":"Rang","refuge":"Zuflucht","entourage":"Gefolge","relic":"Relikt","faith":"Glaube"}; + var ressources = {"reputation":"Ansehen","status":"Stand","contacts":"Kontakte","wealth":"Vermögen","creature":"Kreatur","mentor":"Mentor","rank":"Rang","refuge":"Zuflucht","entourage":"Gefolge","relic":"Relikt","faith":"Glaube"}; var apprenticeships = {"arcanesage":"Arkaner Gelehrter", "circlefirsthouse":"Zirkelmagier des ersten Hauses", "circlethirdhouse":"Zirkelmagier des dritten Hauses", "morkaipriest":"Morkai-Priester", "beastmaster":"Bestienmeister", "asii":"Asii", "bloodrider":"Blutreiter", "shadowsnake":"Schattenschlange", "animalmagician":"Tierzauberer", "elementalist":"Elementarist", "circleelementalist":"Elementarist des Zirkels", "firecaller":"Feuerrufer", "masterofstone":"Steinmeister", "tempesttamer":"Sturmbändiger", "titanchild":"Titanenkinder", "servantofrockandflame":"Diener von Fels und Flamme", "explorer":"Entdecker", "searcherofforefathers":"Ahnensucher", "truthseeker":"Wahrheitsfinder", "wavewalker":"Wogenwanderer", "faithwarrior":"Glaubenskrieger", "baruopriest":"Baruo-Priester", "whitewatcher":"Weißer Wächter", "ghosttearer":"Geistreißer", "shieldmaid":"Schildmaid", "glow_walker":"Glutgänger", "grimman":"Grimmanswachen", "cervaritam":"Cervaritam", "moonwolf":"Mondwolf", "corsairpriest":"Korsarenpriester", "wingguardian":"Schwingenwächter", "border_crosser":"Grenzgänger", "westergrom_resister":"Westergromer Widerständler", "farn_ranger":"Farnischläufer", "tree_settler":"Baumsiedler", "healer":"Heiler", "lifeguardian":"Lebenswächter", "potionmaster":"Trankmeister", "delarain":"Delarain", "ghosthealer":"Geistheiler", "priesthelphand":"Priester der Helfenden Hand", "circlesecondhouse":"Zirkelmagier des zweiten Hauses", "inquisitor":"Inquisitor", "honorguard":"Ehrwächter", "voice_of_ghosts":"Stimme der Geister", "nighthawk":"Nachtfalke", "fighter":"Kämpfer", "weaponsmaster":"Waffenmeister", "fameseeker":"Ruhmsucher", "fang":"Reißzahn", "clanwarrior":"Klankrieger", "sarnburg_defender":"Sarnburger Wehrstreiter", "martial_artist":"Kampfkünstler", "monk_red_phoenix":"Mönch des Roten Phönix", "mountainmonk":"Bergmönch", "circle_student":"Schüler des Kreises", "cultist":"Kultist", "herold_of_doom":"Untergangsverkünder", "ronite":"Ronite", "disciple_dragonfish":"Jünger des Drachenfisch", "lyxapriest":"Lyxa-Priester", "scout":"Kundschafter", "shadowrunner":"Schattenläufer", "seahawk":"Seefalke", "treetopscout":"Wipfelspäher", "pathfinder":"Wegfinder", "sleeples_rider":"Reiter der Schlaflosen", "flamefinder":"Flammenfinder", "magicmediator":"Magischer Unterhändler", "mediator":"Mediator", "discipleoflyxa":"Jünger von Lyxa", "desertsage":"Wüstenweiser", "goden":"Goden", "esmoda_mediator":"Esmodanische Unterhändler", "inspektor_of_symbols":"Inspektor der Zeichen", "mystic":"Mystiker", "deepseeker":"Tiefensucher", "stonefather":"Steinvater/-Mutter", "firedancer":"Feuertänzer", "mysticwarrior":"Mystischer Krieger", "skeftamagi":"Skeftamagi", "bladedancer":"Klingentänzer", "runewarrior":"Runenkrieger", "firemercenary":"Feuersöldner", "lorepriest":"Priester des Wissens", "drakeguardian":"Drakenwächter", "keeperofsecrets":"Hüter der Geheimnisse", "discipleofrahidis":"Jünger Rahidis", "adeshbid":"Adeshbid", "scriptseeker":"Schriftensucher", "yonnuspriest":"Yonnus-Priester", "flying_snake":"Fliegende Schlange", "singer_of_truth":"Wahrsängerinnen", "intriguer":"Ränkeschmied", "legendsinger":"Legendensänger", "waveenvoy":"Wogenbote", "gutterprince":"Gossenprinz", "silvershadow":"Silberschatten", "wise_pusa":"Weise von Pusa", "warrior":"Recke", "wyrmbannknight":"Ritter des Wyrmbann", "swordjudge":"Schwertrichter", "bladeguardian":"Klingenwächter", "sipahi":"Sipahi", "disciple_jord":"Jünger Jords", "kantioku":"Kantioku", "spiderofficer":"Offizier der Spinne", "shadowblade":"Schattenklinge", "protector":"Protector", "streetblade":"Straßenklinge", "stormcorsar":"Sturmkorsar", "preserver_of_web":"Bewahrer des Gewebes", "caransassassin":"Carans Assassinen", "showman":"Schausteller", "minstrel":"Minnesänger", "bard":"Sangesgeselle", "jester":"Hofnarr", "rogue":"Schurke", "goldhand":"Goldhand", "wallstriker":"Mauerstürmer", "trapmaster":"Fallenmeister", "soulguide":"Seelenführer", "galstarsinger":"Galstarsänger", "augur":"Auguren", "ghostseeker":"Geistsucher", "enlightenedone":"Erleuchteter", "animalleader":"Tierführer", "monkeyhand":"Affenhand", "butterflydancer":"Schmetterlingstänzer", "pigeonking":"Taubenkönig", "transformer":"Verwandler", "animalformer":"Tierverwandler", "warlock":"Hexer", "aurifer":"Aurifer", "circlefifthhouse":"Zirkelmagier des fünften Hauses", "ranger":"Waldläufer", "desertranger":"Sandläufer", "tunnelguardian":"Tunnelwächter", "beastcaller":"Bestienrufer", "meng_shou":"Meng Shou", "qin_shou":"Qin Shou", "wandererpriest":"Wanderpriester", "stormcaller":"Sturmrufer", "lunarseeker":"Lunare Sucher", "hammerpriest":"Hammerpriester", "druid":"Druide", "moonshaman":"Mondschamane", "vordanshield":"Vordans Schilde", "servantofape":"Diener des Affen", "zaruszpriestshaman":"Zarusz-Priesterschamane", "drugonjourneyma":"Drugongeselle","wondermaker":"Wunderwerker", "firnbezwinger":"Firnbezwinger", "athanorier":"Athanorier", "daugther_maker":"Tochter des Schaffens"}; var cultures = {"gulong":"Gulong","dakardsmyr":"Dakardsmyr","aitushar":"Aitushar","mertstaedt":"Mertalischer Städtebund","dalmreich":"Dalmarisches Reich","elyrrose":"Elyrea - Rosenorden","elyrvolk":"Elyrea - Volk","furgand":"Furgand","immersomm":"Immersommeralben","jagodien":"Jagodien","jagodsklav":"Jogodai - Sklaven","jagodstamm":"Jogodai - Stammesangehöriger","midstad":"Midstad","nyrdfing":"Nyrdfing","patalis":"Patalis","selenia":"Selenia","teleshai":"Teleshai","termark":"Termark","tirdurghachan":"Tir Durghachan","unreich":"Unreich","vaigarr":"Vaigarr","waechter":"Wächterbund","westergrom":"Westergrom","wintholt":"Wintholt","zwingard":"Zwingard","arkuri":"Arkuri", "frynjord":"Frynjord", "raugarr":"Raugarr", "sadu":"Sadu", "schwertadel":"Schwertalben - Adel", "schwertvolk":"Schwertalben - Volk", "zhoujiang":"Zhoujiang", "daemmeralb":"Dämmeralben", "gotmarkut":"Gotor, Marakatam und Kutakina", "mahaluu":"Mahaluu", "piriwatu":"Piriwatu", "schaschbar":"Schaschbar", "utarti":"Utarti", "ashurmazaan":"Ashurmazaan", "badashan":"Badashan", "chorrash":"Chorrash", "demerai":"Demerai", "farukhur":"Farukhur", "fedirin":"Fedirin", "feuerlauf":"Feuerläufer", "keshabid":"Keshabid", "pashtar":"Pashtar", "shahandir":"Shahandir", "tarr":"Tarr", "turubar":"Turubar", "keshubim":"Keshubim", "kungaitan":"Kungaitan", "porukala":"Porukala", "puntani":"Puntani", "strominseln":"Stromlandinseln - Inseln", "stromsiprangu":"Stromlandinseln - Siprangu", "afali":"Afali", "albseebund":"Albischer Seebund", "anuu":"Anuu", "borombri":"Borombri", "ioria":"Ioria","schaedel":"Schädelkorsaren"}; - var origins = {"custom":"Frei erschaffen","eremits":"Einsiedler","academics":"Gelehrte","ragtag":"Gesindel","largefarm":"Großbauern","nobility":"Hochadel","craftsmen":"Handwerker","courtier":"Höflinge","farmer":"Kleinbauern","warrior":"Kriegsvolk","artists":"Künstler","gentry":"Landadel","magister":"Magistrale","priests":"Priester","traveler":"Reisende","sailor":"Seefahrer","wizard":"Zauberer"}; - var backgrounds = {"custom":"Frei erschaffen", "eremits":"Einsiedler", "academics":"Gelehrte", "ragtag":"Gesindel", "largefarm":"Großbauern", "nobility":"Hochadel", "craftsmen":"Handwerker", "courtier":"Höflinge", "farmer":"Kleinbauern", "warrior":"Kriegsvolk", "artists":"Künstler", "gentry":"Landadel", "magister":"Magistrale", "priests":"Priester", "traveler":"Reisende", "sailor":"Seefahrer", "wizard":"Zauberer"}; + var origins = {"custom":"Frei erschaffen","eremits":"Einsiedler","academics":"Gelehrte","ragtag":"Gesindel","largefarm":"Großbauern","nobility":"Hochadel","craftsmen":"Handwerker","courtier":"Höflinge","farmer":"Kleinbauern","warrior":"Kriegsvolk","artists":"Künstler","gentry":"Landadel","magister":"Magistrale","priests":"Priester","traveler":"Reisende","sailor":"Seefahrer","wizard":"Zauberer"}; + var backgrounds = {"custom":"Frei erschaffen", "eremits":"Einsiedler", "academics":"Gelehrte", "ragtag":"Gesindel", "largefarm":"Großbauern", "nobility":"Hochadel", "craftsmen":"Handwerker", "courtier":"Höflinge", "farmer":"Kleinbauern", "warrior":"Kriegsvolk", "artists":"Künstler", "gentry":"Landadel", "magister":"Magistrale", "priests":"Priester", "traveler":"Reisende", "sailor":"Seefahrer", "wizard":"Zauberer"}; var skills = {"acrobatics":"akrobatik","alchemy":"alchemie","animals":"tierfuehrung","antimagic ":"bannmagie","arcanelore":"arkanekunde","athletics":"athletik","blades":"klingenwaffen","chains":"kettenwaffen","clscraft":"edelhandwerk","combatmagic":"kampfmagie","controlmagic":"beherrschungsmagie","countrylore":"laenderkunde","craftmanship":"handwerk","deathmagic":"todesmagie","determination":"entschlossenheit","dexterity":"fingerfertigkeit","diplomacy":"diplomatie","eloquence":"redegewandheit","empathy":"empathie","endurance":"zaehigkeit","enhancemagic":"staerkungsmagie","fatemagic":"schicksalsmagie","firemagic":"feuermagie","heal":"heilkunde","healmagic":"heilungsmagie","history":"geschichteundmythen","hunting":"jagdkunst","illusionmagic":"illusionsmagie","insightmagic":"erkenntnismagie","leadership":"anfuehren","lightmagic":"lichtmagie","locksntraps":"schloesserundfallen","longrange":"schusswaffen","melee":"handgemenge","motionmagic":"bewegungsmagie","nature":"naturkunde","naturemagic":"naturmagie","perception":"wahrnehmung","performance":"darbietung","protectionmagic":"schutzmagie","seafaring":"seefahrt","shadowmagic":"schattenmagie","slashing":"hiebwaffen","staffs":"stangenwaffen","stealth":"heimlichkeit","stonemagic":"felsmagie","streetlore":"strassenkunde","survival":"ueberleben","swim":"schwimmen","throwing":"wurfwaffen","transformationmagic":"verwandlungsmagie","watermagic":"wassermagie","windmagic":"windmagie"}; var races = {"alben":"Alb","gnome":"Gnom","human":"Mensch","varg":"Varg","dwarf":"Zwerg"}; var splinters = {"FLASH":"Der Blitz","OMEN":"Omen des Schwarzen Mondes","SIGHT":"Das Zweite Gesicht","TRABANT":"Freundschaft des Trabanten","GAMBLER":"Der Spieler","RICHMAN":"Gunst des Reichen Mannes","MOONPOWER":"Segen der Mondkraft","BLOODMOON":"Blutiges Antlitz des Mondes","GHOSTTHOUGHT":"Geist der Gedanken","ROCK":"Der Fels"}; - var abilities = {"addsplinter":"Zusätzliche Splitterpunkte","urbane":"Weltgewandt","focuspool":"Erhöhter Fokuspool","succour_in_need":"Beistand in der Not","lowlight":"Dämmersicht","onestepahead":"Einen Schritt voraus","attractive":"Attraktivität","goodhearing":"Scharfes Gehör","senseorient":"Orientierungssinn","resistpoison":"Giftresistenz","literate":"Literat","focusregen":"Erhöhte Fokusregeneration","friendfire":"Erwählter der Feuerwesen","priest":"Priester","sensefairy":"Feensinn","resistmind":"Hoher Geistiger Widerstand","swift":"Flink","goodmemory":"Gutes Gedächtnis","goodsight":"Scharfe Sicht","asketic":"Asket","enduring":"Ausdauernd","tinker":"Bastler","naturalarmor":"Natürlicher Rüstungsschutz","naturalweapon":"Natürliche Waffe","sensesocial":"Soziales Gespür","sensedistance":"Entfernungssinn","friendearth":"Erwählter der Felswesen","sturdy":"Robust","resistheat":"Hitzeresistenz","friendghost":"Erwählter der Geisterwesen","friendgodservant":"Erwählter der Götterdiener","friendlight":"Erwählter der Lichtwesen","friendair":"Erwählter der Luftwesen","friendnature":"Erwählter der Naturwesen","friendshadow":"Erwählter der Schattenwesen","friendwater":"Erwählter der Wasserwesen","friendundead":"Erwählter untoter Wesen","sensesmell":"Feine Nase","concentrated":"Konzentrationsstärke","floatingform":"Fließende Form","socialable":"Gesellig","sensebalance":"Gleichgewichtssinn","holy_mark":"Heiliges Mal","resistbody":"Hoher Körperlicher Widerstand","childlie":"Kind der Lüge","tough":"Zäh","resistcold":"Kälteresistenz","childnature":"Kind der Natur","liferegen":"Erhöhte Lebensregeneration","packmule":"Lastesel","shield_faith":"Schild des Glaubens","resistpain":"Schmerzresistenz","sensesocial":"Soziales Gespür","animallover":"Tierfreund","highini":"Verbesserte Initiative","animalfamiliar":"Tiervertrauter","determined":"Zielstrebig","priest":"Priester","childlife":"Kind des Lebens","childlore":"Kind der Weisheit","childdeath":"Kind des Todes","childprophecy":"Kind der Vorsehung","childorder":"Kind der Ordnung","aura_chosen":"Aura des Auserwählten"}; - var spells1 = {"accelerate":"Beschleunigen","acidsquirt":"Säurestrahl","alarm":"Alarm","allunderstanding":"Allverständnis","animalfriend":"Freund der Tiere","animalmessenger":"Tierischer Bote","animalsenses":"Tiersinne","animalshape":"Tierform","animateshadow":"Schatten beleben","antidote":"Giftbann","antimagicarea":"Zone der Bannung","auracounter":"Aura der Kontermagie","auradetermin":"Aura der Entschlossenheit","auraleader":"Aura des Anführers","auralifeforce":"Aura der Lebenskraft","aurapainless":"Aura der Schmerzlosigkeit","aurashadow":"Aura der Schatten","aurawarmth":"Aura der Wärme","badluck":"Pech","balloflight":"Lichtkugel","banishcoincidence":"Zufall bannen","barkskin":"Rindenhaut","beastform":"Bestienform","birdshape":"Vogelform","blackice":"Eisglätte","blackness":"Schwärze","blazingbarrier":"Gleißende Barriere","blazingshield":"Gleißender Schild","blessing":"Segnung","bodyoflight":"Leib aus Licht","bodyofshadow":"Schattenleib","breakcurse":"Fluch brechen","breakprotection":"Schutz aufheben","breakspell":"Zauber bannen","breathwater":"Wasseratmung","bridgeoflight":"Lichtbrücke","burden":"Last","calllightning":"Blitze rufen","calmanimal":"Tiere beruhigen","cancelcontrol":"Beherrschung aufheben","cateyes":"Katzenaugen","catreflexes":"Katzenreflexe","chainlightning":"Kettenblitz","chamaeleon":"Chamäleon","changeface":"Gesicht ändern","claws":"Krallen","cleansewater":"Wasser reinigen","cloudpath":"Wolkenpfad","coldprotection":"Schutz vor Kälte","coldshield":"Kälteschild","cometome":"Komm zu mir","connectedlife":"Lebensband","consecration":"Weihe","consumemagic":"Magie verzehren","controlanimal":"Tiere beherrschen","controlfairy":"Feenwesen beherrschen","controlfire":"Flammenherrschaft","controlshadow":"Schattenspiel","controlwater":"Wasserherrschaft","controlweather":"Wetterkontrolle","copyvoice":"Stimme kopieren","counterspell":"Gegenzauber","curseofpain":"Fluch der Schmerzen","damagecircle":"Schadenszirkel","damagewave":"Schadenswelle","damnation":"Verdammung","dancinglights":"Lichtertanz","darkness":"Dunkelheit","daylight":"Nacht zum Tag","deathcurse":"Todesfluch","deathprotection":"Todesschutz","decreaseattitude":"Einstellung verschlechtern","detectmagic":"Magie erkennen","detectpoison":"Gift erkennen","diplomatstongue":"Zunge des Diplomaten","distract":"Verwirren","disturbinsight":"Erkenntnis stören","dontgoyet":"Geh noch nicht","doom":"Verhängnis","earthquake":"Erdbeben","earthtomud":"Erde zu Schlamm","easytarget":"Leichtes Ziel","electricityprotection":"Schutz vor Elektrizität","elementalprotection":"Schutz vor Elementen","enchantprojectile":"Geschoss verzaubern","encrypt":"Text verschlüsseln","endofway":"Ende des Weges","endtransformation":"Verwandlung beenden","enhanceconst":"Ausdauer stärken","enhancedefenses":"Widerstände erhöhen","enhancehealing":"Heilung stärken","enhancehearing":"Gehör verbessern","enhanceitem":"Gegenstand verbessern","enhancesenses":"Sinne verstärken","enhancesight":"Sicht verbessern","enhancevitality":"Lebenskraft stärken","enterghostworld":"Geistreise","exhaustmagic":"Magie erschöpfen","exorcisefairy":"Feenwesen bannen","faint":"Schwächeanfall","falseface":"Falsches Gesicht","falsifyinsight":"Erkenntnis fälschen","farsight":"Fernsicht","fear":"Furcht","featherfall":"Sanfter Fall","findwater":"Wasser finden","fireball":"Feuerball","firecone":"Flammenkegel","firelance":"Feuerstrahl","fireprotection":"Schutz vor Feuer","fireshield":"Flammenschild","fistofstone":"Steinfaust","flame":"Flamme","flamingweapon":"Flammende Waffe","flash":"Lichtblitz","fly":"Fliegen","flyingweapon":"Beflügelte Waffe","fogshape":"Nebelgestalt","fortune":"Glück","freeze":"Einfrieren","geas":"Schicksalsband","ghostdagger":"Geisterdolch","ghostsight":"Geisterblick","glare":"Blenden","growth":"Wachstum","gushofwater":"Wasserschwall","gustofwind":"Windstoß","haircolor":"Haarfarbe","hallucination":"Halluzination","handoffire":"Flammenhand","harden":"Härte","harmitem":"Gegenstand beschädigen","healing":"Heilung","heat":"Wärme","heatmetal":"Metall erhitzen","heatsurrounding":"Umgebung erhitzen","heavylimbs":"Schwere Arme","hush":"Verstummen","icelance":"Eislanze","iceprison":"Eisiges Gefängnis","ignorepain":"Schmerzen ignorieren","incinerate":"Einäschern","inconspicuousness":"Unauffälligkeit","increaseattitude":"Einstellung verbessern","increasemorale":"Moral erhöhen","indestructible":"Unzerstörbar","inflame":"Entzünden","innerglow":"Inneres Leuchten","interferespell":"Zauberer behindern","invisibility":"Unsichtbarkeit","ironaura":"Eiserne Aura","leap":"Sprung","leaplegs":"Sprungbeine","leavenotrace":"Spurlos in der Wildnis","levitate":"Levitieren","lifedrain":"Lebensraub","liftburden":"Lasten heben","light":"Licht","lightban":"Lichtbann","lightningbolt":"Blitzschlag","lightweapon":"Waffe des Lichtes","lightweight":"Leichtigkeit","lookinsun":"Blick in die Sonne","magicblow":"Magischer Schlag","magicchain":"Magische Fessel","magiccompass":"Magischer Kompass","magicdialogue":"Magisches Zwiegespräch","magicfeint":"Magische Finte","magickeyhole":"Magisches Schlüsselloch","magiclock":"Magisches Schloss","magicmessage":"Magische Botschaft","magicquill":"Zauberfeder","magnetism":"Magnetismus","majorbanspell":"Totaler Zauberbann","majorblessing":"Hohe Segnung","majormagicarmor":"Magischer Panzer","majorprotectmagic":"Großer Magieschutz","manipulatememory":"Gedächtnis verändern","masquerade":"Maskerade","memorygap":"Erinnerungslücke","meteor":"Kometenwurf","mightexplosion":"Machtexplosion","mindlessservant":"Willenloser Diener","minorhealing":"Leichte Heilung","minormagicarmor":"Magische Rüstung","minorprotectmagic":"Kleiner Magieschutz","moldstone":"Fels formen","moveitem":"Gegenstand bewegen","nightvision":"Nachtsicht","objectillusion":"Objektillusion","onewithfire":"Eins mit dem Feuer","panopticum":"Panoptikum","paralysis":"Lähmung","peacefulness":"Schutz vor Angriffen","penetratefog":"Nebelsicht","petrify":"Versteinern","phantasmagoria":"Trugbild","picklock":"Schloss öffnen","poisonprotection":"Schutz vor Gift","prophecy":"Prophezeiung","protectedbylight":"Lichter Schutz","protectinghand":"Schützende Hand","protectmind":"Gedankenschutz","puppet":"Marionette","quickwash":"Katzenwäsche","raiseundead":"Untote erheben","readmind":"Gedankenlesen","reflectspell":"Zauber zurückwerfen","refresh":"Erfrischung","regeneration":"Regeneration","rejuvenate":"Verjüngen","repair":"Reparatur","resistpain":"Schmerzen widerstehen","restoration":"Wiederherstellung","screech":"Kreischen","scriptunderstanding":"Schriftverständnis","seismicshock":"Erdstoß","selfheal":"Selbstheilung","senseattitude":"Einstellung spüren","senseghost":"Hauch der Geister","senseofowl":"Eulengespür","shadowarmor":"Schattenrüstzeug","shadowarrow":"Schattenpfeil","shadowban":"Schattenbann","shadowcloak":"Schattenmantel","shadowleap":"Schattensprung","shadowveil":"Schattenschleier","shadowweapon":"Schattenwaffe","shapeshift":"Fremde Gestalt","shockgrasp":"Schockgriff","shove":"Stoß","silence":"Stille","sixthsense":"Sechster Sinn","sleep":"Schlaf","smallanimalshape":"Kleintierform","smalldeath":"Totenschlaf","smell":"Geruch","speakwithanimal":"Tiersprache","speakwithghost":"Geistersprache","spidercrawl":"Spinnenlauf","steady":"Standfest","steelskin":"Stahlhaut","stone":"Stein","stoneclaws":"Felshände","stonedestruction":"Felszerstörung","stonemissile":"Felsgeschoss","stoneskin":"Steinhaut","strengthbear":"Bärenstärke","summonfog":"Nebel rufen"}; - var spells2 = {"suggestion":"Suggestion","summonghost":"Geister rufen I","summonstone":"Felswesen rufen 1","suppressspell":"Zauber unterdrücken","swarm":"Insektenschwarm","tendrilarrow":"Rankenpfeil","tendrils":"Ranken","terrorform":"Schreckgestalt","truesight":"Wahrer Blick","turnundead":"Untote bannen","twister":"Stürmischer Wind","undeadprotection":"Schutz vor Untoten","understandlanguage":"Sprachverständnis","unseenobject":"Unsichtbares Objekt","veil":"Verhüllung","veillife":"Leben verhüllen","ventriloquate":"Geräuschhexerei","viewhistory":"Spuren der Vergangenheit","walkonwater":"Über Wasser gehen","walkwalls":"Durch Wände gehen","walkwilderness":"Weg durch die Natur","walloffire":"Flammenwand","wallofshadow":"Schattenwand","wallofstone":"Steinwand","weakenarmor":"Rüstung schwächen","weakenundead":"Untote schwächen","weaponoflight":"Waffe aus Licht","windshield":"Windschild","wither":"Verdorren"}; - var spells3 = {"fit":"Anpassung","breathcontrol":"Atemkontrolle","stun":"Betäubungsschlag","counter_blind":"Blendung unterdrücken","wakeup":"Erwecken","stone_writing":"Felsschrift","finger_protection":"Fingerschutz","focustrap":"Fokusfalle","focussed_motion":"Fokussierte Bewegung","slippery":"Glitschig","call_for_help":"Hilferuf","bone_collector":"Knochensammler","suppress_melancholia":"Schwermut unterdrücken","call_animal":"Tierruf","mourning_garments":"Trauerkleid","attention":"Vorsicht","magic_makeup":"Zauberschminke","absolute_silence":"Absolute Stille","ancestor_advice":"Ahnenrat","frighting_object":"Ängstigendes Objekt","nondescript_face":"Allerweltsgesicht","aging":"Altern","sense_age":"Altersgespür","attack_premonition":"Angriff vorhersehen","animate1":"Animierung I","animate2":"Animierung II","animate3":"Animierung III","animate4":"Animierung IV","animate5":"Animierung V","antimagic_shell":"Antimagischer Wall","wall_running":"An Wänden laufen","disenchant_artifact":"Artefakt entzaubern","counter_artifact":"Artefakt stören","wave_of_counter_artifact":"Artefaktstörwelle","ashes_to_ashes":"Asche zu Asche","refreshment":"Auffrischung","bed_of_shadows":"Auf Schatten gebettet","go_all_out":"Aufs Ganze gehen","uplift":"Auftrieb","aura_counter_motion":"Aura der Bewegungsstörung","aura_coldness":"Aura der Kälte","aura_catseyes":"Aura der Katzenaugen","aura_slowness":"Aura der Langsamkeit","aura_enhance_light":"Aura der Leuchtverstärkung","aura_nightrest":"Aura der Nachtruhe","aura_reflexes":"Aura der Reflexe","aura_cleansing":"Aura der Reinigung","aura_repair":"Aura der Reparatur","aura_damagereflection":"Aura der Schadensreflexion","aura_steadfastness":"Aura der Standhaftigkeit","aura_confidence":"Aura der Zuversicht","aura_clearmind":"Aura des klaren Geistes","aura_connectedLife":"Aura des Lebensbandes","aura_shadowsight":"Aura des Schattenblicks","blackout":"Aussetzer","banish_animals":"Bannkreis gegen Tiere","command":"Befehlswort","light_shield":"Beflügelter Schild","calm":"Beruhigung","disturb_summoner":"Beschwörer stören","change_owner":"Besitzerwechsel","stop_motion":"Bewegung stoppen","blinding_flames":"Blendende Flammen","lightning_shield":"Blitzschild","stop_bleeding":"Blutung stoppen","bad_omen":"Böses Omen","fire_accelerant":"Brandbeschleuniger","fire_dilution":"Brandmilderung","ailing":"Dahinsiechen","demons_eyes":"Dämonenaugen","the_last_call":"Der letzte Ruf","thunderstruck":"Donnerschlag","thorntendrils":"Dornenranken","blastwave":"Druckwelle","dark_protection":"Dunkle Schutzaura","echochamber":"Echokammer","ice_armamentarium":"Eisiges Rüstzeug","walk_on_ice":"Eislauf","banish_element":"Elementarbann","sense_emotion":"Emotionen spüren","grandness":"Erhabenheit","rest":"Erholung","sense_tremors":"Erschütterungssinn","explosive_arrow":"Explosiver Pfeil","false_identity":"Falsche Identität","foul_wind":"Fauliger Wind","fist_of_destruction":"Faust der Zerstörung","fist_of_light":"Faust des Lichts","weaken_fairy":"Feenwesen schwächen","stonebonds":"Felsfesseln","stonespike":"Felsstachel","telemessage":"Fernbotschaft","firebonds":"Feuerfesseln","fireproof":"Feuerfest","firerain":"Feuerregen","shake_off_darkness":"Finsternis abschütteln","curse_of_exhaustion":"Fluch der Erschöpfung","curse_of_weakness":"Fluch der Schwäche","curse_of_age":"Fluch des Alters","curse_of_doubt":"Fluch des Zweifels","whispering_shadow":"Flüsternder Schatten","disturb_flight":"Flug stören","transform_other":"Fremdverwandlung","rain_of_sparks":"Funkenregen","mental_image":"Gedankenbild","scary_flames":"Gefährliche Flammen","heat_object":"Gegenstand erhitzen","fasten_object":"Gegenstand fixieren","headwind":"Gegenwind","hardened_skin":"Gehärtete Haut","secret_message":"Geheimbotschaft","secret_language":"Geheimsprache","ghost_curse":"Geisterfluch","ghostfriend":"Geisterfreund","ghostprison":"Geisterkerger","spiritpath":"Geisterpfad","ghostarrows":"Geisterpfeile","ghost_shield":"Geisterschild","ghost_weapon":"Geisterwaffe","mind_over_physical":"Geist über Körper","support_healing":"Genesung unterstützen","neutralize_smell":"Geruch neutralisieren","sharpended_blade":"Geschärfte Klinge","change_gender":"Geschlechtswechsel","got_it":"Geschnappt","stonewaves":"Gesteinswelle","immunity_poison":"Giftimmunität","spit_poison":"Gift speien","dilute_poison":"Gift verdünnen","poisoncloud":"Giftwolke","gliding":"Gleiten","gravebeast":"Grabesbestie","groupmessage":"Gruppenbotschaft","grouptalk":"Gruppengespräch","good_face":"Gute Miene","craft_sense":"Handwerksinn","craft_profiency":"Handwerkswissen","hard_fall":"Harter Fall","mold_hard":"Hartes formen","provoke_hate":"Hass hervorrufen","healing_rain":"Heilsamer Regen","healers_scan":"Heilungsblick","disturb_healing":"Heilung stören","hot_as_lava":"Heiß wie Lava","heros_weapon":"Heldenwaffe","control_heat":"Hitze kontrollieren","major_fairy_ban":"Höherer Feebann","harden_wood":"Holz verstärken","humanoidform":"Humanoidenform","illumination":"Illumination","reveal_illusion":"Illusion enttarnen","combatsense":"Kampfgespür","combatinspiration":"Kampfinspiration","change_clothing":"Kleidung verändern","minor_ghostprison":"Kleiner Geisterkerker","blades_of_light":"Klingen aus Licht","knotloosener":"Knotenlöser","kometenschlag":"Kometenschlag","disturb_concentration":"Konzentration stören","detect_life":"Leben spüren","lifeseed":"Lebenssamen","light_armor":"Leichte Rüstung","last_rear_up":"Letztes Aufbäumen","light_protective_aura":"Lichte Schutzaura","lightcontrol":"Lichtkontrolle","enhance_light":"Lichtquelle stärken","consume_light":"Lichtquelle verzehren","magic_choke":"Magischer Würgegriff","copy_material":"Material kopieren","mental_blow":"Mentaler Schlag","cause_minor_illness":"Minderes Siechtum verursachen","merge_with_shadows":"Mit Schatten verschmelzen","moonsteelskin":"Mondstahlhaut","disperse_fog":"Nebel auflösem","negative_surrounding":"Negative Umgebung","like_an_eel":"Nicht zu packen","objectexplosion":"Objektexplosion","protect_object":"Objekt schützen","transform_object":"Objekt verändern","veil_object":"Objektverhüllung","arrow_fire":"Pfeil aus Feuer","arrow_wind":"Pfeil der Winde","wand_of_tendrils":"Rankenwand","speedy_movement":"Rasende Bewegung","speedy_undead":"Rasende Untote","rage":"Raserei","reactive_protection":"Reaktiver Schutz","cleansing":"Reinigung","giantism":"Riesenwuchs","enhance_armor":"Rüstung stärken","armor_penetration":"Rüstungsdurchdringung","eroding_acid":"Säurefraß","acid_rain":"Säureregen","acid_shield":"Säureschild","fierce_wind":"Scharfer Wind","shadow_grasp":"Schattengriff","shadow_armor":"Schattenrüstung","summon_lock":"Schloss herbeirufen","fast_as_lightning":"Schnell wie der Blitz","dreadful_shadow":"Schrecklicher Schatten","protective_mirror_image":"Schützendes Spiegelbild","protective_flesh_bones":"Schutz aus Fleisch und Knochen","protective_water":"Schutz des Wassers","sickness_protection":"Schutz vor Krankheiten","protectarea_insight":"Schutzzone gegen Erkenntnis","find_weakness":"Schwachstelle finden"}; - var spells4 = {"heavy_armor":"Schwere Rüstung","heavy_weapon":"Schwere Waffe","webbings":"Schwimmhäute","own_choices_fate":"Selbstgewähltes Schicksal","selfillusion":"Selbstillusion","selfdoubt":"Selbstzweifel","cause_infirmity":"Siechtum verursachen","splintershield":"Splitterschild","spring":"Sprungfeder","lay_trail":"Spur legen","hail_of_stones":"Steinhagel","disturbing_noise":"Störgeräusch","weaken_structure":"Struktur schwächen","blunt_weapon":"Stumpfe Waffe","stormshield":"Sturmschild","lift_camouflage":"Tarnung aufheben","temporary_shield":"Temporärer Schild","deep_sleep_field":"Tiefschlaffeld","immitate_animal":"Tier nachahmen","animal_tongue":"Tierzunge","sense_death":"Todesgespür","twister":"Tornado","undead_animal":"Totentier","dreammessage":"Traumbotschaft","read_dreams":"Traumlesen","find_passage":"Übergang finden","close_passage":"Übergang schließen","sense_surrounding":"Umgebungssinn","knock_off_arrow":"Umstoßender Pfeil","inevitable_arrow":"Unabwendbarer Pfeil","disaster":"Unheil","blurred":"Unschärfe","invisible_for_fairies":"Unsichtbarkeit vor Feen","invisible_for_animals":"Unsichtbarkeit vor Tieren","sense_undead":"Untote erspüren","turn_undead":"Untote vertreiben","smash_undead":"Untote zerschmettern","immobile":"Unverrückbar","vacuum":"Vakuum","darkening":"Verdunkelung","stop_decay":"Verfall stoppen","stiffen":"Verfestigung","hiding_place":"Versteck","preparation":"Vorbereitung","alert_mind":"Wacher Geist","weaken_weapon":"Waffe schwächen","smash_weapon":"Waffe zerschmettern","improve_wall":"Wand stärken","water_thrust":"Wasserschub","jet_of_water":"Wasserstrahl","incandescent_hand":"Weißglühende Hand","longcast":"Weitwurf","lightwave":"Welle aus Licht","ressurection":"Wiederbelebung","recycling":"Wiederverwertung","power_of_wilderness":"Wildniskraft","hibernation":"Winterschlaf","wavebonds":"Wogenfesseln","cauterize":"Wunde ausbrennen","copy_throwing_weapon":"Wurfwaffe kopieren","sticky_shadows":"Zähe Schatten","spell_intuitiveness":"Zauberahnung","spell_constraints":"Zauberhemmer","weaken_spell":"Zauber schwächen","overload_spell":"Zauber überlasten","veil_spell":"Zauber verhüllen","summon_stone_0":"Felswesen rufen 0","summon_stone_1":"Felswesen rufen I","summon_stone_2":"Felswesen rufen II","summon_stone_3":"Felswesen rufen III","summon_stone_4":"Felswesen rufen IV","summon_stone_5":"Felswesen rufen V","summon_fire_0":"Feuerwesen rufen 0","summon_fire_1":"Feuerwesen rufen I","summon_fire_2":"Feuerwesen rufen II","summon_fire_3":"Feuerwesen rufen III","summon_fire_4":"Feuerwesen rufen IV","summon_fire_5":"Feuerwesen rufen V","summon_light_0":"Lichtwesen rufen 0","summon_light_1":"Lichtwesen rufen I","summon_light_2":"Lichtwesen rufen II","summon_light_3":"Lichtwesen rufen III","summon_light_4":"Lichtwesen rufen IV","summon_light_5":"Lichtwesen rufen V","summon_nature_0":"Naturwesen rufen 0","summon_nature_1":"Naturwesen rufen I","summon_nature_2":"Naturwesen rufen II","summon_nature_3":"Naturwesen rufen III","summon_nature_4":"Naturwesen rufen IV","summon_nature_5":"Naturwesen rufen V","summon_shadow_0":"Schattenwesen rufen 0","summon_shadow_1":"Schattenwesen rufen I","summon_shadow_2":"Schattenwesen rufen II","summon_shadow_3":"Schattenwesen rufen III","summon_shadow_4":"Schattenwesen rufen IV","summon_shadow_5":"Schattenwesen rufen V","summon_fate_0":"Götterdiener rufen 0","summon_fate_1":"Götterdiener rufen I","summon_fate_2":"Götterdiener rufen II","summon_fate_3":"Götterdiener rufen III","summon_fate_4":"Götterdiener rufen IV","summon_fate_5":"Götterdiener rufen V","summon_ghost_0":"Geisterwesen rufen 0","summon_ghost_1":"Geisterwesen rufen I","summon_ghost_2":"Geisterwesen rufen II","summon_ghost_3":"Geisterwesen rufen III","summon_ghost_4":"Geisterwesen rufen IV","summon_ghost_5":"Geisterwesen rufen V","summon_water_0":"Wasserwesen rufen 0","summon_water_1":"Wasserwesen rufen I","summon_water_2":"Wasserwesen rufen II","summon_water_3":"Wasserwesen rufen III","summon_water_4":"Wasserwesen rufen IV","summon_water_5":"Wasserwesen rufen V","summon_wind_0":"Windwesen rufen 0","summon_wind_1":"Windwesen rufen I","summon_wind_2":"Windwesen rufen II","summon_wind_3":"Windwesen rufen III","summon_wind_4":"Windwesen rufen IV","summon_wind_5":"Windwesen rufen V"}; - var masteries1 = {"againstdarkness":"Wider die Finsternis","agileinarmor":"Agiler Rüstungsträger","aimedspells":"Gezielte Zauber","alchemistsassistant":"Des Alchemisten Helfer","alertness":"Wachsamkeit","ambush":"Hinterhalt","animaladept_bear":"Tierkenner (Bärenartige)","animaladept_biggame":"Tierkenner (Großwild)","animaladept_bird":"Tierkenner (Vögel)","animaladept_canine":"Tierkenner (Hundeartige)","animaladept_feline":"Tierkenner (Katzenartige)","animaladept_fish":"Tierkenner (Fische)","animaladept_insect":"Tierkenner (Insekten)","animaladept_reptile":"Tierkenner (Reptilien)","animaladept_smallgame":"Tierkenner (Kleinwild)","animaladept_spider":"Tierkenner (Spinnentiere)","animalcaster":"Tierzauberer","animalexpert_bear":"Tierexperte (Bärenartige)","animalexpert_biggame":"Tierexperte (Großwild)","animalexpert_bird":"Tierexperte (Vögel)","animalexpert_canine":"Tierexperte (Hundeartige)","animalexpert_feline":"Tierexperte (Katzenartige)","animalexpert_fish":"Tierexperte (Fische)","animalexpert_insect":"Tierexperte (Insekten)","animalexpert_reptile":"Tierexperte (Reptilien)","animalexpert_smallgame":"Tierexperte (Kleinwild)","animalexpert_spider":"Tierexperte (Spinnentiere)","animalskin":"Haut des Tieres","apnoe":"Apnoe","arcanedefense1":"Arkane Verteidigung I","arcanedefense2":"Arkane Verteidigung II","arcanediagnosis":"Arkane Diagnose","arcanespeed":"Arkane Geschwindigkeit","archenemy":"Erzfeind","arenaveteran":"Veteran der Arena","armour1":"Rüstungsträger I","armour2":"Rüstungsträger II","artifactlore":"Artefaktkunde","artificalreality":"Künstliche Wirklichkeit","artisan":"Brandstifter","assault":"Sturmlauf","athomeeverywhere":"Überall zu Hause","attackplan":"Schlachtplan (Angriff)","balance":"Balance","banishingprotection":"Schutz vor Bannung","bansong":"Bannlied","beasthunter":"Bestienjäger","beastmaster":"Herr der Bestien","berserk":"Berserker","betterdisarm":"Verbessertes Entwaffnen","betterknock":"Verbessertes Umreißen","bibliophile":"Büchernarr","bihandedattack":"Beidhändiger Angriff","bihandedmastery":"Meister mit zwei Waffen","bihandedparry":"Beidhändige Abwehr","birdofpreyform":"Gestalt des Greifvogels","biweapon":"Kampf mit zwei Waffen","blackmarket":"Schwarzmarkt","block":"Block","bloodbath":"Blutbad","bloodletting":"Blutiger Aderlass","bonebreaker":"Knochenbrecher","breathoffate":"Hauch des Schicksals","calm":"Beruhigen","calmhand":"Ruhige Hand","casterseye":"Auge des Zauberers","castershand":"Hand des Zauberers","caution1":"Vorsicht I","caution2":"Vorsicht II","chainshackles":"Kettenfessel","challenge":"Herausfordern","changedsurrounding":"Veränderte Umgebung","chesthit_bear":"Blattschuss (Bärenartige)","chesthit_biggame":"Blattschuss (Großwild)","chesthit_bird":"Blattschuss (Vögel)","chesthit_canine":"Blattschuss (Hundeartige)","chesthit_feline":"Blattschuss (Katzenartige)","chesthit_fish":"Blattschuss (Fische)","chesthit_insect":"Blattschuss (Insekten)","chesthit_reptile":"Blattschuss (Reptilien)","chesthit_smallgame":"Blattschuss (Kleinwild)","chesthit_spider":"Blattschuss (Spinnentiere)","cleverleader":"Vorausschauender Führer","closecombatthrow":"Nahkampfwerfer","clutch":"Umklammern","concentratedfocus":"Konzentrierter Fokus","confusion":"Verwirrung","conservation":"Konservierung","contortionist":"Schlangenmensch","coordevade":"Koordiniertes Ausweichen","coordinator":"Koordinator","corporesana":"Gesunder Geist in gesundem Körper","corsar":"Korsar","cosmeticthaumaturgy":"Kosmetische Thaumaturgie","costsavingjourney":"Sparsame Reise","countermagic":"Konterzauberer","cover":"Tarnidentität","createscroll1":"Schriftrollen erstellen I","createscroll2":"Schriftrollen erstellen II","createscroll3":"Schriftrollen erstellen III","creativedistraction":"Kreative Ablenkung","creaturespecialist":"Spezialist für alle Wesen","creeper":"Leisetreter","crowdpleaser":"Publikumsliebling","cursebringer":"Fluchbringer","dancingblade":"Klingentanz","darknessview":"Blick in die Dunkelheit","dashingblow":"Schmetterschlag","deathblow":"Todesschlag","deepseadiver":"Tiefseetaucher","defender":"Verteidiger","defenseplan":"Schlachtplan (Verteidigung)","delayedcaster":"Zauberverzögerer","destroyerheart":"Herz des Zertörers","detox":"Entgiftung","diatribehymn":"Schmählied/Loblied","diplomat":"Diplomat","disarm":"Entwaffnen","distancecaster":"Fernzauberer","distract":"Ablenken","disturbclairvoyance":"Trübung des Blicks","dompteur":"Dompteur","doublethrow":"Mehrfachwurf","dyingbreath":"Atem des Sterbenden","earthaffinity":"Erdverbundenheit","effectivemotion":"Effektive Bewegung","efficiency":"Effizienz","efficienthunter":"Effizienter Jäger","effortofwill":"Willensanstrengung","elegantwhirlingblades":"Eleganter Klingenwirbel","emotionsense":"Stimmungsgespür","empathy":"Einfühlsamkeit","enemy":"Feind","enforcehealing":"Heilung fördern","enhancefamiliar":"Stärkung des Vertrauten","escapologist":"Entfesslungskünstler","estimateanimal":"Tier einschätzen","etiquettes":"Etikette","evade1":"Ausweichen 1","evade2":"Ausweichen 2","evade3":"Ausweichen 3","evademovement":"Ausweichbewegung","expert":"Fachmann","exploringmind":"Forschender Geist","familiarbond":"Vertrautenband","familiarlanguage":"Vertrautensprache","fascinate":"Faszinieren","fastforager":"Schneller Sammler","fasthunter":"Schneller Jäger","fastreader":"Schnellleser","fastshooter1":"Schnellschütze I","fastshooter2":"Schnellschütze II","favoredform":"Bevorzugte Gestalt","feint1":"Antäuschen 1","feint2":"Antäuschen 2","feint3":"Antäuschen 3","fielddignostics":"Felddiagnose","fieldstudy":"Feldforschung","fightunderwater":"Kampf unter Wasser","firemastery":"Feuermeisterschaft","fireresistence1":"Feuerresistenz I","fireresistence2":"Feuerresistenz II","fireresistence3":"Feuerresistenz III","firmamentmymap":"Meine Karte ist das Firmament","fittingtone":"Der richtige Ton","flameheart":"Flammenherz","flashreflexes":"Blitzreflexe","focuscontrol":"Fokuskontrolle","forcetransmission":"Übertragung der Kraft","formbanishing":"Bannung der Form","formcontrol":"Kontrolle der Form","formveil":"Verhüllung der Form","fortuneteller":"Wahrsager","freeclimber":"Freikletterer","freedomofform":"Freiheit der Form","freehand":"Freihändigkeit","gambler":"Glücksspieler","ghostexpert":"Geisterkenner","giftedinlanguage":"Sprachbegabt","goodaim":"Zielschuss","goodeducation":"Gute Allgemeinbildung","goodreflexes":"Gute Reflexe","grandmaster":"Großmeister","greatforcetransmission":"Große Übertragung der Kraft","haggler":"Feilscher","hahascoundrel":"Haha, Schurke!","hammerblow":"Hammerschlag","handyknowledge":"Praktisches Wissen","hardendbycustom":"Abhärtung durch Gewöhnung","hardhammerblow":"Kraftvoller Hammerschlag","hardsweepingblow":"Kraftvoller Rundumschlag","hardthrow":"Harter Wurf","hastyprotection":"Eiliger Schutz","healingluck":"Heilungsgeschick","healthydistrust":"Gesundes Misstrauen","heargossip":"Gerüchte aufschnappen","herbhag":"Kräuterhexe","herooftheseas":"Held der Meere","hidemagicgestures":"Zaubergesten verbergen","hold":"Halten","hunter":"Waidmann","hunter_bear":"Jäger (Bärenartige)","hunter_biggame":"Jäger (Großwild)","hunter_bird":"Jäger (Vögel)","hunter_canine":"Jäger (Hundeartige)","hunter_feline":"Jäger (Katzenartige)","hunter_fish":"Jäger (Fische)","hunter_insect":"Jäger (Insekten)","hunter_reptile":"Jäger (Reptilien)","hunter_smallgame":"Jäger (Kleinwild)","hunter_spider":"Jäger (Spinnentiere)","hunteroffables":"Jäger des Sagenhaften","huntersupernatural":"Jäger des Übernatürlichen","hurriedidentify":"Eilige Identifikation","hypnosis":"Hypnose","ignoreshield":"Schild umschlagen","imperturbable":"Unbeirrbar","improvisationartist":"Improvisationskünstler","improvise":"Improvisation","improviseddressup":"Improvisierte Verkleidung","inferno":"Inferno","influenceattitude":"Einstellung beeinflussen","inspire":"Inspirieren","instransparent":"Undurchschaubar","investor":"Investor","ironconcentration":"Eiserne Konzentration","ironwill":"Eiserner Wille","journeyman":"Geselle","judgeattribute":"Werte einschätzen","judgecharacter":"Begabter Menschenkenner","keepcool1":"Kühler Kopf I","keepcool2":"Kühler Kopf II","knock":"Umreißen","knowhoiam":"Wisst Ihr überhaupt wer ich bin?","knowledgeispower":"Wissen ist Macht","lastarray":"Das letzte Aufgebot","laughmedicine":"Lachen i.d.b. Medizin","legendhunter":"Legendenjäger","legendsinger":"Legendensänger","lethal":"Tödlicher Schaden","librarian":"Bibliothekar","lifesaver":"Lebensretter","likemypocket":"Wie meine Westentasche","lockhammer":"Schlösserhammer","longdistanceswimmer":"Langstreckenschwimmer","longjump":"Weitspringer","longrangewhirlingblades":"Weitreichender Klingenwirbel","longwhirlingdefense":"Andauernder Verteidigungswirbel","luckychild":"Glückskind"}; - var masteries2 = {"luminance":"Leuchtkraft","magiccrafter":"Zauberfinger","magicpull":"Magischer Sog","magicsymbols":"Magische Zeichen","magictricks":"Magische Tricks","marksman":"Scharfschütze","master":"Meister","masterbalance":"Meisterhafte Balance","masterhunter_bear":"Meisterjäger (Bärenartige)","masterhunter_biggame":"Meisterjäger (Großwild)","masterhunter_bird":"Meisterjäger (Vögel)","masterhunter_canine":"Meisterjäger (Hundeartige)","masterhunter_feline":"Meisterjäger (Katzenartige)","masterhunter_fish":"Meisterjäger (Fische)","masterhunter_insect":"Meisterjäger (Insekten)","masterhunter_reptile":"Meisterjäger (Reptilien)","masterhunter_smallgame":"Meisterjäger (Kleinwild)","masterhunter_spider":"Meisterjäger (Spinnentiere)","masterofage":"Herr des Alters","masteroffireghosts":"Herr der Feuergeister","masterofghosts":"Herr der Geister","masterofstone":"Herr der Felsen","masterofstoneghosts":"Herr der Felsgeister","masterofundead":"Meister der Untoten","masterpiece":"Meisterwerk","mastershot":"Meisterschuss","mastersmith":"Schmiedemeister","masterthrow":"Meisterwurf","masterwaterelem":"Herr der Wasserwesen","masterwaves":"Herr der Wogen","materialbond1":"Materielle Verbindung 1","materialbond2":"Materielle Verbindung 2","mentalmaster":"Herr über den Geist","meteologist":"Meteorologie","missilevolley":"Geschosshagel","missionary":"Missionar","monkey":"Kletteraffe","muscleman":"Muskelprotz","natureexpert":"Naturkenner","natureharmony":"Harmonie mit der Natur","naturesong":"Lied der Natur","necromancer":"Nekromant","nightvision":"Nachtsicht","nobodywashere":"Keiner war hier","nothinghappend":"Nichts passiert!","notintheface":"Nicht ins Gesicht","nutshellcaptain":"Kapitän der verfaulten Nussschale","observant":"Aufmerksam","oceandiver":"Meerestaucher","onewithnature":"Eins mit der Natur","opportunist":"Opportunist","overload":"Überlasten","ownadvantage":"Eigener Vorteil","painful":"Schmerzhafter Hieb","penetratingprojectile":"Durchschlagendes Geschoss","perfecthearing":"Absolutes Gehör","perfectorientation":"Unfehlbare Orientierung","perfecttaste":"Perfekter Gaumen","philosopher":"Philosoph","polymath":"Universalgelehrter","preemption":"Vorahnung","projectilemagic":"Geschossmagie","protectingshadows":"Schützende Schatten","protectionlight":"Schutz des Lichtes","protectionmagicexpert":"Zauberschutz-Experte","protectionmagicmaster":"Zauberschutz-Meister","puppet":"Gliederpuppe","push":"Abdrängen","quickdrawer":"Schnellziehen","quickreaction":"Schnelle Reaktion","quicksearch":"Schnelle Durchsuchung","quickshielddefense":"Schnelle Schildabwehr","quickupagain":"Schnell wieder auf den Beinen","readfoe1":"Gegner durchschauen I","readfoe2":"Gegner durchschauen II","rebellionsong":"Lied des Aufstandes","relentless":"Unerbittlich","relicmaster":"Artefaktmeister","resistpain1":"Schmerzwiderstand I","resistpain2":"Schmerzwiderstand II","resistwater1":"Wasserresistenz 1","resistwater2":"Wasserresistenz 2","resistwater3":"Wasserresistenz 3","ridingfighter":"Reiterkampf","riposte":"Riposte","riverdiver":"Flusstaucher","roll":"Abrollen","rush":"Vorstürmen","sailorslegs":"Beine des Seemanns","savingcaster":"Sparsamer Zauberer","scrimper":"Sparfuchs","seadog":"Seebär","secondidentity":"Zweite Identität","secondskin":"Zweite Haut","shadowchild":"Kind der Schatten","shadowmaster":"Schattenherr","shadowwalker":"Wanderer im Schatten","sharptongue":"Scharfe Zunge","shield1":"Starker Schildarm I","shield2":"Starker Schildarm II","shieldbreaker":"Schildbrecher","siegeshooter":"Belagerungsschütze","sienewcutter":"Sehnenschneider","skilledcreeper":"Begabter Schleicher","skilledhealer":"Begabter Heiler","skilledrescue":"Geschickte Rettung","skilledsailor":"Begabter Seemann","skilledsalvage":"Geschickte Rettung","skilledscholar":"Begabter Gelehrter","skilledscout":"Begabter Späher","skilledstreetwalker":"Begabter Straßenwanderer","skilledswimmer":"Begabter Schwimmer","skilledtracker":"Begabter Spurenleser","skipjack":"Stehaufmännchen","sleeper":"Schläfer","sneakattack1":"Überraschungsangriff I","sneakattack2":"Überraschungsangriff II","sneakattack3":"Überraschungsangriff III","solverofknots":"Knotenlöser","sortie":"Ausfall","soundlessness":"Lautlosigkeit","speaktome":"Rede mit mir","sprinter":"Sprinter","standclear":"Auf Abstand halten","stargaze":"Blick auf die Sterne","steelconcentration":"Stählerne Konzentration","steeplechaser":"Hindernisläufer","stonemastership":"Felsmeisterschaft","stoneresistence1":"Felsresistenz I","stoneresistence2":"Felsresistenz II","stoneresistence3":"Felsresistenz III","stormvoice":"Stimme des Sturms","strangehold":"Würgegriff","strongthrowing":"Starker Wurfarm","sturdyhead":"Dickschädel","stylegrace":"Stil und Grazie","subtileanalysis":"Subtile Forschung","supporthealing":"Heilung fördern","surgeon":"Wundarzt","surroundingsenses_city":"Umgebungssinne (Stadt)","surroundingsenses_desert":"Umgebungssinne (Wüste)","surroundingsenses_faerie":"Umgebungssinne (Feenwelten)","surroundingsenses_forest":"Umgebungssinne (Wald)","surroundingsenses_grassland":"Umgebungssinne (Steppe)","surroundingsenses_ice":"Umgebungssinne (Eis)","surroundingsenses_jungle":"Umgebungssinne (Dschungel)","surroundingsenses_mountain":"Umgebungssinne (Gebirge)","surroundingsenses_ocean":"Umgebungssinne (Meer)","surroundingsenses_swamp":"Umgebungssinne (Sumpf)","sweepingblow":"Rundumschlag","sweepingslash":"Durchschlagender Hieb","swiftpicklocks":"Flinke Dietriche","swiftpursuit":"Flinker Verfolger","tacticalmastermind":"Taktisches Genie","talentedalchemist":"Begabter Alchemist","talentedartist":"Begabter Künstler","talentedcraftsman":"Begabter Handwerker","talentedfingerartist":"Begabter Fingerkünstler","talentedhistorian":"Begabter Historiker","talentedlier":"Begabter Lügner","talentedpighead":"Begabter Sturkopf","talentedtradesman":"Begabter Handwerker","targetedhit":"Gezielter Treffer","targetedshots1":"Gezielte Schüsse I","targetedshots2":"Gezielte Schüsse II","taunt":"Beißender Spott","telepathicshield":"Telepathischer Schild","tellgossip":"Gerüchte verbreiten","terrainlore_desert":"Geländekunde (Wüste)","terrainlore_faerie":"Geländekunde (Feenwelten)","terrainlore_forest":"Geländekunde (Wald)","terrainlore_grassland":"Geländekunde (Steppe)","terrainlore_ice":"Geländekunde (Eis)","terrainlore_jungle":"Geländekunde (Dschungel)","terrainlore_mountain":"Geländekunde (Gebirge)","terrainlore_ocean":"Geländekunde (Meer)","terrainlore_swamp":"Geländekunde (Sumpf)","tirelesschaser":"Unermüdlicher Verfolger","troopup":"Sammeln","truthwithin":"Der Sage wahrer Kern","twosoulsonethought":"Zwei Geister, ein Gedanke","unblinded":"Ungeblendet","undeadhunter":"Untotenjäger","unobstrusive":"Unauffällig","urgentmessage":"Dringende Botschaft","veteranofmelee":"Veteran des Kampfgetümmels","vetinary":"Tierarzt","voicesoffriends":"Stimmen der Freunde","wallclimber":"Mauerstürmer","wardingexpert":"Bannzauber-Experte","wardinghand":"Bannende Hand","warning":"Unterschwellige Warnung","warrider":"Schlachtreiter","warrioroflight":"Streiter des Lichtes","wasnotme":"Ich war's nicht","watchit":"Pass ja auf!","watermastery":"Wassermeisterschaft","wavechild":"Kind der Wellen","wayoftheworld":"Wesen der Welt","weaponoutofnothing":"Waffe aus dem Nichts","weatherexpert":"Wetterkundig","weathermaster":"Herr des Wetters","weatherproof":"Wetterfest","whirlingblades":"Klingenwirbel","whirlingdefense":"Verteidigungswirbel","wildernesschild":"Kind der Wildnis","wildernessrunner":"Wildnisläufer","willbreaker":"Willensbrecher","windghostmaster":"Herr der Windgeister","windmastery":"Windmeisterschaft","windresistence1":"Windresistenz I","windresistence2":"Windresistenz II","windresistence3":"Windresistenz III","withdraw":"Rückzugsgefecht","withoutwords":"Ohne Worte","wondercrafter againstdarkness":"Wider die Finsternis","agileinarmor":"Agiler Rüstungsträger","aimedspells":"Gezielte Zauber","alchemistsassistant":"Des Alchemisten Helfer","alertness":"Wachsamkeit","ambush":"Hinterhalt","animaladept_bear":"Tierkenner (Bärenartige)","animaladept_biggame":"Tierkenner (Großwild)","animaladept_bird":"Tierkenner (Vögel)","animaladept_canine":"Tierkenner (Hundeartige)","animaladept_feline":"Tierkenner (Katzenartige)","animaladept_fish":"Tierkenner (Fische)","animaladept_insect":"Tierkenner (Insekten)","animaladept_reptile":"Tierkenner (Reptilien)","animaladept_smallgame":"Tierkenner (Kleinwild)","animaladept_spider":"Tierkenner (Spinnentiere)","animalcaster":"Tierzauberer","animalexpert_bear":"Tierexperte (Bärenartige)","animalexpert_biggame":"Tierexperte (Großwild)","animalexpert_bird":"Tierexperte (Vögel)","animalexpert_canine":"Tierexperte (Hundeartige)","animalexpert_feline":"Tierexperte (Katzenartige)","animalexpert_fish":"Tierexperte (Fische)","animalexpert_insect":"Tierexperte (Insekten)","animalexpert_reptile":"Tierexperte (Reptilien)","animalexpert_smallgame":"Tierexperte (Kleinwild)","animalexpert_spider":"Tierexperte (Spinnentiere)","animalskin":"Haut des Tieres","apnoe":"Apnoe","arcanedefense1":"Arkane Verteidigung I","arcanedefense2":"Arkane Verteidigung II","arcanediagnosis":"Arkane Diagnose","arcanespeed":"Arkane Geschwindigkeit","archenemy":"Erzfeind"}; - var masteries3 = {"arenaveteran":"Veteran der Arena","armour1":"Rüstungsträger I","armour2":"Rüstungsträger II","artifactlore":"Artefaktkunde","artificalreality":"Künstliche Wirklichkeit","artisan":"Brandstifter","assault":"Sturmlauf","athomeeverywhere":"Überall zu Hause","attackplan":"Schlachtplan (Angriff)","balance":"Balance","banishingprotection":"Schutz vor Bannung","bansong":"Bannlied","beasthunter":"Bestienjäger","beastmaster":"Herr der Bestien","berserk":"Berserker","betterdisarm":"Verbessertes Entwaffnen","betterknock":"Verbessertes Umreißen","bibliophile":"Büchernarr","bihandedattack":"Beidhändiger Angriff","bihandedmastery":"Meister mit zwei Waffen","bihandedparry":"Beidhändige Abwehr","birdofpreyform":"Gestalt des Greifvogels","biweapon":"Kampf mit zwei Waffen","blackmarket":"Schwarzmarkt","block":"Block","bloodbath":"Blutbad","bloodletting":"Blutiger Aderlass","bonebreaker":"Knochenbrecher","breathoffate":"Hauch des Schicksals","calm":"Beruhigen","calmhand":"Ruhige Hand","casterseye":"Auge des Zauberers","castershand":"Hand des Zauberers","caution1":"Vorsicht I","caution2":"Vorsicht II","chainshackles":"Kettenfessel","challenge":"Herausfordern","changedsurrounding":"Veränderte Umgebung","chesthit_bear":"Blattschuss (Bärenartige)","chesthit_biggame":"Blattschuss (Großwild)","chesthit_bird":"Blattschuss (Vögel)","chesthit_canine":"Blattschuss (Hundeartige)","chesthit_feline":"Blattschuss (Katzenartige)","chesthit_fish":"Blattschuss (Fische)","chesthit_insect":"Blattschuss (Insekten)","chesthit_reptile":"Blattschuss (Reptilien)","chesthit_smallgame":"Blattschuss (Kleinwild)","chesthit_spider":"Blattschuss (Spinnentiere)","cleverleader":"Vorausschauender Führer","closecombatthrow":"Nahkampfwerfer","clutch":"Umklammern","concentratedfocus":"Konzentrierter Fokus","confusion":"Verwirrung","conservation":"Konservierung","contortionist":"Schlangenmensch","coordevade":"Koordiniertes Ausweichen","coordinator":"Koordinator","corporesana":"Gesunder Geist in gesundem Körper","corsar":"Korsar","cosmeticthaumaturgy":"Kosmetische Thaumaturgie","costsavingjourney":"Sparsame Reise","countermagic":"Konterzauberer","cover":"Tarnidentität","createscroll1":"Schriftrollen erstellen I","createscroll2":"Schriftrollen erstellen II","createscroll3":"Schriftrollen erstellen III","creativedistraction":"Kreative Ablenkung","creaturespecialist":"Spezialist für alle Wesen","creeper":"Leisetreter","crowdpleaser":"Publikumsliebling","cursebringer":"Fluchbringer","dancingblade":"Klingentanz","darknessview":"Blick in die Dunkelheit","dashingblow":"Schmetterschlag","deathblow":"Todesschlag","deepseadiver":"Tiefseetaucher","defender":"Verteidiger","defenseplan":"Schlachtplan (Verteidigung)","delayedcaster":"Zauberverzögerer","destroyerheart":"Herz des Zertörers","detox":"Entgiftung","diatribehymn":"Schmählied/Loblied","diplomat":"Diplomat","disarm":"Entwaffnen","distancecaster":"Fernzauberer","distract":"Ablenken","disturbclairvoyance":"Trübung des Blicks","dompteur":"Dompteur","doublethrow":"Mehrfachwurf","dyingbreath":"Atem des Sterbenden","earthaffinity":"Erdverbundenheit","effectivemotion":"Effektive Bewegung","efficiency":"Effizienz","efficienthunter":"Effizienter Jäger","effortofwill":"Willensanstrengung","elegantwhirlingblades":"Eleganter Klingenwirbel","emotionsense":"Stimmungsgespür","empathy":"Einfühlsamkeit","enemy":"Feind","enforcehealing":"Heilung fördern","enhancefamiliar":"Stärkung des Vertrauten","escapologist":"Entfesslungskünstler","estimateanimal":"Tier einschätzen","etiquettes":"Etikette","evade1":"Ausweichen 1","evade2":"Ausweichen 2","evade3":"Ausweichen 3","evademovement":"Ausweichbewegung","expert":"Fachmann","exploringmind":"Forschender Geist","familiarbond":"Vertrautenband","familiarlanguage":"Vertrautensprache","fascinate":"Faszinieren","fastforager":"Schneller Sammler","fasthunter":"Schneller Jäger","fastreader":"Schnellleser","fastshooter1":"Schnellschütze I","fastshooter2":"Schnellschütze II","favoredform":"Bevorzugte Gestalt","feint1":"Antäuschen 1","feint2":"Antäuschen 2","feint3":"Antäuschen 3","fielddignostics":"Felddiagnose","fieldstudy":"Feldforschung","fightunderwater":"Kampf unter Wasser","firemastery":"Feuermeisterschaft","fireresistence1":"Feuerresistenz I","fireresistence2":"Feuerresistenz II","fireresistence3":"Feuerresistenz III","firmamentmymap":"Meine Karte ist das Firmament","fittingtone":"Der richtige Ton","flameheart":"Flammenherz","flashreflexes":"Blitzreflexe","focuscontrol":"Fokuskontrolle","forcetransmission":"Übertragung der Kraft","formbanishing":"Bannung der Form","formcontrol":"Kontrolle der Form","formveil":"Verhüllung der Form","fortuneteller":"Wahrsager","freeclimber":"Freikletterer","freedomofform":"Freiheit der Form","freehand":"Freihändigkeit","gambler":"Glücksspieler","ghostexpert":"Geisterkenner","giftedinlanguage":"Sprachbegabt","goodaim":"Zielschuss","goodeducation":"Gute Allgemeinbildung","goodreflexes":"Gute Reflexe","grandmaster":"Großmeister","greatforcetransmission":"Große Übertragung der Kraft","haggler":"Feilscher","hahascoundrel":"Haha, Schurke!","hammerblow":"Hammerschlag","handyknowledge":"Praktisches Wissen","hardendbycustom":"Abhärtung durch Gewöhnung","hardhammerblow":"Kraftvoller Hammerschlag","hardsweepingblow":"Kraftvoller Rundumschlag","hardthrow":"Harter Wurf","hastyprotection":"Eiliger Schutz","healingluck":"Heilungsgeschick","healthydistrust":"Gesundes Misstrauen","heargossip":"Gerüchte aufschnappen","herbhag":"Kräuterhexe","herooftheseas":"Held der Meere","hidemagicgestures":"Zaubergesten verbergen","hold":"Halten","hunter":"Waidmann","hunter_bear":"Jäger (Bärenartige)","hunter_biggame":"Jäger (Großwild)","hunter_bird":"Jäger (Vögel)","hunter_canine":"Jäger (Hundeartige)","hunter_feline":"Jäger (Katzenartige)","hunter_fish":"Jäger (Fische)","hunter_insect":"Jäger (Insekten)","hunter_reptile":"Jäger (Reptilien)","hunter_smallgame":"Jäger (Kleinwild)","hunter_spider":"Jäger (Spinnentiere)","hunteroffables":"Jäger des Sagenhaften","huntersupernatural":"Jäger des Übernatürlichen","hurriedidentify":"Eilige Identifikation","hypnosis":"Hypnose","ignoreshield":"Schild umschlagen","imperturbable":"Unbeirrbar","improvisationartist":"Improvisationskünstler","improvise":"Improvisation","improviseddressup":"Improvisierte Verkleidung","inferno":"Inferno","influenceattitude":"Einstellung beeinflussen","inspire":"Inspirieren","instransparent":"Undurchschaubar","investor":"Investor","ironconcentration":"Eiserne Konzentration","ironwill":"Eiserner Wille","journeyman":"Geselle","judgeattribute":"Werte einschätzen","judgecharacter":"Begabter Menschenkenner","keepcool1":"Kühler Kopf I","keepcool2":"Kühler Kopf II","knock":"Umreißen","knowhoiam":"Wisst Ihr überhaupt wer ich bin?","knowledgeispower":"Wissen ist Macht","lastarray":"Das letzte Aufgebot","laughmedicine":"Lachen i.d.b. Medizin","legendhunter":"Legendenjäger","legendsinger":"Legendensänger","lethal":"Tödlicher Schaden","librarian":"Bibliothekar","lifesaver":"Lebensretter","likemypocket":"Wie meine Westentasche","lockhammer":"Schlösserhammer","longdistanceswimmer":"Langstreckenschwimmer","longjump":"Weitspringer","longrangewhirlingblades":"Weitreichender Klingenwirbel","longwhirlingdefense":"Andauernder Verteidigungswirbel","luckychild":"Glückskind","luminance":"Leuchtkraft","magiccrafter":"Zauberfinger","magicpull":"Magischer Sog","magicsymbols":"Magische Zeichen","magictricks":"Magische Tricks","marksman":"Scharfschütze","master":"Meister","masterbalance":"Meisterhafte Balance","masterhunter_bear":"Meisterjäger (Bärenartige)","masterhunter_biggame":"Meisterjäger (Großwild)","masterhunter_bird":"Meisterjäger (Vögel)","masterhunter_canine":"Meisterjäger (Hundeartige)","masterhunter_feline":"Meisterjäger (Katzenartige)","masterhunter_fish":"Meisterjäger (Fische)","masterhunter_insect":"Meisterjäger (Insekten)","masterhunter_reptile":"Meisterjäger (Reptilien)","masterhunter_smallgame":"Meisterjäger (Kleinwild)","masterhunter_spider":"Meisterjäger (Spinnentiere)","masterofage":"Herr des Alters","masteroffireghosts":"Herr der Feuergeister","masterofghosts":"Herr der Geister","masterofstone":"Herr der Felsen","masterofstoneghosts":"Herr der Felsgeister","masterofundead":"Meister der Untoten","masterpiece":"Meisterwerk","mastershot":"Meisterschuss","mastersmith":"Schmiedemeister","masterthrow":"Meisterwurf","masterwaterelem":"Herr der Wasserwesen","masterwaves":"Herr der Wogen","materialbond1":"Materielle Verbindung 1","materialbond2":"Materielle Verbindung 2","mentalmaster":"Herr über den Geist","meteologist":"Meteorologie"}; - var masteries4 = {"missilevolley":"Geschosshagel","missionary":"Missionar","monkey":"Kletteraffe","muscleman":"Muskelprotz","natureexpert":"Naturkenner","natureharmony":"Harmonie mit der Natur","naturesong":"Lied der Natur","necromancer":"Nekromant","nightvision":"Nachtsicht","nobodywashere":"Keiner war hier","nothinghappend":"Nichts passiert!","notintheface":"Nicht ins Gesicht","nutshellcaptain":"Kapitän der verfaulten Nussschale","observant":"Aufmerksam","oceandiver":"Meerestaucher","onewithnature":"Eins mit der Natur","opportunist":"Opportunist","overload":"Überlasten","ownadvantage":"Eigener Vorteil","painful":"Schmerzhafter Hieb","penetratingprojectile":"Durchschlagendes Geschoss","perfecthearing":"Absolutes Gehör","perfectorientation":"Unfehlbare Orientierung","perfecttaste":"Perfekter Gaumen","philosopher":"Philosoph","polymath":"Universalgelehrter","preemption":"Vorahnung","projectilemagic":"Geschossmagie","protectingshadows":"Schützende Schatten","protectionlight":"Schutz des Lichtes","protectionmagicexpert":"Zauberschutz-Experte","protectionmagicmaster":"Zauberschutz-Meister","puppet":"Gliederpuppe","push":"Abdrängen","quickdrawer":"Schnellziehen","quickreaction":"Schnelle Reaktion","quicksearch":"Schnelle Durchsuchung","quickshielddefense":"Schnelle Schildabwehr","quickupagain":"Schnell wieder auf den Beinen","readfoe1":"Gegner durchschauen I","readfoe2":"Gegner durchschauen II","rebellionsong":"Lied des Aufstandes","relentless":"Unerbittlich","relicmaster":"Artefaktmeister","resistpain1":"Schmerzwiderstand I","resistpain2":"Schmerzwiderstand II","resistwater1":"Wasserresistenz 1","resistwater2":"Wasserresistenz 2","resistwater3":"Wasserresistenz 3","ridingfighter":"Reiterkampf","riposte":"Riposte","riverdiver":"Flusstaucher","roll":"Abrollen","rush":"Vorstürmen","sailorslegs":"Beine des Seemanns","savingcaster":"Sparsamer Zauberer","scrimper":"Sparfuchs","seadog":"Seebär","secondidentity":"Zweite Identität","secondskin":"Zweite Haut","shadowchild":"Kind der Schatten","shadowmaster":"Schattenherr","shadowwalker":"Wanderer im Schatten","sharptongue":"Scharfe Zunge","shield1":"Starker Schildarm I","shield2":"Starker Schildarm II","shieldbreaker":"Schildbrecher","siegeshooter":"Belagerungsschütze","sienewcutter":"Sehnenschneider","skilledcreeper":"Begabter Schleicher","skilledhealer":"Begabter Heiler","skilledrescue":"Geschickte Rettung","skilledsailor":"Begabter Seemann","skilledsalvage":"Geschickte Rettung","skilledscholar":"Begabter Gelehrter","skilledscout":"Begabter Späher","skilledstreetwalker":"Begabter Straßenwanderer","skilledswimmer":"Begabter Schwimmer","skilledtracker":"Begabter Spurenleser","skipjack":"Stehaufmännchen","sleeper":"Schläfer","sneakattack1":"Überraschungsangriff I","sneakattack2":"Überraschungsangriff II","sneakattack3":"Überraschungsangriff III","solverofknots":"Knotenlöser","sortie":"Ausfall","soundlessness":"Lautlosigkeit","speaktome":"Rede mit mir","sprinter":"Sprinter","standclear":"Auf Abstand halten","stargaze":"Blick auf die Sterne","steelconcentration":"Stählerne Konzentration","steeplechaser":"Hindernisläufer","stonemastership":"Felsmeisterschaft","stoneresistence1":"Felsresistenz I","stoneresistence2":"Felsresistenz II","stoneresistence3":"Felsresistenz III","stormvoice":"Stimme des Sturms","strangehold":"Würgegriff","strongthrowing":"Starker Wurfarm","sturdyhead":"Dickschädel","stylegrace":"Stil und Grazie","subtileanalysis":"Subtile Forschung","supporthealing":"Heilung fördern","surgeon":"Wundarzt","surroundingsenses_city":"Umgebungssinne (Stadt)","surroundingsenses_desert":"Umgebungssinne (Wüste)","surroundingsenses_faerie":"Umgebungssinne (Feenwelten)","surroundingsenses_forest":"Umgebungssinne (Wald)","surroundingsenses_grassland":"Umgebungssinne (Steppe)","surroundingsenses_ice":"Umgebungssinne (Eis)","surroundingsenses_jungle":"Umgebungssinne (Dschungel)","surroundingsenses_mountain":"Umgebungssinne (Gebirge)","surroundingsenses_ocean":"Umgebungssinne (Meer)","surroundingsenses_swamp":"Umgebungssinne (Sumpf)","sweepingblow":"Rundumschlag","sweepingslash":"Durchschlagender Hieb","swiftpicklocks":"Flinke Dietriche","swiftpursuit":"Flinker Verfolger","tacticalmastermind":"Taktisches Genie","talentedalchemist":"Begabter Alchemist","talentedartist":"Begabter Künstler","talentedcraftsman":"Begabter Handwerker","talentedfingerartist":"Begabter Fingerkünstler","talentedhistorian":"Begabter Historiker","talentedlier":"Begabter Lügner","talentedpighead":"Begabter Sturkopf","talentedtradesman":"Begabter Handwerker","targetedhit":"Gezielter Treffer","targetedshots1":"Gezielte Schüsse I","targetedshots2":"Gezielte Schüsse II","taunt":"Beißender Spott","telepathicshield":"Telepathischer Schild","tellgossip":"Gerüchte verbreiten","terrainlore_desert":"Geländekunde (Wüste)","terrainlore_faerie":"Geländekunde (Feenwelten)","terrainlore_forest":"Geländekunde (Wald)","terrainlore_grassland":"Geländekunde (Steppe)","terrainlore_ice":"Geländekunde (Eis)","terrainlore_jungle":"Geländekunde (Dschungel)","terrainlore_mountain":"Geländekunde (Gebirge)","terrainlore_ocean":"Geländekunde (Meer)","terrainlore_swamp":"Geländekunde (Sumpf)","tirelesschaser":"Unermüdlicher Verfolger","troopup":"Sammeln","truthwithin":"Der Sage wahrer Kern","twosoulsonethought":"Zwei Geister, ein Gedanke","unblinded":"Ungeblendet","undeadhunter":"Untotenjäger","unobstrusive":"Unauffällig","urgentmessage":"Dringende Botschaft","veteranofmelee":"Veteran des Kampfgetümmels","vetinary":"Tierarzt","voicesoffriends":"Stimmen der Freunde","wallclimber":"Mauerstürmer","wardingexpert":"Bannzauber-Experte","wardinghand":"Bannende Hand","warning":"Unterschwellige Warnung","warrider":"Schlachtreiter","warrioroflight":"Streiter des Lichtes","wasnotme":"Ich war's nicht","watchit":"Pass ja auf!","watermastery":"Wassermeisterschaft","wavechild":"Kind der Wellen","wayoftheworld":"Wesen der Welt","weaponoutofnothing":"Waffe aus dem Nichts","weatherexpert":"Wetterkundig","weathermaster":"Herr des Wetters","weatherproof":"Wetterfest","whirlingblades":"Klingenwirbel","whirlingdefense":"Verteidigungswirbel","wildernesschild":"Kind der Wildnis","wildernessrunner":"Wildnisläufer","willbreaker":"Willensbrecher","windghostmaster":"Herr der Windgeister","windmastery":"Windmeisterschaft","windresistence1":"Windresistenz I","windresistence2":"Windresistenz II","windresistence3":"Windresistenz III","withdraw":"Rückzugsgefecht","withoutwords":"Ohne Worte","wondercrafter":"Wunderwirker","wonderworker":"Wunderarbeiter","workunderwater":"Arbeit unter Wasser","wouldilietoyou":"Können diese Augen lügen?"}; - var masteries5 = {"analyst":"Analyst","meditation":"Meditaton","flexible_weakening":"Flexible Schwächung","cleansing_concentration":"Reinigende Konzentration (Aufladung)","protecting_concentration":"Schützende Konzentration (Aufladung)","weakening_concentration":"Schwächende Konzentration (Aufladung)","strong_weakening":"Starke Schwächung","wallmaster":"Wandmeister","destroying_concentration":"Zerstörerische Konzentration (Auflad.)","overwhelming_profiency":"Erdrückende Kenntnis","longterm_observation":"Langzeitbeobachtung","magic_detector":"Magiedetektor","magic_gesture_expert":"Zaubergesten-Experte","fake_magic_gesture":"Falsche Zaubergesten","fast_casting":"Flinkes Zaubern","enhanced_spells":"Verstärkte Zauber","targeting_caster":"Zielender Zauberer","unhasty_casting":"Hastfreies Zaubern","silent_casting":"Stilles Zaubern","ranged_casting":"Weites Zaubern","sustained_casting":"Anhaltende Zauberwirkung","broad_knowledge":"Breite Zauberkenntnis","opponent_blood":"Gegner der Blutwesen","opponent_stone":"Gegner der Felswesen","opponent_fire":"Gegner der Feuerwesen","opponent_ghost":"Gegner der Geisterwesen","opponent_god":"Gegner der Götterdiener","opponent_light":"Gegner der Lichtwesen","opponent_nature":"Gegner der Naturwesen","opponent_shadow":"Gegner der Schattenwesen","opponent_water":"Gegner der Wasserwesen","opponent_darkness":"Gegner der Wesen der Finsternis","opponent_wind":"Gegner der Windwesen","magehunter":"Magierjäger","selective_field":"Selektives Schutzfeld","antimagic_hardening":"Antimagische Abhärtung","brute_banishing":"Brachiales Bannen","effective_banisher":"Effektiver Bannmagier","enemy_blood":"Feind der Blutwesen","enemy_stone":"Feind der Felswesen","enemy_fire":"Feind der Feuerwesen","enemy_ghost":"Feind der Geisterwesen","enemy_god":"Feind der Götterdiener","enemy_light":"Feind der Lichtwesen","enemy_nature":"Feind der Naturwesen","enemy_shadow":"Feind der Schattenwesen","enemy_water":"Feind der Wasserwesen","enemy_darkness":"Feind der Wesen der Finsternis","enemy_wind":"Feind der Windwesen","broadband_antimagic":"Breitband-Bannmagie","archenemy_blood":"Erzfeind der Blutwesen","archenemy_stone":"Erzfeind der Felswesen","archenemy_fire":"Erzfeind der Feuerwesen","archenemy_ghost":"Erzfeind der Geisterwesen","archenemy_god":"Erzfeind der Götterdiener","archenemy_light":"Erzfeind der Lichtwesen","archenemy_nature":"Erzfeind der Naturwesen","archenemy_shadow":"Erzfeind der Schattenwesen","archenemy_water":"Erzfeind der Wasserwesen","archenemy_darkness":"Erzfeind der Wesen der Finsternis","archenemy_wind":"Erzfeind der Windwesen","fast_counter":"Schneller Konter","superior_counter":"Überlegener Konter","countermagic_armor":"Antimagischer Panzer","penetrating_gaze":"Durchdringender Blick","subtle_influence":"Subtile Beeinflussung","unyielding_will":"Unbeugsamer Wille","counter_control":"Beherrschungskonter","friendly_takeover":"Freundliche Übernahme","superiority":"Überlegenheit","duel_of_wills":"Willensduell","victory_of_mind":"Sieg des Geistes ","will_enhancer":"Willensverstärkun","materialbond3":"Materielle Verbindung III","firm_anker":"Feste Verankerung","hard_to_hit":"Kaum zu treffen","paralyzing_magic":"Lähmende Magie","lasting_speed":"Ausgedehnte Geschwindigkeit","deflect_projectile1":"Geschoss ablenken I","speed_transfer":"Geschwindigkeitsübertragung","telekinetic":"Telekinetiker","moving_caster1":"Zauberbewegungen I","deflect_projectile2":"Geschoss ablenken II","unrestricted_motion":"Uneingeschränkte Bewegung","moving_caster2":"Zauberbewegungen II","one_with_the_wind":"Eins mit dem Wind","reflect_projectile":"Geschoss zurückschleudern","i_see_through_you":"Ich habe dich durchschaut!","magic_senses":"Magische Sinne","recognize_signature":"Signatur erkennen","enhanced_senses":"Sinnesstärkung","knowledge_is_power":"Wissen ist Macht","spellsense1":"Zaubergespür I","arcane_forensic1":"Arkaner Forensiker I","soothing_aura":"Beruhigende Aura","shared_insight":"Geteilte Erkenntnis","forced_insight":"Gewaltsame Erkenntnis","illusiondestroyer":"Illusionszerstörer","deep_insight":"Tiefe Erkenntnis","arcane_forensic2":"Arkaner Forensiker II","thought_cathedral":"Gedankenkathedrale","sense_magic":"Magiegespür","spellsense2":"Zaubergespür II","arcane_forensic3":"Arkaner Forensiker III","divider_of_veils":"Teiler des Schleiers","stone_summoner":"Felsbeschwörer","stone_power":"Felsenkraft","power_of_the_ore":"Kraft des Erzes","stone_former":"Steinformer","object_caster":"Objektzauberer","sense_stone":"Felsgespür","object_destroyer":"Objektzerstörer","stubborn_as_stone":"Sturheit der Felsen","fists_of_steel":"Fäuste aus Stahl","stoneaffinity":"Felsverbundenheit","heavens_enemy":"Himmelsfeind","root_in_stone":"Felsverwurzelung","mind_of_seel":"Stählerne Stirn","impressive_flame":"Beeindruckende Flamme","fire_summoner":"Feuerbeschwörer","heat_aura":"Hitzeaura","bonfire":"Leuchtfeuer","forceful_explosion":"Starke Explosion","burning_rage":"Brennender Zorn","efficient_flames":"Effiziente Flammen","fireproof":"Feuerfestigkeit","fiery_surrounding":"Feurige Umgebung","firestarter":"Feuerstarter","master_of_heat":"Herr über die Hitze","firestorm":"Feuersturm","heatmaster":"Herr der Hitze","cauterize":"Kauterisieren","feeding_flames":"Nährende Flammen","healing_efficiency":"Heilungseffizienz","disease_resistence":"Seuchenresistenz","life_blossom":"Lebensblüte","emergency_balm":"Notlinderung","signs_of_life":"Zeichen des Lebens","anatomic_secrets":"Anatomisches Spezialwissen","magic_poison_immunity":"Magische Giftimmunität","multiple_healing":"Mehrfachheilung","life_intuition":"Gespür des Lebens","healing_hands":"Heilende Hände","phoenix_rising":"Phönix aus der Asche","stable_healmagic":"Stabile Heilzauberei","clear_sight":"Klarer Blick","blurry_blade":"Verschwommene Klinge","multiple_illusions":"Multiple Trugbilder","selective_illusions":"Selektive Illusion","immoderate_trust":"Übermäßiges Vertrauen","inscrutable_magic":"Undurchschaubare Magie","shared_camouflage":"Geteilte Tarnung","spellhustle":"Zauberschwindel","master_of_weak_minds":"Herr der schwachen Geister","unseen_attack":"Ungesehener Angriff","constant_disturbance1":"Andauernde Störung I","arcane_archer":"Arkaner Bogenschütze","defensive_caster":"Defensiver Zauberer","pierce_darkness":"Durchdringe die Dunkelheit","magical_throwing_weapon":"Zauberhafte Wurfwaffe","constant_disturbance2":"Andauernde Störung II","one_with_weapon":"Eins mit der Waffe","destroyerghost":"Geist des Zerstörers","protected_caster":"Geschützter Zauberer","careful_aiming":"Sorgfältiges Zielen","enhanced_attack":"Verstärkter Angriff","unruly_disturbance":"Widerspenstige Störung","destroyerblood":"Blut des Zerstörers","hardtoescape":"Kaum zu entrinnen","masterofmelee":"Meister des Kampfgetümmels","destroyermind":"Verstand des Zerstörer","moonsteel_concentration":"Mondstählerne Konzentration","blinder":"Blender"}; - var masteries6 = {"child_of_light":"Kind des Lichts","lightsummoner":"Lichtbeschwörer","disrupter_of_shadows":"Störer der Schatten","smashing_light":"Zerschmetterndes Licht","brighter_as_light":"Heller als das Licht","master_of_lightcreatures":"Herr der Lichtgeister","shining_example":"Leuchtendes Vorbild","light_in_the_dark":"Licht in der Finsternis","lightenhancer":"Lichtverstärker","shocking_light":"Lichtschock","nurturing_light":"Nahrung des Lichts","guardian_of_light":"Wächter des Lichts","arbiter_of_brightness":"Gebieter der Helligkeit","smasher_of_darkness":"Zerschmetterer der Dunkelheit","localfauna":"Lokale Tierwelt","natureconjurer":"Naturbeschwörer","natureprotection":"Schutz der Natur","animalcaller":"Tierrufer","magichardening":"Magische Abhärtung","naturecloseness":"Nähe zur Natur","animalcompany":"Tierbegleitung","rootsleep":"Wurzelschlaf","wildernessservant":"Diener der Wildnis","nature_nourishment":"Nahrung der Natur","onewithanimals":"Eins mit den Tieren","efficientdisguise":"Effiziente Verhüllung","lightconjurer":"Lichtbeschwörer","disruptor_of_light":"Störer des Lichts","unseen":"Ungesehen","darker_as_shadows":"Dunkler als die Schatten","master_of_shadowghosts":"Herr der Schattengeister","nightlyhunter":"Nächtlicher ","scaryshadows":"Furchterregende Schatten","caringshadows":"Behütende Schatten","shadowsense":"Schattengespürr","matterveiler":"Verhüller der Materie","godly_conjurer":"Göttlicher Beschwörer","fate_aware":"Schicksalsbewusst","self_blessing":"Selbstsegnung","personalized_curse":"Personalisierter Fluch","fate_knowledge":"Schicksalskenntnis","blessed":"Vom Glück verfolgt","leased_luck":"Das Glück gepachtet","curse_master":"Fluchmeister","prophet":"Prophet","grand_curse_master":"Fluchgroßmeister","owns_fate_master":"Herr des eigenen Schicksals","hastyprotection2":"Eiliger Schutz II","protective_knowledge":"Schützendes Wissen","protection_bloodcreature":"Schutz vor Blutwesen","protection_stonecreature":"Schutz vor Felswesen","protection_firecreature":"Schutz vor Feuerwesen","protection_ghostcreature":"Schutz vor Geisterwesen","protection_godservant":"Schutz vor Götterdienern","protection_lightcreature":"Schutz vor Lichtwesen","protection_naturecreature":"Schutz vor Naturwesen","protection_shadowcreature":"Schutz vor Schattenwesen","protection_watercreature":"Schutz vor Wasserwesen","protection_creature_darkness":"Schutz vor Kreaturen der Finsternis","protection_windcreature":"Schutz vor Windwesen","stacked_protection":"Gestapelter Schutz","strong_protection":"Starker Schutz","spell_identification":"Zaubererkennung","close":"Knapp daneben","magic_defender":"Magischer Verteidiger","granted_protection":"Verliehene Schutzwirkung","thorny_protection":"Dorniger Schutz","shared_protection":"Geteilte Schutzwirkung","tightened_morale":"Gefestigte Moral","magic_and_craftmanship":"Magie und Handwerk","acuteness":"Scharfsinn","overall_senses":"Allumfassende Sinne","steely_morale":"Gestählte Moral","longterm_overload":"Langfristiges Überlasten","shared_advantage":"Geteilter Vorteil","forcetransfer":"Krafttransfer","magic_runes":"Magische Runen","absolute_awareness":"Absolute Aufmerksamkeit","spelladvantage":"Zaubervorteil","ghostcreature_conjurer":"Geisterbeschwörer","undead_classicist":"Untotenkenner","curse_of_curses":"Fluch der Flüche","inspired_by_ghosts":"Inspiration der Geister","necromantic_dulling":"Nekromantische Abstumpfung","undead_presence":"Präsenz der Untoten","ageless":"Alterslosigkeit","hard_to_see_through":"Kaum zu durchschauen","splendid_animalform":"Prächtige Tiergestalt","form_stability":"Stabilität der Form","accustomed_form":"Gewohnte Gestalt","harmonized_transformation":"Harmonisierte Verwandlung","fighting_form":"Kämpfende Tiergestalt","mighty_form":"Mächtige Tiergestalt","magic_crafter1":"Magischer Handwerker I","second_skin":"Zweite Haut","eternal_form":"Ewige Form","magic_crafter2":"Magischer Handwerker II","master_of_objects":"Meister der Objekte","flood_guider":"Flutenlenker","cold_aura":"Kälteaura","water_summoner":"Wasserbeschwörer","icy_surrounding":"Eisige Umgebung","friend_of_fishes":"Freund der Fische","secrete_poison":"Gift ausscheiden","master_icy_terrain":"Meister des eisigen Terrains","overwhelming_tides":"Überwältigende Fluten","wave_conqueror":"Wogenbezwinger","conqueror_of_dryness":"Bezwinger der Trockenheit","quencher_of_flames":"Ersticker der Flammen","master_of_frost":"Herr der Kälte","one_with_waves":"Eins mit den Wogen","ally_of_fishes":"Verbündeter der Fische","good_nose":"Spürnase","fanned_by_wind":"Vom Winde umweht","weatherproof":"Wetterfest","wind_summoner":"Windbeschwörer","whispering_wind":"Flüsternder Wind","master_thunderstorms":"Gewittermeister","deep_breath":"Langer Atem","carried_by_wind":"Von den Winden getragen","friend_of_the_sky":"Himmelsfreund","flight_knowledge":"Flugkenntnis","wings_of_the_storm":"Flügel des Sturms","one_with_the_wind2":"Eins mit dem Wind","free_breath":"Freier Atem","ritual_lore_1":"Ritualkunde I","ritual_connection":"Ritualband","focus_theft":"Fokusdiebstahl","ritual_lore_2":"Ritualkunde II","ritual_lore_3":"Ritualkunde III","versed_scrolluser":"Arkaner Schriftkundiger","artifact_speeder":"Artefaktbeschleuniger","artifact_stacking":"Artefaktstapelung","artifact_prolonging":"Artefaktverlängerer","create_talismans":"Talismane erstellen","enhanced_anchor":"Verbesserte Verankerung","scroll_expert":"Strukturgeber-Experte","customized_artifacts":"Maßgeschneiderte Artefakte","create_spellstore":"Zauberspeicher erstellen","fast_spellstore_replenish":"Schneller Zauberspeicher-Auflader","spellstore_replenish":"Zauberspeicher aufladen","higher_artifactmaster":"Höherer Artefaktmagier","fast_undead":"Flinke Untote","master_abnormities":"Meister der Abnormitäten","graceful_skeleton":"Skelett und Grazie","dancing_dead":"Totentanz","hard_to_banish":"Kaum zu bannen","spontaneous_graverobbery":"Spontaner Grabraub","undead_hordes":"Untote Horden","undead_onslaught":"Untoter Ansturm","rise":"Erhebt euch!","corpseteacher":"Leichenlehrer","master_undead_hordes":"Herr der untoten Scharen","service_expert":"Dienstexperte","healing_beings":"Heilende Wesen","helpful_beings":"Hilfreiche Wesen","combat_conjuror":"Kampfbeschwörer","fighting_beings":"Kämpfende Wesen","combatcasting_beings":"Kampfzaubernde Wesen","scouting_beings":"Kundschaftende Wesen","protecting_beings":"Schützende Wesen","powerful_conjuror":"Starker Beschwörer","transporting_beings_1":"Transportierende Wesen I","lore_of_beings":"Wesenskenntnis","casting_beings":"Zaubernde Wesen","transporting_beings_2":"Transportierende Wesen II","promising_conjuror":"Vielversprechender Beschwörer","excellent_conjuror":"Herausragender Beschwörer","transporting_beings_3":"Transportierende Wesen III","arcane_overload":"Arkane Überladung","complex_commands":"Komplexe Golembefehle","personal_synchronisation":"Persönliche Synchronisierung","spontaneous_instruction":"Spontane Unterweisung","designer":"Konstrukteur","adaptive_designer":"Adaptiver Konstrukteur","binding_animation":"Bindende Animierung","restoration":"Restaurierung"}; + var abilities = {"addsplinter":"Zusätzliche Splitterpunkte","urbane":"Weltgewandt","focuspool":"Erhöhter Fokuspool","succour_in_need":"Beistand in der Not","lowlight":"Dämmersicht","onestepahead":"Einen Schritt voraus","attractive":"Attraktivität","goodhearing":"Scharfes Gehör","senseorient":"Orientierungssinn","resistpoison":"Giftresistenz","literate":"Literat","focusregen":"Erhöhte Fokusregeneration","friendfire":"Erwählter der Feuerwesen","priest":"Priester","sensefairy":"Feensinn","resistmind":"Hoher Geistiger Widerstand","swift":"Flink","goodmemory":"Gutes Gedächtnis","goodsight":"Scharfe Sicht","asketic":"Asket","enduring":"Ausdauernd","tinker":"Bastler","naturalarmor":"Natürlicher Rüstungsschutz","naturalweapon":"Natürliche Waffe","sensesocial":"Soziales Gespür","sensedistance":"Entfernungssinn","friendearth":"Erwählter der Felswesen","sturdy":"Robust","resistheat":"Hitzeresistenz","friendghost":"Erwählter der Geisterwesen","friendgodservant":"Erwählter der Götterdiener","friendlight":"Erwählter der Lichtwesen","friendair":"Erwählter der Luftwesen","friendnature":"Erwählter der Naturwesen","friendshadow":"Erwählter der Schattenwesen","friendwater":"Erwählter der Wasserwesen","friendundead":"Erwählter untoter Wesen","sensesmell":"Feine Nase","concentrated":"Konzentrationsstärke","floatingform":"Fließende Form","socialable":"Gesellig","sensebalance":"Gleichgewichtssinn","holy_mark":"Heiliges Mal","resistbody":"Hoher Körperlicher Widerstand","childlie":"Kind der Lüge","tough":"Zäh","resistcold":"Kälteresistenz","childnature":"Kind der Natur","liferegen":"Erhöhte Lebensregeneration","packmule":"Lastesel","shield_faith":"Schild des Glaubens","resistpain":"Schmerzresistenz","sensesocial":"Soziales Gespür","animallover":"Tierfreund","highini":"Verbesserte Initiative","animalfamiliar":"Tiervertrauter","determined":"Zielstrebig","priest":"Priester","childlife":"Kind des Lebens","childlore":"Kind der Weisheit","childdeath":"Kind des Todes","childprophecy":"Kind der Vorsehung","childorder":"Kind der Ordnung","aura_chosen":"Aura des Auserwählten"}; + var spells1 = {"accelerate":"Beschleunigen","acidsquirt":"Säurestrahl","alarm":"Alarm","allunderstanding":"Allverständnis","animalfriend":"Freund der Tiere","animalmessenger":"Tierischer Bote","animalsenses":"Tiersinne","animalshape":"Tierform","animateshadow":"Schatten beleben","antidote":"Giftbann","antimagicarea":"Zone der Bannung","auracounter":"Aura der Kontermagie","auradetermin":"Aura der Entschlossenheit","auraleader":"Aura des Anführers","auralifeforce":"Aura der Lebenskraft","aurapainless":"Aura der Schmerzlosigkeit","aurashadow":"Aura der Schatten","aurawarmth":"Aura der Wärme","badluck":"Pech","balloflight":"Lichtkugel","banishcoincidence":"Zufall bannen","barkskin":"Rindenhaut","beastform":"Bestienform","birdshape":"Vogelform","blackice":"Eisglätte","blackness":"Schwärze","blazingbarrier":"Gleißende Barriere","blazingshield":"Gleißender Schild","blessing":"Segnung","bodyoflight":"Leib aus Licht","bodyofshadow":"Schattenleib","breakcurse":"Fluch brechen","breakprotection":"Schutz aufheben","breakspell":"Zauber bannen","breathwater":"Wasseratmung","bridgeoflight":"Lichtbrücke","burden":"Last","calllightning":"Blitze rufen","calmanimal":"Tiere beruhigen","cancelcontrol":"Beherrschung aufheben","cateyes":"Katzenaugen","catreflexes":"Katzenreflexe","chainlightning":"Kettenblitz","chamaeleon":"Chamäleon","changeface":"Gesicht ändern","claws":"Krallen","cleansewater":"Wasser reinigen","cloudpath":"Wolkenpfad","coldprotection":"Schutz vor Kälte","coldshield":"Kälteschild","cometome":"Komm zu mir","connectedlife":"Lebensband","consecration":"Weihe","consumemagic":"Magie verzehren","controlanimal":"Tiere beherrschen","controlfairy":"Feenwesen beherrschen","controlfire":"Flammenherrschaft","controlshadow":"Schattenspiel","controlwater":"Wasserherrschaft","controlweather":"Wetterkontrolle","copyvoice":"Stimme kopieren","counterspell":"Gegenzauber","curseofpain":"Fluch der Schmerzen","damagecircle":"Schadenszirkel","damagewave":"Schadenswelle","damnation":"Verdammung","dancinglights":"Lichtertanz","darkness":"Dunkelheit","daylight":"Nacht zum Tag","deathcurse":"Todesfluch","deathprotection":"Todesschutz","decreaseattitude":"Einstellung verschlechtern","detectmagic":"Magie erkennen","detectpoison":"Gift erkennen","diplomatstongue":"Zunge des Diplomaten","distract":"Verwirren","disturbinsight":"Erkenntnis stören","dontgoyet":"Geh noch nicht","doom":"Verhängnis","earthquake":"Erdbeben","earthtomud":"Erde zu Schlamm","easytarget":"Leichtes Ziel","electricityprotection":"Schutz vor Elektrizität","elementalprotection":"Schutz vor Elementen","enchantprojectile":"Geschoss verzaubern","encrypt":"Text verschlüsseln","endofway":"Ende des Weges","endtransformation":"Verwandlung beenden","enhanceconst":"Ausdauer stärken","enhancedefenses":"Widerstände erhöhen","enhancehealing":"Heilung stärken","enhancehearing":"Gehör verbessern","enhanceitem":"Gegenstand verbessern","enhancesenses":"Sinne verstärken","enhancesight":"Sicht verbessern","enhancevitality":"Lebenskraft stärken","enterghostworld":"Geistreise","exhaustmagic":"Magie erschöpfen","exorcisefairy":"Feenwesen bannen","faint":"Schwächeanfall","falseface":"Falsches Gesicht","falsifyinsight":"Erkenntnis fälschen","farsight":"Fernsicht","fear":"Furcht","featherfall":"Sanfter Fall","findwater":"Wasser finden","fireball":"Feuerball","firecone":"Flammenkegel","firelance":"Feuerstrahl","fireprotection":"Schutz vor Feuer","fireshield":"Flammenschild","fistofstone":"Steinfaust","flame":"Flamme","flamingweapon":"Flammende Waffe","flash":"Lichtblitz","fly":"Fliegen","flyingweapon":"Beflügelte Waffe","fogshape":"Nebelgestalt","fortune":"Glück","freeze":"Einfrieren","geas":"Schicksalsband","ghostdagger":"Geisterdolch","ghostsight":"Geisterblick","glare":"Blenden","growth":"Wachstum","gushofwater":"Wasserschwall","gustofwind":"Windstoß","haircolor":"Haarfarbe","hallucination":"Halluzination","handoffire":"Flammenhand","harden":"Härte","harmitem":"Gegenstand beschädigen","healing":"Heilung","heat":"Wärme","heatmetal":"Metall erhitzen","heatsurrounding":"Umgebung erhitzen","heavylimbs":"Schwere Arme","hush":"Verstummen","icelance":"Eislanze","iceprison":"Eisiges Gefängnis","ignorepain":"Schmerzen ignorieren","incinerate":"Einäschern","inconspicuousness":"Unauffälligkeit","increaseattitude":"Einstellung verbessern","increasemorale":"Moral erhöhen","indestructible":"Unzerstörbar","inflame":"Entzünden","innerglow":"Inneres Leuchten","interferespell":"Zauberer behindern","invisibility":"Unsichtbarkeit","ironaura":"Eiserne Aura","leap":"Sprung","leaplegs":"Sprungbeine","leavenotrace":"Spurlos in der Wildnis","levitate":"Levitieren","lifedrain":"Lebensraub","liftburden":"Lasten heben","light":"Licht","lightban":"Lichtbann","lightningbolt":"Blitzschlag","lightweapon":"Waffe des Lichtes","lightweight":"Leichtigkeit","lookinsun":"Blick in die Sonne","magicblow":"Magischer Schlag","magicchain":"Magische Fessel","magiccompass":"Magischer Kompass","magicdialogue":"Magisches Zwiegespräch","magicfeint":"Magische Finte","magickeyhole":"Magisches Schlüsselloch","magiclock":"Magisches Schloss","magicmessage":"Magische Botschaft","magicquill":"Zauberfeder","magnetism":"Magnetismus","majorbanspell":"Totaler Zauberbann","majorblessing":"Hohe Segnung","majormagicarmor":"Magischer Panzer","majorprotectmagic":"Großer Magieschutz","manipulatememory":"Gedächtnis verändern","masquerade":"Maskerade","memorygap":"Erinnerungslücke","meteor":"Kometenwurf","mightexplosion":"Machtexplosion","mindlessservant":"Willenloser Diener","minorhealing":"Leichte Heilung","minormagicarmor":"Magische Rüstung","minorprotectmagic":"Kleiner Magieschutz","moldstone":"Fels formen","moveitem":"Gegenstand bewegen","nightvision":"Nachtsicht","objectillusion":"Objektillusion","onewithfire":"Eins mit dem Feuer","panopticum":"Panoptikum","paralysis":"Lähmung","peacefulness":"Schutz vor Angriffen","penetratefog":"Nebelsicht","petrify":"Versteinern","phantasmagoria":"Trugbild","picklock":"Schloss öffnen","poisonprotection":"Schutz vor Gift","prophecy":"Prophezeiung","protectedbylight":"Lichter Schutz","protectinghand":"Schützende Hand","protectmind":"Gedankenschutz","puppet":"Marionette","quickwash":"Katzenwäsche","raiseundead":"Untote erheben","readmind":"Gedankenlesen","reflectspell":"Zauber zurückwerfen","refresh":"Erfrischung","regeneration":"Regeneration","rejuvenate":"Verjüngen","repair":"Reparatur","resistpain":"Schmerzen widerstehen","restoration":"Wiederherstellung","screech":"Kreischen","scriptunderstanding":"Schriftverständnis","seismicshock":"Erdstoß","selfheal":"Selbstheilung","senseattitude":"Einstellung spüren","senseghost":"Hauch der Geister","senseofowl":"Eulengespür","shadowarmor":"Schattenrüstzeug","shadowarrow":"Schattenpfeil","shadowban":"Schattenbann","shadowcloak":"Schattenmantel","shadowleap":"Schattensprung","shadowveil":"Schattenschleier","shadowweapon":"Schattenwaffe","shapeshift":"Fremde Gestalt","shockgrasp":"Schockgriff","shove":"Stoß","silence":"Stille","sixthsense":"Sechster Sinn","sleep":"Schlaf","smallanimalshape":"Kleintierform","smalldeath":"Totenschlaf","smell":"Geruch","speakwithanimal":"Tiersprache","speakwithghost":"Geistersprache","spidercrawl":"Spinnenlauf","steady":"Standfest","steelskin":"Stahlhaut","stone":"Stein","stoneclaws":"Felshände","stonedestruction":"Felszerstörung","stonemissile":"Felsgeschoss","stoneskin":"Steinhaut","strengthbear":"Bärenstärke","summonfog":"Nebel rufen"}; + var spells2 = {"suggestion":"Suggestion","summonghost":"Geister rufen I","summonstone":"Felswesen rufen 1","suppressspell":"Zauber unterdrücken","swarm":"Insektenschwarm","tendrilarrow":"Rankenpfeil","tendrils":"Ranken","terrorform":"Schreckgestalt","truesight":"Wahrer Blick","turnundead":"Untote bannen","twister":"Stürmischer Wind","undeadprotection":"Schutz vor Untoten","understandlanguage":"Sprachverständnis","unseenobject":"Unsichtbares Objekt","veil":"Verhüllung","veillife":"Leben verhüllen","ventriloquate":"Geräuschhexerei","viewhistory":"Spuren der Vergangenheit","walkonwater":"Über Wasser gehen","walkwalls":"Durch Wände gehen","walkwilderness":"Weg durch die Natur","walloffire":"Flammenwand","wallofshadow":"Schattenwand","wallofstone":"Steinwand","weakenarmor":"Rüstung schwächen","weakenundead":"Untote schwächen","weaponoflight":"Waffe aus Licht","windshield":"Windschild","wither":"Verdorren"}; + var spells3 = {"fit":"Anpassung","breathcontrol":"Atemkontrolle","stun":"Betäubungsschlag","counter_blind":"Blendung unterdrücken","wakeup":"Erwecken","stone_writing":"Felsschrift","finger_protection":"Fingerschutz","focustrap":"Fokusfalle","focussed_motion":"Fokussierte Bewegung","slippery":"Glitschig","call_for_help":"Hilferuf","bone_collector":"Knochensammler","suppress_melancholia":"Schwermut unterdrücken","call_animal":"Tierruf","mourning_garments":"Trauerkleid","attention":"Vorsicht","magic_makeup":"Zauberschminke","absolute_silence":"Absolute Stille","ancestor_advice":"Ahnenrat","frighting_object":"Ängstigendes Objekt","nondescript_face":"Allerweltsgesicht","aging":"Altern","sense_age":"Altersgespür","attack_premonition":"Angriff vorhersehen","animate1":"Animierung I","animate2":"Animierung II","animate3":"Animierung III","animate4":"Animierung IV","animate5":"Animierung V","antimagic_shell":"Antimagischer Wall","wall_running":"An Wänden laufen","disenchant_artifact":"Artefakt entzaubern","counter_artifact":"Artefakt stören","wave_of_counter_artifact":"Artefaktstörwelle","ashes_to_ashes":"Asche zu Asche","refreshment":"Auffrischung","bed_of_shadows":"Auf Schatten gebettet","go_all_out":"Aufs Ganze gehen","uplift":"Auftrieb","aura_counter_motion":"Aura der Bewegungsstörung","aura_coldness":"Aura der Kälte","aura_catseyes":"Aura der Katzenaugen","aura_slowness":"Aura der Langsamkeit","aura_enhance_light":"Aura der Leuchtverstärkung","aura_nightrest":"Aura der Nachtruhe","aura_reflexes":"Aura der Reflexe","aura_cleansing":"Aura der Reinigung","aura_repair":"Aura der Reparatur","aura_damagereflection":"Aura der Schadensreflexion","aura_steadfastness":"Aura der Standhaftigkeit","aura_confidence":"Aura der Zuversicht","aura_clearmind":"Aura des klaren Geistes","aura_connectedLife":"Aura des Lebensbandes","aura_shadowsight":"Aura des Schattenblicks","blackout":"Aussetzer","banish_animals":"Bannkreis gegen Tiere","command":"Befehlswort","light_shield":"Beflügelter Schild","calm":"Beruhigung","disturb_summoner":"Beschwörer stören","change_owner":"Besitzerwechsel","stop_motion":"Bewegung stoppen","blinding_flames":"Blendende Flammen","lightning_shield":"Blitzschild","stop_bleeding":"Blutung stoppen","bad_omen":"Böses Omen","fire_accelerant":"Brandbeschleuniger","fire_dilution":"Brandmilderung","ailing":"Dahinsiechen","demons_eyes":"Dämonenaugen","the_last_call":"Der letzte Ruf","thunderstruck":"Donnerschlag","thorntendrils":"Dornenranken","blastwave":"Druckwelle","dark_protection":"Dunkle Schutzaura","echochamber":"Echokammer","ice_armamentarium":"Eisiges Rüstzeug","walk_on_ice":"Eislauf","banish_element":"Elementarbann","sense_emotion":"Emotionen spüren","grandness":"Erhabenheit","rest":"Erholung","sense_tremors":"Erschütterungssinn","explosive_arrow":"Explosiver Pfeil","false_identity":"Falsche Identität","foul_wind":"Fauliger Wind","fist_of_destruction":"Faust der Zerstörung","fist_of_light":"Faust des Lichts","weaken_fairy":"Feenwesen schwächen","stonebonds":"Felsfesseln","stonespike":"Felsstachel","telemessage":"Fernbotschaft","firebonds":"Feuerfesseln","fireproof":"Feuerfest","firerain":"Feuerregen","shake_off_darkness":"Finsternis abschütteln","curse_of_exhaustion":"Fluch der Erschöpfung","curse_of_weakness":"Fluch der Schwäche","curse_of_age":"Fluch des Alters","curse_of_doubt":"Fluch des Zweifels","whispering_shadow":"Flüsternder Schatten","disturb_flight":"Flug stören","transform_other":"Fremdverwandlung","rain_of_sparks":"Funkenregen","mental_image":"Gedankenbild","scary_flames":"Gefährliche Flammen","heat_object":"Gegenstand erhitzen","fasten_object":"Gegenstand fixieren","headwind":"Gegenwind","hardened_skin":"Gehärtete Haut","secret_message":"Geheimbotschaft","secret_language":"Geheimsprache","ghost_curse":"Geisterfluch","ghostfriend":"Geisterfreund","ghostprison":"Geisterkerger","spiritpath":"Geisterpfad","ghostarrows":"Geisterpfeile","ghost_shield":"Geisterschild","ghost_weapon":"Geisterwaffe","mind_over_physical":"Geist über Körper","support_healing":"Genesung unterstützen","neutralize_smell":"Geruch neutralisieren","sharpended_blade":"Geschärfte Klinge","change_gender":"Geschlechtswechsel","got_it":"Geschnappt","stonewaves":"Gesteinswelle","immunity_poison":"Giftimmunität","spit_poison":"Gift speien","dilute_poison":"Gift verdünnen","poisoncloud":"Giftwolke","gliding":"Gleiten","gravebeast":"Grabesbestie","groupmessage":"Gruppenbotschaft","grouptalk":"Gruppengespräch","good_face":"Gute Miene","craft_sense":"Handwerksinn","craft_profiency":"Handwerkswissen","hard_fall":"Harter Fall","mold_hard":"Hartes formen","provoke_hate":"Hass hervorrufen","healing_rain":"Heilsamer Regen","healers_scan":"Heilungsblick","disturb_healing":"Heilung stören","hot_as_lava":"Heiß wie Lava","heros_weapon":"Heldenwaffe","control_heat":"Hitze kontrollieren","major_fairy_ban":"Höherer Feebann","harden_wood":"Holz verstärken","humanoidform":"Humanoidenform","illumination":"Illumination","reveal_illusion":"Illusion enttarnen","combatsense":"Kampfgespür","combatinspiration":"Kampfinspiration","change_clothing":"Kleidung verändern","minor_ghostprison":"Kleiner Geisterkerker","blades_of_light":"Klingen aus Licht","knotloosener":"Knotenlöser","kometenschlag":"Kometenschlag","disturb_concentration":"Konzentration stören","detect_life":"Leben spüren","lifeseed":"Lebenssamen","light_armor":"Leichte Rüstung","last_rear_up":"Letztes Aufbäumen","light_protective_aura":"Lichte Schutzaura","lightcontrol":"Lichtkontrolle","enhance_light":"Lichtquelle stärken","consume_light":"Lichtquelle verzehren","magic_choke":"Magischer Würgegriff","copy_material":"Material kopieren","mental_blow":"Mentaler Schlag","cause_minor_illness":"Minderes Siechtum verursachen","merge_with_shadows":"Mit Schatten verschmelzen","moonsteelskin":"Mondstahlhaut","disperse_fog":"Nebel auflösem","negative_surrounding":"Negative Umgebung","like_an_eel":"Nicht zu packen","objectexplosion":"Objektexplosion","protect_object":"Objekt schützen","transform_object":"Objekt verändern","veil_object":"Objektverhüllung","arrow_fire":"Pfeil aus Feuer","arrow_wind":"Pfeil der Winde","wand_of_tendrils":"Rankenwand","speedy_movement":"Rasende Bewegung","speedy_undead":"Rasende Untote","rage":"Raserei","reactive_protection":"Reaktiver Schutz","cleansing":"Reinigung","giantism":"Riesenwuchs","enhance_armor":"Rüstung stärken","armor_penetration":"Rüstungsdurchdringung","eroding_acid":"Säurefraß","acid_rain":"Säureregen","acid_shield":"Säureschild","fierce_wind":"Scharfer Wind","shadow_grasp":"Schattengriff","shadow_armor":"Schattenrüstung","summon_lock":"Schloss herbeirufen","fast_as_lightning":"Schnell wie der Blitz","dreadful_shadow":"Schrecklicher Schatten","protective_mirror_image":"Schützendes Spiegelbild","protective_flesh_bones":"Schutz aus Fleisch und Knochen","protective_water":"Schutz des Wassers","sickness_protection":"Schutz vor Krankheiten","protectarea_insight":"Schutzzone gegen Erkenntnis","find_weakness":"Schwachstelle finden"}; + var spells4 = {"heavy_armor":"Schwere Rüstung","heavy_weapon":"Schwere Waffe","webbings":"Schwimmhäute","own_choices_fate":"Selbstgewähltes Schicksal","selfillusion":"Selbstillusion","selfdoubt":"Selbstzweifel","cause_infirmity":"Siechtum verursachen","splintershield":"Splitterschild","spring":"Sprungfeder","lay_trail":"Spur legen","hail_of_stones":"Steinhagel","disturbing_noise":"Störgeräusch","weaken_structure":"Struktur schwächen","blunt_weapon":"Stumpfe Waffe","stormshield":"Sturmschild","lift_camouflage":"Tarnung aufheben","temporary_shield":"Temporärer Schild","deep_sleep_field":"Tiefschlaffeld","immitate_animal":"Tier nachahmen","animal_tongue":"Tierzunge","sense_death":"Todesgespür","twister":"Tornado","undead_animal":"Totentier","dreammessage":"Traumbotschaft","read_dreams":"Traumlesen","find_passage":"Übergang finden","close_passage":"Übergang schließen","sense_surrounding":"Umgebungssinn","knock_off_arrow":"Umstoßender Pfeil","inevitable_arrow":"Unabwendbarer Pfeil","disaster":"Unheil","blurred":"Unschärfe","invisible_for_fairies":"Unsichtbarkeit vor Feen","invisible_for_animals":"Unsichtbarkeit vor Tieren","sense_undead":"Untote erspüren","turn_undead":"Untote vertreiben","smash_undead":"Untote zerschmettern","immobile":"Unverrückbar","vacuum":"Vakuum","darkening":"Verdunkelung","stop_decay":"Verfall stoppen","stiffen":"Verfestigung","hiding_place":"Versteck","preparation":"Vorbereitung","alert_mind":"Wacher Geist","weaken_weapon":"Waffe schwächen","smash_weapon":"Waffe zerschmettern","improve_wall":"Wand stärken","water_thrust":"Wasserschub","jet_of_water":"Wasserstrahl","incandescent_hand":"Weißglühende Hand","longcast":"Weitwurf","lightwave":"Welle aus Licht","ressurection":"Wiederbelebung","recycling":"Wiederverwertung","power_of_wilderness":"Wildniskraft","hibernation":"Winterschlaf","wavebonds":"Wogenfesseln","cauterize":"Wunde ausbrennen","copy_throwing_weapon":"Wurfwaffe kopieren","sticky_shadows":"Zähe Schatten","spell_intuitiveness":"Zauberahnung","spell_constraints":"Zauberhemmer","weaken_spell":"Zauber schwächen","overload_spell":"Zauber überlasten","veil_spell":"Zauber verhüllen","summon_stone_0":"Felswesen rufen 0","summon_stone_1":"Felswesen rufen I","summon_stone_2":"Felswesen rufen II","summon_stone_3":"Felswesen rufen III","summon_stone_4":"Felswesen rufen IV","summon_stone_5":"Felswesen rufen V","summon_fire_0":"Feuerwesen rufen 0","summon_fire_1":"Feuerwesen rufen I","summon_fire_2":"Feuerwesen rufen II","summon_fire_3":"Feuerwesen rufen III","summon_fire_4":"Feuerwesen rufen IV","summon_fire_5":"Feuerwesen rufen V","summon_light_0":"Lichtwesen rufen 0","summon_light_1":"Lichtwesen rufen I","summon_light_2":"Lichtwesen rufen II","summon_light_3":"Lichtwesen rufen III","summon_light_4":"Lichtwesen rufen IV","summon_light_5":"Lichtwesen rufen V","summon_nature_0":"Naturwesen rufen 0","summon_nature_1":"Naturwesen rufen I","summon_nature_2":"Naturwesen rufen II","summon_nature_3":"Naturwesen rufen III","summon_nature_4":"Naturwesen rufen IV","summon_nature_5":"Naturwesen rufen V","summon_shadow_0":"Schattenwesen rufen 0","summon_shadow_1":"Schattenwesen rufen I","summon_shadow_2":"Schattenwesen rufen II","summon_shadow_3":"Schattenwesen rufen III","summon_shadow_4":"Schattenwesen rufen IV","summon_shadow_5":"Schattenwesen rufen V","summon_fate_0":"Götterdiener rufen 0","summon_fate_1":"Götterdiener rufen I","summon_fate_2":"Götterdiener rufen II","summon_fate_3":"Götterdiener rufen III","summon_fate_4":"Götterdiener rufen IV","summon_fate_5":"Götterdiener rufen V","summon_ghost_0":"Geisterwesen rufen 0","summon_ghost_1":"Geisterwesen rufen I","summon_ghost_2":"Geisterwesen rufen II","summon_ghost_3":"Geisterwesen rufen III","summon_ghost_4":"Geisterwesen rufen IV","summon_ghost_5":"Geisterwesen rufen V","summon_water_0":"Wasserwesen rufen 0","summon_water_1":"Wasserwesen rufen I","summon_water_2":"Wasserwesen rufen II","summon_water_3":"Wasserwesen rufen III","summon_water_4":"Wasserwesen rufen IV","summon_water_5":"Wasserwesen rufen V","summon_wind_0":"Windwesen rufen 0","summon_wind_1":"Windwesen rufen I","summon_wind_2":"Windwesen rufen II","summon_wind_3":"Windwesen rufen III","summon_wind_4":"Windwesen rufen IV","summon_wind_5":"Windwesen rufen V"}; + var masteries1 = {"againstdarkness":"Wider die Finsternis","agileinarmor":"Agiler Rüstungsträger","aimedspells":"Gezielte Zauber","alchemistsassistant":"Des Alchemisten Helfer","alertness":"Wachsamkeit","ambush":"Hinterhalt","animaladept_bear":"Tierkenner (Bärenartige)","animaladept_biggame":"Tierkenner (Großwild)","animaladept_bird":"Tierkenner (Vögel)","animaladept_canine":"Tierkenner (Hundeartige)","animaladept_feline":"Tierkenner (Katzenartige)","animaladept_fish":"Tierkenner (Fische)","animaladept_insect":"Tierkenner (Insekten)","animaladept_reptile":"Tierkenner (Reptilien)","animaladept_smallgame":"Tierkenner (Kleinwild)","animaladept_spider":"Tierkenner (Spinnentiere)","animalcaster":"Tierzauberer","animalexpert_bear":"Tierexperte (Bärenartige)","animalexpert_biggame":"Tierexperte (Großwild)","animalexpert_bird":"Tierexperte (Vögel)","animalexpert_canine":"Tierexperte (Hundeartige)","animalexpert_feline":"Tierexperte (Katzenartige)","animalexpert_fish":"Tierexperte (Fische)","animalexpert_insect":"Tierexperte (Insekten)","animalexpert_reptile":"Tierexperte (Reptilien)","animalexpert_smallgame":"Tierexperte (Kleinwild)","animalexpert_spider":"Tierexperte (Spinnentiere)","animalskin":"Haut des Tieres","apnoe":"Apnoe","arcanedefense1":"Arkane Verteidigung I","arcanedefense2":"Arkane Verteidigung II","arcanediagnosis":"Arkane Diagnose","arcanespeed":"Arkane Geschwindigkeit","archenemy":"Erzfeind","arenaveteran":"Veteran der Arena","armour1":"Rüstungsträger I","armour2":"Rüstungsträger II","artifactlore":"Artefaktkunde","artificalreality":"Künstliche Wirklichkeit","artisan":"Brandstifter","assault":"Sturmlauf","athomeeverywhere":"Überall zu Hause","attackplan":"Schlachtplan (Angriff)","balance":"Balance","banishingprotection":"Schutz vor Bannung","bansong":"Bannlied","beasthunter":"Bestienjäger","beastmaster":"Herr der Bestien","berserk":"Berserker","betterdisarm":"Verbessertes Entwaffnen","betterknock":"Verbessertes Umreißen","bibliophile":"Büchernarr","bihandedattack":"Beidhändiger Angriff","bihandedmastery":"Meister mit zwei Waffen","bihandedparry":"Beidhändige Abwehr","birdofpreyform":"Gestalt des Greifvogels","biweapon":"Kampf mit zwei Waffen","blackmarket":"Schwarzmarkt","block":"Block","bloodbath":"Blutbad","bloodletting":"Blutiger Aderlass","bonebreaker":"Knochenbrecher","breathoffate":"Hauch des Schicksals","calm":"Beruhigen","calmhand":"Ruhige Hand","casterseye":"Auge des Zauberers","castershand":"Hand des Zauberers","caution1":"Vorsicht I","caution2":"Vorsicht II","chainshackles":"Kettenfessel","challenge":"Herausfordern","changedsurrounding":"Veränderte Umgebung","chesthit_bear":"Blattschuss (Bärenartige)","chesthit_biggame":"Blattschuss (Großwild)","chesthit_bird":"Blattschuss (Vögel)","chesthit_canine":"Blattschuss (Hundeartige)","chesthit_feline":"Blattschuss (Katzenartige)","chesthit_fish":"Blattschuss (Fische)","chesthit_insect":"Blattschuss (Insekten)","chesthit_reptile":"Blattschuss (Reptilien)","chesthit_smallgame":"Blattschuss (Kleinwild)","chesthit_spider":"Blattschuss (Spinnentiere)","cleverleader":"Vorausschauender Führer","closecombatthrow":"Nahkampfwerfer","clutch":"Umklammern","concentratedfocus":"Konzentrierter Fokus","confusion":"Verwirrung","conservation":"Konservierung","contortionist":"Schlangenmensch","coordevade":"Koordiniertes Ausweichen","coordinator":"Koordinator","corporesana":"Gesunder Geist in gesundem Körper","corsar":"Korsar","cosmeticthaumaturgy":"Kosmetische Thaumaturgie","costsavingjourney":"Sparsame Reise","countermagic":"Konterzauberer","cover":"Tarnidentität","createscroll1":"Schriftrollen erstellen I","createscroll2":"Schriftrollen erstellen II","createscroll3":"Schriftrollen erstellen III","creativedistraction":"Kreative Ablenkung","creaturespecialist":"Spezialist für alle Wesen","creeper":"Leisetreter","crowdpleaser":"Publikumsliebling","cursebringer":"Fluchbringer","dancingblade":"Klingentanz","darknessview":"Blick in die Dunkelheit","dashingblow":"Schmetterschlag","deathblow":"Todesschlag","deepseadiver":"Tiefseetaucher","defender":"Verteidiger","defenseplan":"Schlachtplan (Verteidigung)","delayedcaster":"Zauberverzögerer","destroyerheart":"Herz des Zertörers","detox":"Entgiftung","diatribehymn":"Schmählied/Loblied","diplomat":"Diplomat","disarm":"Entwaffnen","distancecaster":"Fernzauberer","distract":"Ablenken","disturbclairvoyance":"Trübung des Blicks","dompteur":"Dompteur","doublethrow":"Mehrfachwurf","dyingbreath":"Atem des Sterbenden","earthaffinity":"Erdverbundenheit","effectivemotion":"Effektive Bewegung","efficiency":"Effizienz","efficienthunter":"Effizienter Jäger","effortofwill":"Willensanstrengung","elegantwhirlingblades":"Eleganter Klingenwirbel","emotionsense":"Stimmungsgespür","empathy":"Einfühlsamkeit","enemy":"Feind","enforcehealing":"Heilung fördern","enhancefamiliar":"Stärkung des Vertrauten","escapologist":"Entfesslungskünstler","estimateanimal":"Tier einschätzen","etiquettes":"Etikette","evade1":"Ausweichen 1","evade2":"Ausweichen 2","evade3":"Ausweichen 3","evademovement":"Ausweichbewegung","expert":"Fachmann","exploringmind":"Forschender Geist","familiarbond":"Vertrautenband","familiarlanguage":"Vertrautensprache","fascinate":"Faszinieren","fastforager":"Schneller Sammler","fasthunter":"Schneller Jäger","fastreader":"Schnellleser","fastshooter1":"Schnellschütze I","fastshooter2":"Schnellschütze II","favoredform":"Bevorzugte Gestalt","feint1":"Antäuschen 1","feint2":"Antäuschen 2","feint3":"Antäuschen 3","fielddignostics":"Felddiagnose","fieldstudy":"Feldforschung","fightunderwater":"Kampf unter Wasser","firemastery":"Feuermeisterschaft","fireresistence1":"Feuerresistenz I","fireresistence2":"Feuerresistenz II","fireresistence3":"Feuerresistenz III","firmamentmymap":"Meine Karte ist das Firmament","fittingtone":"Der richtige Ton","flameheart":"Flammenherz","flashreflexes":"Blitzreflexe","focuscontrol":"Fokuskontrolle","forcetransmission":"Übertragung der Kraft","formbanishing":"Bannung der Form","formcontrol":"Kontrolle der Form","formveil":"Verhüllung der Form","fortuneteller":"Wahrsager","freeclimber":"Freikletterer","freedomofform":"Freiheit der Form","freehand":"Freihändigkeit","gambler":"Glücksspieler","ghostexpert":"Geisterkenner","giftedinlanguage":"Sprachbegabt","goodaim":"Zielschuss","goodeducation":"Gute Allgemeinbildung","goodreflexes":"Gute Reflexe","grandmaster":"Großmeister","greatforcetransmission":"Große Übertragung der Kraft","haggler":"Feilscher","hahascoundrel":"Haha, Schurke!","hammerblow":"Hammerschlag","handyknowledge":"Praktisches Wissen","hardendbycustom":"Abhärtung durch Gewöhnung","hardhammerblow":"Kraftvoller Hammerschlag","hardsweepingblow":"Kraftvoller Rundumschlag","hardthrow":"Harter Wurf","hastyprotection":"Eiliger Schutz","healingluck":"Heilungsgeschick","healthydistrust":"Gesundes Misstrauen","heargossip":"Gerüchte aufschnappen","herbhag":"Kräuterhexe","herooftheseas":"Held der Meere","hidemagicgestures":"Zaubergesten verbergen","hold":"Halten","hunter":"Waidmann","hunter_bear":"Jäger (Bärenartige)","hunter_biggame":"Jäger (Großwild)","hunter_bird":"Jäger (Vögel)","hunter_canine":"Jäger (Hundeartige)","hunter_feline":"Jäger (Katzenartige)","hunter_fish":"Jäger (Fische)","hunter_insect":"Jäger (Insekten)","hunter_reptile":"Jäger (Reptilien)","hunter_smallgame":"Jäger (Kleinwild)","hunter_spider":"Jäger (Spinnentiere)","hunteroffables":"Jäger des Sagenhaften","huntersupernatural":"Jäger des Übernatürlichen","hurriedidentify":"Eilige Identifikation","hypnosis":"Hypnose","ignoreshield":"Schild umschlagen","imperturbable":"Unbeirrbar","improvisationartist":"Improvisationskünstler","improvise":"Improvisation","improviseddressup":"Improvisierte Verkleidung","inferno":"Inferno","influenceattitude":"Einstellung beeinflussen","inspire":"Inspirieren","instransparent":"Undurchschaubar","investor":"Investor","ironconcentration":"Eiserne Konzentration","ironwill":"Eiserner Wille","journeyman":"Geselle","judgeattribute":"Werte einschätzen","judgecharacter":"Begabter Menschenkenner","keepcool1":"Kühler Kopf I","keepcool2":"Kühler Kopf II","knock":"Umreißen","knowhoiam":"Wisst Ihr überhaupt wer ich bin?","knowledgeispower":"Wissen ist Macht","lastarray":"Das letzte Aufgebot","laughmedicine":"Lachen i.d.b. Medizin","legendhunter":"Legendenjäger","legendsinger":"Legendensänger","lethal":"Tödlicher Schaden","librarian":"Bibliothekar","lifesaver":"Lebensretter","likemypocket":"Wie meine Westentasche","lockhammer":"Schlösserhammer","longdistanceswimmer":"Langstreckenschwimmer","longjump":"Weitspringer","longrangewhirlingblades":"Weitreichender Klingenwirbel","longwhirlingdefense":"Andauernder Verteidigungswirbel","luckychild":"Glückskind"}; + var masteries2 = {"luminance":"Leuchtkraft","magiccrafter":"Zauberfinger","magicpull":"Magischer Sog","magicsymbols":"Magische Zeichen","magictricks":"Magische Tricks","marksman":"Scharfschütze","master":"Meister","masterbalance":"Meisterhafte Balance","masterhunter_bear":"Meisterjäger (Bärenartige)","masterhunter_biggame":"Meisterjäger (Großwild)","masterhunter_bird":"Meisterjäger (Vögel)","masterhunter_canine":"Meisterjäger (Hundeartige)","masterhunter_feline":"Meisterjäger (Katzenartige)","masterhunter_fish":"Meisterjäger (Fische)","masterhunter_insect":"Meisterjäger (Insekten)","masterhunter_reptile":"Meisterjäger (Reptilien)","masterhunter_smallgame":"Meisterjäger (Kleinwild)","masterhunter_spider":"Meisterjäger (Spinnentiere)","masterofage":"Herr des Alters","masteroffireghosts":"Herr der Feuergeister","masterofghosts":"Herr der Geister","masterofstone":"Herr der Felsen","masterofstoneghosts":"Herr der Felsgeister","masterofundead":"Meister der Untoten","masterpiece":"Meisterwerk","mastershot":"Meisterschuss","mastersmith":"Schmiedemeister","masterthrow":"Meisterwurf","masterwaterelem":"Herr der Wasserwesen","masterwaves":"Herr der Wogen","materialbond1":"Materielle Verbindung 1","materialbond2":"Materielle Verbindung 2","mentalmaster":"Herr über den Geist","meteologist":"Meteorologie","missilevolley":"Geschosshagel","missionary":"Missionar","monkey":"Kletteraffe","muscleman":"Muskelprotz","natureexpert":"Naturkenner","natureharmony":"Harmonie mit der Natur","naturesong":"Lied der Natur","necromancer":"Nekromant","nightvision":"Nachtsicht","nobodywashere":"Keiner war hier","nothinghappend":"Nichts passiert!","notintheface":"Nicht ins Gesicht","nutshellcaptain":"Kapitän der verfaulten Nussschale","observant":"Aufmerksam","oceandiver":"Meerestaucher","onewithnature":"Eins mit der Natur","opportunist":"Opportunist","overload":"Überlasten","ownadvantage":"Eigener Vorteil","painful":"Schmerzhafter Hieb","penetratingprojectile":"Durchschlagendes Geschoss","perfecthearing":"Absolutes Gehör","perfectorientation":"Unfehlbare Orientierung","perfecttaste":"Perfekter Gaumen","philosopher":"Philosoph","polymath":"Universalgelehrter","preemption":"Vorahnung","projectilemagic":"Geschossmagie","protectingshadows":"Schützende Schatten","protectionlight":"Schutz des Lichtes","protectionmagicexpert":"Zauberschutz-Experte","protectionmagicmaster":"Zauberschutz-Meister","puppet":"Gliederpuppe","push":"Abdrängen","quickdrawer":"Schnellziehen","quickreaction":"Schnelle Reaktion","quicksearch":"Schnelle Durchsuchung","quickshielddefense":"Schnelle Schildabwehr","quickupagain":"Schnell wieder auf den Beinen","readfoe1":"Gegner durchschauen I","readfoe2":"Gegner durchschauen II","rebellionsong":"Lied des Aufstandes","relentless":"Unerbittlich","relicmaster":"Artefaktmeister","resistpain1":"Schmerzwiderstand I","resistpain2":"Schmerzwiderstand II","resistwater1":"Wasserresistenz 1","resistwater2":"Wasserresistenz 2","resistwater3":"Wasserresistenz 3","ridingfighter":"Reiterkampf","riposte":"Riposte","riverdiver":"Flusstaucher","roll":"Abrollen","rush":"Vorstürmen","sailorslegs":"Beine des Seemanns","savingcaster":"Sparsamer Zauberer","scrimper":"Sparfuchs","seadog":"Seebär","secondidentity":"Zweite Identität","secondskin":"Zweite Haut","shadowchild":"Kind der Schatten","shadowmaster":"Schattenherr","shadowwalker":"Wanderer im Schatten","sharptongue":"Scharfe Zunge","shield1":"Starker Schildarm I","shield2":"Starker Schildarm II","shieldbreaker":"Schildbrecher","siegeshooter":"Belagerungsschütze","sienewcutter":"Sehnenschneider","skilledcreeper":"Begabter Schleicher","skilledhealer":"Begabter Heiler","skilledrescue":"Geschickte Rettung","skilledsailor":"Begabter Seemann","skilledsalvage":"Geschickte Rettung","skilledscholar":"Begabter Gelehrter","skilledscout":"Begabter Späher","skilledstreetwalker":"Begabter Straßenwanderer","skilledswimmer":"Begabter Schwimmer","skilledtracker":"Begabter Spurenleser","skipjack":"Stehaufmännchen","sleeper":"Schläfer","sneakattack1":"Überraschungsangriff I","sneakattack2":"Überraschungsangriff II","sneakattack3":"Überraschungsangriff III","solverofknots":"Knotenlöser","sortie":"Ausfall","soundlessness":"Lautlosigkeit","speaktome":"Rede mit mir","sprinter":"Sprinter","standclear":"Auf Abstand halten","stargaze":"Blick auf die Sterne","steelconcentration":"Stählerne Konzentration","steeplechaser":"Hindernisläufer","stonemastership":"Felsmeisterschaft","stoneresistence1":"Felsresistenz I","stoneresistence2":"Felsresistenz II","stoneresistence3":"Felsresistenz III","stormvoice":"Stimme des Sturms","strangehold":"Würgegriff","strongthrowing":"Starker Wurfarm","sturdyhead":"Dickschädel","stylegrace":"Stil und Grazie","subtileanalysis":"Subtile Forschung","supporthealing":"Heilung fördern","surgeon":"Wundarzt","surroundingsenses_city":"Umgebungssinne (Stadt)","surroundingsenses_desert":"Umgebungssinne (Wüste)","surroundingsenses_faerie":"Umgebungssinne (Feenwelten)","surroundingsenses_forest":"Umgebungssinne (Wald)","surroundingsenses_grassland":"Umgebungssinne (Steppe)","surroundingsenses_ice":"Umgebungssinne (Eis)","surroundingsenses_jungle":"Umgebungssinne (Dschungel)","surroundingsenses_mountain":"Umgebungssinne (Gebirge)","surroundingsenses_ocean":"Umgebungssinne (Meer)","surroundingsenses_swamp":"Umgebungssinne (Sumpf)","sweepingblow":"Rundumschlag","sweepingslash":"Durchschlagender Hieb","swiftpicklocks":"Flinke Dietriche","swiftpursuit":"Flinker Verfolger","tacticalmastermind":"Taktisches Genie","talentedalchemist":"Begabter Alchemist","talentedartist":"Begabter Künstler","talentedcraftsman":"Begabter Handwerker","talentedfingerartist":"Begabter Fingerkünstler","talentedhistorian":"Begabter Historiker","talentedlier":"Begabter Lügner","talentedpighead":"Begabter Sturkopf","talentedtradesman":"Begabter Handwerker","targetedhit":"Gezielter Treffer","targetedshots1":"Gezielte Schüsse I","targetedshots2":"Gezielte Schüsse II","taunt":"Beißender Spott","telepathicshield":"Telepathischer Schild","tellgossip":"Gerüchte verbreiten","terrainlore_desert":"Geländekunde (Wüste)","terrainlore_faerie":"Geländekunde (Feenwelten)","terrainlore_forest":"Geländekunde (Wald)","terrainlore_grassland":"Geländekunde (Steppe)","terrainlore_ice":"Geländekunde (Eis)","terrainlore_jungle":"Geländekunde (Dschungel)","terrainlore_mountain":"Geländekunde (Gebirge)","terrainlore_ocean":"Geländekunde (Meer)","terrainlore_swamp":"Geländekunde (Sumpf)","tirelesschaser":"Unermüdlicher Verfolger","troopup":"Sammeln","truthwithin":"Der Sage wahrer Kern","twosoulsonethought":"Zwei Geister, ein Gedanke","unblinded":"Ungeblendet","undeadhunter":"Untotenjäger","unobstrusive":"Unauffällig","urgentmessage":"Dringende Botschaft","veteranofmelee":"Veteran des Kampfgetümmels","vetinary":"Tierarzt","voicesoffriends":"Stimmen der Freunde","wallclimber":"Mauerstürmer","wardingexpert":"Bannzauber-Experte","wardinghand":"Bannende Hand","warning":"Unterschwellige Warnung","warrider":"Schlachtreiter","warrioroflight":"Streiter des Lichtes","wasnotme":"Ich war's nicht","watchit":"Pass ja auf!","watermastery":"Wassermeisterschaft","wavechild":"Kind der Wellen","wayoftheworld":"Wesen der Welt","weaponoutofnothing":"Waffe aus dem Nichts","weatherexpert":"Wetterkundig","weathermaster":"Herr des Wetters","weatherproof":"Wetterfest","whirlingblades":"Klingenwirbel","whirlingdefense":"Verteidigungswirbel","wildernesschild":"Kind der Wildnis","wildernessrunner":"Wildnisläufer","willbreaker":"Willensbrecher","windghostmaster":"Herr der Windgeister","windmastery":"Windmeisterschaft","windresistence1":"Windresistenz I","windresistence2":"Windresistenz II","windresistence3":"Windresistenz III","withdraw":"Rückzugsgefecht","withoutwords":"Ohne Worte","wondercrafter againstdarkness":"Wider die Finsternis","agileinarmor":"Agiler Rüstungsträger","aimedspells":"Gezielte Zauber","alchemistsassistant":"Des Alchemisten Helfer","alertness":"Wachsamkeit","ambush":"Hinterhalt","animaladept_bear":"Tierkenner (Bärenartige)","animaladept_biggame":"Tierkenner (Großwild)","animaladept_bird":"Tierkenner (Vögel)","animaladept_canine":"Tierkenner (Hundeartige)","animaladept_feline":"Tierkenner (Katzenartige)","animaladept_fish":"Tierkenner (Fische)","animaladept_insect":"Tierkenner (Insekten)","animaladept_reptile":"Tierkenner (Reptilien)","animaladept_smallgame":"Tierkenner (Kleinwild)","animaladept_spider":"Tierkenner (Spinnentiere)","animalcaster":"Tierzauberer","animalexpert_bear":"Tierexperte (Bärenartige)","animalexpert_biggame":"Tierexperte (Großwild)","animalexpert_bird":"Tierexperte (Vögel)","animalexpert_canine":"Tierexperte (Hundeartige)","animalexpert_feline":"Tierexperte (Katzenartige)","animalexpert_fish":"Tierexperte (Fische)","animalexpert_insect":"Tierexperte (Insekten)","animalexpert_reptile":"Tierexperte (Reptilien)","animalexpert_smallgame":"Tierexperte (Kleinwild)","animalexpert_spider":"Tierexperte (Spinnentiere)","animalskin":"Haut des Tieres","apnoe":"Apnoe","arcanedefense1":"Arkane Verteidigung I","arcanedefense2":"Arkane Verteidigung II","arcanediagnosis":"Arkane Diagnose","arcanespeed":"Arkane Geschwindigkeit","archenemy":"Erzfeind"}; + var masteries3 = {"arenaveteran":"Veteran der Arena","armour1":"Rüstungsträger I","armour2":"Rüstungsträger II","artifactlore":"Artefaktkunde","artificalreality":"Künstliche Wirklichkeit","artisan":"Brandstifter","assault":"Sturmlauf","athomeeverywhere":"Überall zu Hause","attackplan":"Schlachtplan (Angriff)","balance":"Balance","banishingprotection":"Schutz vor Bannung","bansong":"Bannlied","beasthunter":"Bestienjäger","beastmaster":"Herr der Bestien","berserk":"Berserker","betterdisarm":"Verbessertes Entwaffnen","betterknock":"Verbessertes Umreißen","bibliophile":"Büchernarr","bihandedattack":"Beidhändiger Angriff","bihandedmastery":"Meister mit zwei Waffen","bihandedparry":"Beidhändige Abwehr","birdofpreyform":"Gestalt des Greifvogels","biweapon":"Kampf mit zwei Waffen","blackmarket":"Schwarzmarkt","block":"Block","bloodbath":"Blutbad","bloodletting":"Blutiger Aderlass","bonebreaker":"Knochenbrecher","breathoffate":"Hauch des Schicksals","calm":"Beruhigen","calmhand":"Ruhige Hand","casterseye":"Auge des Zauberers","castershand":"Hand des Zauberers","caution1":"Vorsicht I","caution2":"Vorsicht II","chainshackles":"Kettenfessel","challenge":"Herausfordern","changedsurrounding":"Veränderte Umgebung","chesthit_bear":"Blattschuss (Bärenartige)","chesthit_biggame":"Blattschuss (Großwild)","chesthit_bird":"Blattschuss (Vögel)","chesthit_canine":"Blattschuss (Hundeartige)","chesthit_feline":"Blattschuss (Katzenartige)","chesthit_fish":"Blattschuss (Fische)","chesthit_insect":"Blattschuss (Insekten)","chesthit_reptile":"Blattschuss (Reptilien)","chesthit_smallgame":"Blattschuss (Kleinwild)","chesthit_spider":"Blattschuss (Spinnentiere)","cleverleader":"Vorausschauender Führer","closecombatthrow":"Nahkampfwerfer","clutch":"Umklammern","concentratedfocus":"Konzentrierter Fokus","confusion":"Verwirrung","conservation":"Konservierung","contortionist":"Schlangenmensch","coordevade":"Koordiniertes Ausweichen","coordinator":"Koordinator","corporesana":"Gesunder Geist in gesundem Körper","corsar":"Korsar","cosmeticthaumaturgy":"Kosmetische Thaumaturgie","costsavingjourney":"Sparsame Reise","countermagic":"Konterzauberer","cover":"Tarnidentität","createscroll1":"Schriftrollen erstellen I","createscroll2":"Schriftrollen erstellen II","createscroll3":"Schriftrollen erstellen III","creativedistraction":"Kreative Ablenkung","creaturespecialist":"Spezialist für alle Wesen","creeper":"Leisetreter","crowdpleaser":"Publikumsliebling","cursebringer":"Fluchbringer","dancingblade":"Klingentanz","darknessview":"Blick in die Dunkelheit","dashingblow":"Schmetterschlag","deathblow":"Todesschlag","deepseadiver":"Tiefseetaucher","defender":"Verteidiger","defenseplan":"Schlachtplan (Verteidigung)","delayedcaster":"Zauberverzögerer","destroyerheart":"Herz des Zertörers","detox":"Entgiftung","diatribehymn":"Schmählied/Loblied","diplomat":"Diplomat","disarm":"Entwaffnen","distancecaster":"Fernzauberer","distract":"Ablenken","disturbclairvoyance":"Trübung des Blicks","dompteur":"Dompteur","doublethrow":"Mehrfachwurf","dyingbreath":"Atem des Sterbenden","earthaffinity":"Erdverbundenheit","effectivemotion":"Effektive Bewegung","efficiency":"Effizienz","efficienthunter":"Effizienter Jäger","effortofwill":"Willensanstrengung","elegantwhirlingblades":"Eleganter Klingenwirbel","emotionsense":"Stimmungsgespür","empathy":"Einfühlsamkeit","enemy":"Feind","enforcehealing":"Heilung fördern","enhancefamiliar":"Stärkung des Vertrauten","escapologist":"Entfesslungskünstler","estimateanimal":"Tier einschätzen","etiquettes":"Etikette","evade1":"Ausweichen 1","evade2":"Ausweichen 2","evade3":"Ausweichen 3","evademovement":"Ausweichbewegung","expert":"Fachmann","exploringmind":"Forschender Geist","familiarbond":"Vertrautenband","familiarlanguage":"Vertrautensprache","fascinate":"Faszinieren","fastforager":"Schneller Sammler","fasthunter":"Schneller Jäger","fastreader":"Schnellleser","fastshooter1":"Schnellschütze I","fastshooter2":"Schnellschütze II","favoredform":"Bevorzugte Gestalt","feint1":"Antäuschen 1","feint2":"Antäuschen 2","feint3":"Antäuschen 3","fielddignostics":"Felddiagnose","fieldstudy":"Feldforschung","fightunderwater":"Kampf unter Wasser","firemastery":"Feuermeisterschaft","fireresistence1":"Feuerresistenz I","fireresistence2":"Feuerresistenz II","fireresistence3":"Feuerresistenz III","firmamentmymap":"Meine Karte ist das Firmament","fittingtone":"Der richtige Ton","flameheart":"Flammenherz","flashreflexes":"Blitzreflexe","focuscontrol":"Fokuskontrolle","forcetransmission":"Übertragung der Kraft","formbanishing":"Bannung der Form","formcontrol":"Kontrolle der Form","formveil":"Verhüllung der Form","fortuneteller":"Wahrsager","freeclimber":"Freikletterer","freedomofform":"Freiheit der Form","freehand":"Freihändigkeit","gambler":"Glücksspieler","ghostexpert":"Geisterkenner","giftedinlanguage":"Sprachbegabt","goodaim":"Zielschuss","goodeducation":"Gute Allgemeinbildung","goodreflexes":"Gute Reflexe","grandmaster":"Großmeister","greatforcetransmission":"Große Übertragung der Kraft","haggler":"Feilscher","hahascoundrel":"Haha, Schurke!","hammerblow":"Hammerschlag","handyknowledge":"Praktisches Wissen","hardendbycustom":"Abhärtung durch Gewöhnung","hardhammerblow":"Kraftvoller Hammerschlag","hardsweepingblow":"Kraftvoller Rundumschlag","hardthrow":"Harter Wurf","hastyprotection":"Eiliger Schutz","healingluck":"Heilungsgeschick","healthydistrust":"Gesundes Misstrauen","heargossip":"Gerüchte aufschnappen","herbhag":"Kräuterhexe","herooftheseas":"Held der Meere","hidemagicgestures":"Zaubergesten verbergen","hold":"Halten","hunter":"Waidmann","hunter_bear":"Jäger (Bärenartige)","hunter_biggame":"Jäger (Großwild)","hunter_bird":"Jäger (Vögel)","hunter_canine":"Jäger (Hundeartige)","hunter_feline":"Jäger (Katzenartige)","hunter_fish":"Jäger (Fische)","hunter_insect":"Jäger (Insekten)","hunter_reptile":"Jäger (Reptilien)","hunter_smallgame":"Jäger (Kleinwild)","hunter_spider":"Jäger (Spinnentiere)","hunteroffables":"Jäger des Sagenhaften","huntersupernatural":"Jäger des Übernatürlichen","hurriedidentify":"Eilige Identifikation","hypnosis":"Hypnose","ignoreshield":"Schild umschlagen","imperturbable":"Unbeirrbar","improvisationartist":"Improvisationskünstler","improvise":"Improvisation","improviseddressup":"Improvisierte Verkleidung","inferno":"Inferno","influenceattitude":"Einstellung beeinflussen","inspire":"Inspirieren","instransparent":"Undurchschaubar","investor":"Investor","ironconcentration":"Eiserne Konzentration","ironwill":"Eiserner Wille","journeyman":"Geselle","judgeattribute":"Werte einschätzen","judgecharacter":"Begabter Menschenkenner","keepcool1":"Kühler Kopf I","keepcool2":"Kühler Kopf II","knock":"Umreißen","knowhoiam":"Wisst Ihr überhaupt wer ich bin?","knowledgeispower":"Wissen ist Macht","lastarray":"Das letzte Aufgebot","laughmedicine":"Lachen i.d.b. Medizin","legendhunter":"Legendenjäger","legendsinger":"Legendensänger","lethal":"Tödlicher Schaden","librarian":"Bibliothekar","lifesaver":"Lebensretter","likemypocket":"Wie meine Westentasche","lockhammer":"Schlösserhammer","longdistanceswimmer":"Langstreckenschwimmer","longjump":"Weitspringer","longrangewhirlingblades":"Weitreichender Klingenwirbel","longwhirlingdefense":"Andauernder Verteidigungswirbel","luckychild":"Glückskind","luminance":"Leuchtkraft","magiccrafter":"Zauberfinger","magicpull":"Magischer Sog","magicsymbols":"Magische Zeichen","magictricks":"Magische Tricks","marksman":"Scharfschütze","master":"Meister","masterbalance":"Meisterhafte Balance","masterhunter_bear":"Meisterjäger (Bärenartige)","masterhunter_biggame":"Meisterjäger (Großwild)","masterhunter_bird":"Meisterjäger (Vögel)","masterhunter_canine":"Meisterjäger (Hundeartige)","masterhunter_feline":"Meisterjäger (Katzenartige)","masterhunter_fish":"Meisterjäger (Fische)","masterhunter_insect":"Meisterjäger (Insekten)","masterhunter_reptile":"Meisterjäger (Reptilien)","masterhunter_smallgame":"Meisterjäger (Kleinwild)","masterhunter_spider":"Meisterjäger (Spinnentiere)","masterofage":"Herr des Alters","masteroffireghosts":"Herr der Feuergeister","masterofghosts":"Herr der Geister","masterofstone":"Herr der Felsen","masterofstoneghosts":"Herr der Felsgeister","masterofundead":"Meister der Untoten","masterpiece":"Meisterwerk","mastershot":"Meisterschuss","mastersmith":"Schmiedemeister","masterthrow":"Meisterwurf","masterwaterelem":"Herr der Wasserwesen","masterwaves":"Herr der Wogen","materialbond1":"Materielle Verbindung 1","materialbond2":"Materielle Verbindung 2","mentalmaster":"Herr über den Geist","meteologist":"Meteorologie"}; + var masteries4 = {"missilevolley":"Geschosshagel","missionary":"Missionar","monkey":"Kletteraffe","muscleman":"Muskelprotz","natureexpert":"Naturkenner","natureharmony":"Harmonie mit der Natur","naturesong":"Lied der Natur","necromancer":"Nekromant","nightvision":"Nachtsicht","nobodywashere":"Keiner war hier","nothinghappend":"Nichts passiert!","notintheface":"Nicht ins Gesicht","nutshellcaptain":"Kapitän der verfaulten Nussschale","observant":"Aufmerksam","oceandiver":"Meerestaucher","onewithnature":"Eins mit der Natur","opportunist":"Opportunist","overload":"Überlasten","ownadvantage":"Eigener Vorteil","painful":"Schmerzhafter Hieb","penetratingprojectile":"Durchschlagendes Geschoss","perfecthearing":"Absolutes Gehör","perfectorientation":"Unfehlbare Orientierung","perfecttaste":"Perfekter Gaumen","philosopher":"Philosoph","polymath":"Universalgelehrter","preemption":"Vorahnung","projectilemagic":"Geschossmagie","protectingshadows":"Schützende Schatten","protectionlight":"Schutz des Lichtes","protectionmagicexpert":"Zauberschutz-Experte","protectionmagicmaster":"Zauberschutz-Meister","puppet":"Gliederpuppe","push":"Abdrängen","quickdrawer":"Schnellziehen","quickreaction":"Schnelle Reaktion","quicksearch":"Schnelle Durchsuchung","quickshielddefense":"Schnelle Schildabwehr","quickupagain":"Schnell wieder auf den Beinen","readfoe1":"Gegner durchschauen I","readfoe2":"Gegner durchschauen II","rebellionsong":"Lied des Aufstandes","relentless":"Unerbittlich","relicmaster":"Artefaktmeister","resistpain1":"Schmerzwiderstand I","resistpain2":"Schmerzwiderstand II","resistwater1":"Wasserresistenz 1","resistwater2":"Wasserresistenz 2","resistwater3":"Wasserresistenz 3","ridingfighter":"Reiterkampf","riposte":"Riposte","riverdiver":"Flusstaucher","roll":"Abrollen","rush":"Vorstürmen","sailorslegs":"Beine des Seemanns","savingcaster":"Sparsamer Zauberer","scrimper":"Sparfuchs","seadog":"Seebär","secondidentity":"Zweite Identität","secondskin":"Zweite Haut","shadowchild":"Kind der Schatten","shadowmaster":"Schattenherr","shadowwalker":"Wanderer im Schatten","sharptongue":"Scharfe Zunge","shield1":"Starker Schildarm I","shield2":"Starker Schildarm II","shieldbreaker":"Schildbrecher","siegeshooter":"Belagerungsschütze","sienewcutter":"Sehnenschneider","skilledcreeper":"Begabter Schleicher","skilledhealer":"Begabter Heiler","skilledrescue":"Geschickte Rettung","skilledsailor":"Begabter Seemann","skilledsalvage":"Geschickte Rettung","skilledscholar":"Begabter Gelehrter","skilledscout":"Begabter Späher","skilledstreetwalker":"Begabter Straßenwanderer","skilledswimmer":"Begabter Schwimmer","skilledtracker":"Begabter Spurenleser","skipjack":"Stehaufmännchen","sleeper":"Schläfer","sneakattack1":"Überraschungsangriff I","sneakattack2":"Überraschungsangriff II","sneakattack3":"Überraschungsangriff III","solverofknots":"Knotenlöser","sortie":"Ausfall","soundlessness":"Lautlosigkeit","speaktome":"Rede mit mir","sprinter":"Sprinter","standclear":"Auf Abstand halten","stargaze":"Blick auf die Sterne","steelconcentration":"Stählerne Konzentration","steeplechaser":"Hindernisläufer","stonemastership":"Felsmeisterschaft","stoneresistence1":"Felsresistenz I","stoneresistence2":"Felsresistenz II","stoneresistence3":"Felsresistenz III","stormvoice":"Stimme des Sturms","strangehold":"Würgegriff","strongthrowing":"Starker Wurfarm","sturdyhead":"Dickschädel","stylegrace":"Stil und Grazie","subtileanalysis":"Subtile Forschung","supporthealing":"Heilung fördern","surgeon":"Wundarzt","surroundingsenses_city":"Umgebungssinne (Stadt)","surroundingsenses_desert":"Umgebungssinne (Wüste)","surroundingsenses_faerie":"Umgebungssinne (Feenwelten)","surroundingsenses_forest":"Umgebungssinne (Wald)","surroundingsenses_grassland":"Umgebungssinne (Steppe)","surroundingsenses_ice":"Umgebungssinne (Eis)","surroundingsenses_jungle":"Umgebungssinne (Dschungel)","surroundingsenses_mountain":"Umgebungssinne (Gebirge)","surroundingsenses_ocean":"Umgebungssinne (Meer)","surroundingsenses_swamp":"Umgebungssinne (Sumpf)","sweepingblow":"Rundumschlag","sweepingslash":"Durchschlagender Hieb","swiftpicklocks":"Flinke Dietriche","swiftpursuit":"Flinker Verfolger","tacticalmastermind":"Taktisches Genie","talentedalchemist":"Begabter Alchemist","talentedartist":"Begabter Künstler","talentedcraftsman":"Begabter Handwerker","talentedfingerartist":"Begabter Fingerkünstler","talentedhistorian":"Begabter Historiker","talentedlier":"Begabter Lügner","talentedpighead":"Begabter Sturkopf","talentedtradesman":"Begabter Handwerker","targetedhit":"Gezielter Treffer","targetedshots1":"Gezielte Schüsse I","targetedshots2":"Gezielte Schüsse II","taunt":"Beißender Spott","telepathicshield":"Telepathischer Schild","tellgossip":"Gerüchte verbreiten","terrainlore_desert":"Geländekunde (Wüste)","terrainlore_faerie":"Geländekunde (Feenwelten)","terrainlore_forest":"Geländekunde (Wald)","terrainlore_grassland":"Geländekunde (Steppe)","terrainlore_ice":"Geländekunde (Eis)","terrainlore_jungle":"Geländekunde (Dschungel)","terrainlore_mountain":"Geländekunde (Gebirge)","terrainlore_ocean":"Geländekunde (Meer)","terrainlore_swamp":"Geländekunde (Sumpf)","tirelesschaser":"Unermüdlicher Verfolger","troopup":"Sammeln","truthwithin":"Der Sage wahrer Kern","twosoulsonethought":"Zwei Geister, ein Gedanke","unblinded":"Ungeblendet","undeadhunter":"Untotenjäger","unobstrusive":"Unauffällig","urgentmessage":"Dringende Botschaft","veteranofmelee":"Veteran des Kampfgetümmels","vetinary":"Tierarzt","voicesoffriends":"Stimmen der Freunde","wallclimber":"Mauerstürmer","wardingexpert":"Bannzauber-Experte","wardinghand":"Bannende Hand","warning":"Unterschwellige Warnung","warrider":"Schlachtreiter","warrioroflight":"Streiter des Lichtes","wasnotme":"Ich war's nicht","watchit":"Pass ja auf!","watermastery":"Wassermeisterschaft","wavechild":"Kind der Wellen","wayoftheworld":"Wesen der Welt","weaponoutofnothing":"Waffe aus dem Nichts","weatherexpert":"Wetterkundig","weathermaster":"Herr des Wetters","weatherproof":"Wetterfest","whirlingblades":"Klingenwirbel","whirlingdefense":"Verteidigungswirbel","wildernesschild":"Kind der Wildnis","wildernessrunner":"Wildnisläufer","willbreaker":"Willensbrecher","windghostmaster":"Herr der Windgeister","windmastery":"Windmeisterschaft","windresistence1":"Windresistenz I","windresistence2":"Windresistenz II","windresistence3":"Windresistenz III","withdraw":"Rückzugsgefecht","withoutwords":"Ohne Worte","wondercrafter":"Wunderwirker","wonderworker":"Wunderarbeiter","workunderwater":"Arbeit unter Wasser","wouldilietoyou":"Können diese Augen lügen?"}; + var masteries5 = {"analyst":"Analyst","meditation":"Meditaton","flexible_weakening":"Flexible Schwächung","cleansing_concentration":"Reinigende Konzentration (Aufladung)","protecting_concentration":"Schützende Konzentration (Aufladung)","weakening_concentration":"Schwächende Konzentration (Aufladung)","strong_weakening":"Starke Schwächung","wallmaster":"Wandmeister","destroying_concentration":"Zerstörerische Konzentration (Auflad.)","overwhelming_profiency":"Erdrückende Kenntnis","longterm_observation":"Langzeitbeobachtung","magic_detector":"Magiedetektor","magic_gesture_expert":"Zaubergesten-Experte","fake_magic_gesture":"Falsche Zaubergesten","fast_casting":"Flinkes Zaubern","enhanced_spells":"Verstärkte Zauber","targeting_caster":"Zielender Zauberer","unhasty_casting":"Hastfreies Zaubern","silent_casting":"Stilles Zaubern","ranged_casting":"Weites Zaubern","sustained_casting":"Anhaltende Zauberwirkung","broad_knowledge":"Breite Zauberkenntnis","opponent_blood":"Gegner der Blutwesen","opponent_stone":"Gegner der Felswesen","opponent_fire":"Gegner der Feuerwesen","opponent_ghost":"Gegner der Geisterwesen","opponent_god":"Gegner der Götterdiener","opponent_light":"Gegner der Lichtwesen","opponent_nature":"Gegner der Naturwesen","opponent_shadow":"Gegner der Schattenwesen","opponent_water":"Gegner der Wasserwesen","opponent_darkness":"Gegner der Wesen der Finsternis","opponent_wind":"Gegner der Windwesen","magehunter":"Magierjäger","selective_field":"Selektives Schutzfeld","antimagic_hardening":"Antimagische Abhärtung","brute_banishing":"Brachiales Bannen","effective_banisher":"Effektiver Bannmagier","enemy_blood":"Feind der Blutwesen","enemy_stone":"Feind der Felswesen","enemy_fire":"Feind der Feuerwesen","enemy_ghost":"Feind der Geisterwesen","enemy_god":"Feind der Götterdiener","enemy_light":"Feind der Lichtwesen","enemy_nature":"Feind der Naturwesen","enemy_shadow":"Feind der Schattenwesen","enemy_water":"Feind der Wasserwesen","enemy_darkness":"Feind der Wesen der Finsternis","enemy_wind":"Feind der Windwesen","broadband_antimagic":"Breitband-Bannmagie","archenemy_blood":"Erzfeind der Blutwesen","archenemy_stone":"Erzfeind der Felswesen","archenemy_fire":"Erzfeind der Feuerwesen","archenemy_ghost":"Erzfeind der Geisterwesen","archenemy_god":"Erzfeind der Götterdiener","archenemy_light":"Erzfeind der Lichtwesen","archenemy_nature":"Erzfeind der Naturwesen","archenemy_shadow":"Erzfeind der Schattenwesen","archenemy_water":"Erzfeind der Wasserwesen","archenemy_darkness":"Erzfeind der Wesen der Finsternis","archenemy_wind":"Erzfeind der Windwesen","fast_counter":"Schneller Konter","superior_counter":"Überlegener Konter","countermagic_armor":"Antimagischer Panzer","penetrating_gaze":"Durchdringender Blick","subtle_influence":"Subtile Beeinflussung","unyielding_will":"Unbeugsamer Wille","counter_control":"Beherrschungskonter","friendly_takeover":"Freundliche Übernahme","superiority":"Überlegenheit","duel_of_wills":"Willensduell","victory_of_mind":"Sieg des Geistes ","will_enhancer":"Willensverstärkun","materialbond3":"Materielle Verbindung III","firm_anker":"Feste Verankerung","hard_to_hit":"Kaum zu treffen","paralyzing_magic":"Lähmende Magie","lasting_speed":"Ausgedehnte Geschwindigkeit","deflect_projectile1":"Geschoss ablenken I","speed_transfer":"Geschwindigkeitsübertragung","telekinetic":"Telekinetiker","moving_caster1":"Zauberbewegungen I","deflect_projectile2":"Geschoss ablenken II","unrestricted_motion":"Uneingeschränkte Bewegung","moving_caster2":"Zauberbewegungen II","one_with_the_wind":"Eins mit dem Wind","reflect_projectile":"Geschoss zurückschleudern","i_see_through_you":"Ich habe dich durchschaut!","magic_senses":"Magische Sinne","recognize_signature":"Signatur erkennen","enhanced_senses":"Sinnesstärkung","knowledge_is_power":"Wissen ist Macht","spellsense1":"Zaubergespür I","arcane_forensic1":"Arkaner Forensiker I","soothing_aura":"Beruhigende Aura","shared_insight":"Geteilte Erkenntnis","forced_insight":"Gewaltsame Erkenntnis","illusiondestroyer":"Illusionszerstörer","deep_insight":"Tiefe Erkenntnis","arcane_forensic2":"Arkaner Forensiker II","thought_cathedral":"Gedankenkathedrale","sense_magic":"Magiegespür","spellsense2":"Zaubergespür II","arcane_forensic3":"Arkaner Forensiker III","divider_of_veils":"Teiler des Schleiers","stone_summoner":"Felsbeschwörer","stone_power":"Felsenkraft","power_of_the_ore":"Kraft des Erzes","stone_former":"Steinformer","object_caster":"Objektzauberer","sense_stone":"Felsgespür","object_destroyer":"Objektzerstörer","stubborn_as_stone":"Sturheit der Felsen","fists_of_steel":"Fäuste aus Stahl","stoneaffinity":"Felsverbundenheit","heavens_enemy":"Himmelsfeind","root_in_stone":"Felsverwurzelung","mind_of_seel":"Stählerne Stirn","impressive_flame":"Beeindruckende Flamme","fire_summoner":"Feuerbeschwörer","heat_aura":"Hitzeaura","bonfire":"Leuchtfeuer","forceful_explosion":"Starke Explosion","burning_rage":"Brennender Zorn","efficient_flames":"Effiziente Flammen","fireproof":"Feuerfestigkeit","fiery_surrounding":"Feurige Umgebung","firestarter":"Feuerstarter","master_of_heat":"Herr über die Hitze","firestorm":"Feuersturm","heatmaster":"Herr der Hitze","cauterize":"Kauterisieren","feeding_flames":"Nährende Flammen","healing_efficiency":"Heilungseffizienz","disease_resistence":"Seuchenresistenz","life_blossom":"Lebensblüte","emergency_balm":"Notlinderung","signs_of_life":"Zeichen des Lebens","anatomic_secrets":"Anatomisches Spezialwissen","magic_poison_immunity":"Magische Giftimmunität","multiple_healing":"Mehrfachheilung","life_intuition":"Gespür des Lebens","healing_hands":"Heilende Hände","phoenix_rising":"Phönix aus der Asche","stable_healmagic":"Stabile Heilzauberei","clear_sight":"Klarer Blick","blurry_blade":"Verschwommene Klinge","multiple_illusions":"Multiple Trugbilder","selective_illusions":"Selektive Illusion","immoderate_trust":"Übermäßiges Vertrauen","inscrutable_magic":"Undurchschaubare Magie","shared_camouflage":"Geteilte Tarnung","spellhustle":"Zauberschwindel","master_of_weak_minds":"Herr der schwachen Geister","unseen_attack":"Ungesehener Angriff","constant_disturbance1":"Andauernde Störung I","arcane_archer":"Arkaner Bogenschütze","defensive_caster":"Defensiver Zauberer","pierce_darkness":"Durchdringe die Dunkelheit","magical_throwing_weapon":"Zauberhafte Wurfwaffe","constant_disturbance2":"Andauernde Störung II","one_with_weapon":"Eins mit der Waffe","destroyerghost":"Geist des Zerstörers","protected_caster":"Geschützter Zauberer","careful_aiming":"Sorgfältiges Zielen","enhanced_attack":"Verstärkter Angriff","unruly_disturbance":"Widerspenstige Störung","destroyerblood":"Blut des Zerstörers","hardtoescape":"Kaum zu entrinnen","masterofmelee":"Meister des Kampfgetümmels","destroyermind":"Verstand des Zerstörer","moonsteel_concentration":"Mondstählerne Konzentration","blinder":"Blender"}; + var masteries6 = {"child_of_light":"Kind des Lichts","lightsummoner":"Lichtbeschwörer","disrupter_of_shadows":"Störer der Schatten","smashing_light":"Zerschmetterndes Licht","brighter_as_light":"Heller als das Licht","master_of_lightcreatures":"Herr der Lichtgeister","shining_example":"Leuchtendes Vorbild","light_in_the_dark":"Licht in der Finsternis","lightenhancer":"Lichtverstärker","shocking_light":"Lichtschock","nurturing_light":"Nahrung des Lichts","guardian_of_light":"Wächter des Lichts","arbiter_of_brightness":"Gebieter der Helligkeit","smasher_of_darkness":"Zerschmetterer der Dunkelheit","localfauna":"Lokale Tierwelt","natureconjurer":"Naturbeschwörer","natureprotection":"Schutz der Natur","animalcaller":"Tierrufer","magichardening":"Magische Abhärtung","naturecloseness":"Nähe zur Natur","animalcompany":"Tierbegleitung","rootsleep":"Wurzelschlaf","wildernessservant":"Diener der Wildnis","nature_nourishment":"Nahrung der Natur","onewithanimals":"Eins mit den Tieren","efficientdisguise":"Effiziente Verhüllung","lightconjurer":"Lichtbeschwörer","disruptor_of_light":"Störer des Lichts","unseen":"Ungesehen","darker_as_shadows":"Dunkler als die Schatten","master_of_shadowghosts":"Herr der Schattengeister","nightlyhunter":"Nächtlicher ","scaryshadows":"Furchterregende Schatten","caringshadows":"Behütende Schatten","shadowsense":"Schattengespürr","matterveiler":"Verhüller der Materie","godly_conjurer":"Göttlicher Beschwörer","fate_aware":"Schicksalsbewusst","self_blessing":"Selbstsegnung","personalized_curse":"Personalisierter Fluch","fate_knowledge":"Schicksalskenntnis","blessed":"Vom Glück verfolgt","leased_luck":"Das Glück gepachtet","curse_master":"Fluchmeister","prophet":"Prophet","grand_curse_master":"Fluchgroßmeister","owns_fate_master":"Herr des eigenen Schicksals","hastyprotection2":"Eiliger Schutz II","protective_knowledge":"Schützendes Wissen","protection_bloodcreature":"Schutz vor Blutwesen","protection_stonecreature":"Schutz vor Felswesen","protection_firecreature":"Schutz vor Feuerwesen","protection_ghostcreature":"Schutz vor Geisterwesen","protection_godservant":"Schutz vor Götterdienern","protection_lightcreature":"Schutz vor Lichtwesen","protection_naturecreature":"Schutz vor Naturwesen","protection_shadowcreature":"Schutz vor Schattenwesen","protection_watercreature":"Schutz vor Wasserwesen","protection_creature_darkness":"Schutz vor Kreaturen der Finsternis","protection_windcreature":"Schutz vor Windwesen","stacked_protection":"Gestapelter Schutz","strong_protection":"Starker Schutz","spell_identification":"Zaubererkennung","close":"Knapp daneben","magic_defender":"Magischer Verteidiger","granted_protection":"Verliehene Schutzwirkung","thorny_protection":"Dorniger Schutz","shared_protection":"Geteilte Schutzwirkung","tightened_morale":"Gefestigte Moral","magic_and_craftmanship":"Magie und Handwerk","acuteness":"Scharfsinn","overall_senses":"Allumfassende Sinne","steely_morale":"Gestählte Moral","longterm_overload":"Langfristiges Überlasten","shared_advantage":"Geteilter Vorteil","forcetransfer":"Krafttransfer","magic_runes":"Magische Runen","absolute_awareness":"Absolute Aufmerksamkeit","spelladvantage":"Zaubervorteil","ghostcreature_conjurer":"Geisterbeschwörer","undead_classicist":"Untotenkenner","curse_of_curses":"Fluch der Flüche","inspired_by_ghosts":"Inspiration der Geister","necromantic_dulling":"Nekromantische Abstumpfung","undead_presence":"Präsenz der Untoten","ageless":"Alterslosigkeit","hard_to_see_through":"Kaum zu durchschauen","splendid_animalform":"Prächtige Tiergestalt","form_stability":"Stabilität der Form","accustomed_form":"Gewohnte Gestalt","harmonized_transformation":"Harmonisierte Verwandlung","fighting_form":"Kämpfende Tiergestalt","mighty_form":"Mächtige Tiergestalt","magic_crafter1":"Magischer Handwerker I","second_skin":"Zweite Haut","eternal_form":"Ewige Form","magic_crafter2":"Magischer Handwerker II","master_of_objects":"Meister der Objekte","flood_guider":"Flutenlenker","cold_aura":"Kälteaura","water_summoner":"Wasserbeschwörer","icy_surrounding":"Eisige Umgebung","friend_of_fishes":"Freund der Fische","secrete_poison":"Gift ausscheiden","master_icy_terrain":"Meister des eisigen Terrains","overwhelming_tides":"Überwältigende Fluten","wave_conqueror":"Wogenbezwinger","conqueror_of_dryness":"Bezwinger der Trockenheit","quencher_of_flames":"Ersticker der Flammen","master_of_frost":"Herr der Kälte","one_with_waves":"Eins mit den Wogen","ally_of_fishes":"Verbündeter der Fische","good_nose":"Spürnase","fanned_by_wind":"Vom Winde umweht","weatherproof":"Wetterfest","wind_summoner":"Windbeschwörer","whispering_wind":"Flüsternder Wind","master_thunderstorms":"Gewittermeister","deep_breath":"Langer Atem","carried_by_wind":"Von den Winden getragen","friend_of_the_sky":"Himmelsfreund","flight_knowledge":"Flugkenntnis","wings_of_the_storm":"Flügel des Sturms","one_with_the_wind2":"Eins mit dem Wind","free_breath":"Freier Atem","ritual_lore_1":"Ritualkunde I","ritual_connection":"Ritualband","focus_theft":"Fokusdiebstahl","ritual_lore_2":"Ritualkunde II","ritual_lore_3":"Ritualkunde III","versed_scrolluser":"Arkaner Schriftkundiger","artifact_speeder":"Artefaktbeschleuniger","artifact_stacking":"Artefaktstapelung","artifact_prolonging":"Artefaktverlängerer","create_talismans":"Talismane erstellen","enhanced_anchor":"Verbesserte Verankerung","scroll_expert":"Strukturgeber-Experte","customized_artifacts":"Maßgeschneiderte Artefakte","create_spellstore":"Zauberspeicher erstellen","fast_spellstore_replenish":"Schneller Zauberspeicher-Auflader","spellstore_replenish":"Zauberspeicher aufladen","higher_artifactmaster":"Höherer Artefaktmagier","fast_undead":"Flinke Untote","master_abnormities":"Meister der Abnormitäten","graceful_skeleton":"Skelett und Grazie","dancing_dead":"Totentanz","hard_to_banish":"Kaum zu bannen","spontaneous_graverobbery":"Spontaner Grabraub","undead_hordes":"Untote Horden","undead_onslaught":"Untoter Ansturm","rise":"Erhebt euch!","corpseteacher":"Leichenlehrer","master_undead_hordes":"Herr der untoten Scharen","service_expert":"Dienstexperte","healing_beings":"Heilende Wesen","helpful_beings":"Hilfreiche Wesen","combat_conjuror":"Kampfbeschwörer","fighting_beings":"Kämpfende Wesen","combatcasting_beings":"Kampfzaubernde Wesen","scouting_beings":"Kundschaftende Wesen","protecting_beings":"Schützende Wesen","powerful_conjuror":"Starker Beschwörer","transporting_beings_1":"Transportierende Wesen I","lore_of_beings":"Wesenskenntnis","casting_beings":"Zaubernde Wesen","transporting_beings_2":"Transportierende Wesen II","promising_conjuror":"Vielversprechender Beschwörer","excellent_conjuror":"Herausragender Beschwörer","transporting_beings_3":"Transportierende Wesen III","arcane_overload":"Arkane Überladung","complex_commands":"Komplexe Golembefehle","personal_synchronisation":"Persönliche Synchronisierung","spontaneous_instruction":"Spontane Unterweisung","designer":"Konstrukteur","adaptive_designer":"Adaptiver Konstrukteur","binding_animation":"Bindende Animierung","restoration":"Restaurierung"}; if (termToTranslate in ressources) { return ressources[termToTranslate]; } else if (termToTranslate in apprenticeships) { @@ -10783,7 +10791,7 @@ on("clicked:verschnaufpause", function(f) { }); on("clicked:ruhephase", function(f) { - getAttrs(["fokuskzue", "fokus_k", "fokus_e", "fokus_k", "fokus_e", "fokus_v", "fokus_t", "lebenspunkte_k", "lebenspunkte_e", "lebenspunkte_v", "lebenspunkte_t", "regbonus", "konstitution", "willenskraft", "lebenspunkte", "fokus", "hiddenfokreg", "hiddenlifereg"], function(v) { let update = {}; + getAttrs(["fokuskzue", "fokus_k", "fokus_e", "fokus_k", "fokus_e", "fokus_v", "fokus_t", "lebenspunkte_k", "lebenspunkte_e", "lebenspunkte_v", "lebenspunkte_t", "regbonus", "konstitution", "willenskraft", "lebenspunkte", "fokus", "hiddenfokreg", "hiddenlifereg", "werblutetstirbt"], function(v) { let update = {}; let kon = +v.konstitution; let wil = +v.willenskraft; let lifereg = +v.hiddenlifereg; @@ -10796,6 +10804,7 @@ on("clicked:ruhephase", function(f) { let lebenspunkte_max = 0; let fokus_max = +v.fokus; let lebenspunkte_gesamt = (+v.lebenspunkte * 5); + let wbs = v.werblutetstirbt; update["fokus_t"] = +v.fokus_t; update["fokus_v"] = +v.fokus_v; update["fokus_e"] = +v.fokus_e; @@ -10805,12 +10814,15 @@ on("clicked:ruhephase", function(f) { update["lebenspunkte_e"] = +v.lebenspunkte_e; lebenspunkte_max = +lebenspunkte_gesamt - +v.lebenspunkte_k; fokus_max = +v.fokus; - if (lifereg == 2) { + if (wbs == 1) { + konbonus = 1; + } else if (lifereg == 2) { konbonus = 3; - } + } if (fokreg == 2) { wilbonus = 3; } + console.log("konbonus: " + konbonus + ", lifereg: " + lifereg); liferegtotal = +regbonus + (+kon * +konbonus); fokregtotal = (+wil * +wilbonus); update["lebenspunkte_t"] += +update["lebenspunkte_e"]; @@ -11842,7 +11854,6 @@ on("clicked:repeating_fertigkeitennsc:skill", function(eventInfo) { abilityroll += "&{template:splittermond_generic}"; baseRoll = `@{abilityroll} {{name=${skillname}}} {{charactername=@{namensc}}} {{Probe=[[ ${baseDice} + [[${sum}]] ]]}} {{mod=[[?{Situationsmodifikator|0}]]}} {{grossmeister=[[1d10]]}} {{erfolge=[[1]]}} ${wuerfel} {{mode=[[${mode}]]}} {{success=[[0]]}} {{dmgmalus=[[@{schadensmod}d1]]}} {{basiswert=[[${skillvalue}d1]]}} {{bbeh=[[${bBeh}]]}} {{behinderung=[[${behinderung}]]}} {{grmmode=[[${grmmode}]]}} {{schwierigkeit=[[1d0 + ?{Schwierigkeit|15}]]}}`; - processRoll(baseRoll); }); @@ -11910,14 +11921,6 @@ on("change:repeating_fertigkeitennsc", function(eventInfo) { }); }); -on("clicked:nscimport", function(eventInfo) { - getAttrs(['nscimport'], function (values) { - let nscimport = values.nscimport; - console.log(nscimport.split("\n")); - }); -}); - - function getBaseDice(dice_mod) { if (dice_mod == 1) { return "[[{[[1d10]],[[1d10]]}k1]]"; @@ -12040,4 +12043,283 @@ function modifySum(result, oDice, nDice, mode, success) { return result; } +function isNumber(n) { return !isNaN(parseFloat(n)) && !isNaN(n - 0) } + +on("clicked:nscimport", function(eventInfo) { + getAttrs(['nscimport'], function (values) { + let nscimport = values.nscimport; + nscimport = nscimport.replace(/\r?\n|\r/g, " "); + let merkmale = ["–", "Durchdringung", "Wuchtig", "Scharf", "Exakt", "Kritisch", "Umklammern", "Defensiv", "Entwaffnend", "Ablenkend", "Deckung", "Doppelwaffe", "Improvisiert", "Lange Waffe", "Nahkampftauglich", "Parierwaffe", "Primitiv", "Reiterwaffe", "Standfestigkeit", "Stumpf", "Teilbar", "Unhandlich", "Vielseitig", "Wattiert", "Wurffähig", "Zweihändig"]; + let attributes = ""; + let waffen = ""; + let zauber = ""; + let fertigkeiten = ""; + let meisterschaften = ""; + let nscmerkmale = ""; + let cAttributes = "Waffen"; + const nsc = { + attributes: [], + waffen: [], + merkmale: [], + fertigkeiten: [], + meisterschaften: [], + zauber: [] + }; + + // Attribute + if (!nscimport.includes("Waffen")) { + cAttributes = "Typus"; + } + attributes = nscimport.substring( + nscimport.indexOf("WIL") + 1, + nscimport.lastIndexOf(cAttributes) + ).match(/\d+/gm); + for (var i = 0; i < attributes.length; i++) { + nsc.attributes.push(attributes[i]); + } + + // Waffen + if (nscimport.includes("Waffen")) { + waffen = nscimport.substring( + nscimport.indexOf("INI") + 1, + nscimport.lastIndexOf("Typus") + ); + + //nsc.waffen = recursiveWeapons(waffen, [], merkmale); + waffen = waffen.split(" "); + waffen = stripWeaponString(waffen); + waffen.splice(0,2); + waffen = removeCharacter(waffen, ","); + getWeapons(waffen, merkmale); + + } + + // Zauber + if (nscimport.search("Zauber") > -1) { + zauber = nscimport.substring( + nscimport.indexOf("Zauber") + 8, + nscimport.lastIndexOf("Merkmale") + ); + + if (zauber.search("Meisterschaften") > -1) { + meisterschaften = zauber.split("Meisterschaften")[1]; + meisterschaften = meisterschaften.substring(2); + zauber = zauber.split("Meisterschaften")[0]; + } + + let spelltemp = ""; + if (zauber.match(/[a-zA-Z]*\s\d+/g)) { + spelltemp = zauber.match(/[a-zA-Z]*\s\d+/g); + zauber = zauber.split(/[a-zA-Z]*\s\d+/g); + } else if (zauber.match(/[a-zA-Z]+\s[IV]+:/g)) { + spelltemp = zauber.match(/[a-zA-Z]+\s[IV]+:/g); + zauber = zauber.split(/[a-zA-Z]+\s[IV]+:/g); + } + + zauber.splice(0,1); + + for (var i = 0; i < zauber.length; i++) { + zauber[i] = spelltemp[i] + zauber[i]; + } + + nsc.zauber = zauber; + } + + // Fertigkeiten + let temp = ""; + fertigkeiten = nscimport.substring( + nscimport.indexOf("Fertigkeiten") + 1, + nscimport.lastIndexOf("Meisterschaften") + ) + if (fertigkeiten.search("Zauber") > 1) { + fertigkeiten = fertigkeiten.split("Zauber")[0]; + } + fertigkeiten = fertigkeiten.split(","); + fertigkeiten[0] = fertigkeiten[0].split(" ")[1] + " " + fertigkeiten[0].split(" ")[2]; + + nsc.fertigkeiten = fertigkeiten.map(name => name.toLowerCase()); + + // Meisterschaften + if (meisterschaften.length == 0) { + meisterschaften = nscimport.substring( + nscimport.indexOf("Meisterschaften") + 17, + nscimport.lastIndexOf("Merkmale") + ) + } + + let mtemp = meisterschaften.match(/\w*\s\([IV]+/g); + meisterschaften = meisterschaften.split(/\w*\s\([IV]+/g); + + meisterschaften.splice(0,1); + + for (var i = 0; i < meisterschaften.length; i++) { + meisterschaften[i] = mtemp[i] + meisterschaften[i]; + } + + nsc.meisterschaften = meisterschaften; + + // Merkmale + if (nscimport.search("Beute") > -1) { + nscmerkmale = nscimport.substring( + nscimport.lastIndexOf("Merkmale") + 10, + nscimport.lastIndexOf("Beute") + ) + } else { + nscmerkmale = nscimport.substring( + nscimport.lastIndexOf("Merkmale") + ) + } + + nsc.merkmale = nscmerkmale.split(","); + + importNsc(nsc); + + /*console.log("Attribute: " + nsc.attributes); + console.log("Waffen: " + nsc.waffen); + console.log("Zauber: " + nsc.zauber); + console.log("Fertigkeiten: " + nsc.fertigkeiten); + console.log("Meisterschaften: " + nsc.meisterschaften); + console.log("Merkmale: " + nsc.merkmale);*/ + }); +}); + +function stripWeaponString(waffen) { + + if (waffen.includes("Lange")) { + let pos = waffen.indexOf("Lange"); + if (waffen[pos + 1] == "Waffe,") { + waffen[pos] += " Waffe"; + waffen.splice(pos + 1, 1); + } + } + + return waffen; +} + +function importNsc(nsc) { + let vAttributes = ["ausstrahlungnsc","beweglichkeitnsc","intuitionnsc","konstitutionnsc","mystiknsc","staerkensc","verstandnsc","willenskraftnsc","groessenklassensc","geschwindigkeitnsc","lebenspunktensc","fokusnscgesamt","verteidigungnsc","schadensreduktionnsc","koerperlicherwiderstandnsc","geistigerwiderstandnsc"]; + let vSkills = {"anführen":"anfuehren","tierführung":"tierfuehrung","geschichte und mythen":"geschichteundmythen","länderkunde":"laenderkunde","schlösser und fallen":"schloesserundfallen","straßenkunde":"strassenkunde","zähigkeit":"zaehigkeit","stärkungsmagie":"staerkungsmagie"}; + let newRowId; + let waffen = nsc.waffen; + let update = {}; + let temp = ""; + let ini = 0; + /*for (var i = 0; i < nsc.attributes.length; i++) { + let attribute = vAttributes[i]; + let value = nsc.attributes[i]; + update[attribute] = +value; + } + getSectionIDs("repeating_fertigkeitennsc", function(idarray) { + for(var i=0; i < idarray.length; i++) { + removeRepeatingRow("repeating_fertigkeitennsc_" + idarray[i]); + } + }); + nsc.fertigkeiten.forEach((fertigkeit) => { + console.log("Fertigkeit:" + fertigkeit); + let skill = fertigkeit.replace(/\s/g,'').match(/[a-zA-Zäöü]+/g) || "test"; + let value = parseInt(fertigkeit.replace(/\s/g,'').match(/[\d]+/g), 10) || 0; + if(vSkills[skill]) { + skill = vSkills[skill]; + } + console.log("skill:" + skill + ",value:" + value); + newRowId = generateRowID(); + update['repeating_fertigkeitennsc_' + newRowId + '_fertigkeitnsc'] = skill; + update['repeating_fertigkeitennsc_' + newRowId + '_fertigkeitswertnsc'] = +value; + }); + if (waffen.length > 0) { + console.log("Waffen: " + waffen); + for (var i = 0; i < waffen.length; i++) { + let aWaffen = waffen[i].split("|"); + let name = aWaffen[0]; + let wSkill = aWaffen[1]; + let dmg1 = aWaffen[2].split("W")[0]; + let dmg2 = aWaffen[2].split("W")[1]; + let dmg3 = 0; + if (dmg2.includes("+")) { + dmg3 = dmg2.split("+")[1]; + dmg2 = dmg2.split("+")[0]; + } else if (dmg2.includes("-")) { + dmg3 = "-".concat(dmg2.split("-")[1]); + dmg2 = dmg2.split("-")[0]; + } + dmg2 = "d".concat(dmg2); + ini = aWaffen[4].split("-")[0]; + console.log("Ini: " + ini); + let wgs = aWaffen[3]; + let merkmale = aWaffen[5]; + newRowId = generateRowID(); + update['repeating_waffennsc_' + newRowId + '_waffennamensc'] = name; + update['repeating_waffennsc_' + newRowId + '_waffenwertnsc'] = wSkill; + update['repeating_waffennsc_' + newRowId + '_waffenwgsnsc'] = wgs; + update['repeating_waffennsc_' + newRowId + '_waffenschaden1nsc'] = dmg1; + update['repeating_waffennsc_' + newRowId + '_waffenschadenwuerfelnsc'] = dmg2; + update['repeating_waffennsc_' + newRowId + '_waffenschaden3nsc'] = dmg3; + update['repeating_waffennsc_' + newRowId + '_waffenininsc'] = ini; + update['repeating_waffennsc_' + newRowId + '_waffenmerkmalensc'] = merkmale; + } + update['initiativensc'] = +ini; + }*/ + setAttrs(update); +} + +function removeCharacter(sArray, sTerm) { + nArray = []; + + for (var i = 0; i < sArray.length; i++) { + if (sArray[i].includes(sTerm)) { + nArray[i] = sArray[i].replaceAll(sTerm, ""); + } else { + nArray[i] = sArray[i]; + } + } + + return nArray; +} + +function getWeapons(waffen, merkmale) { + let aMerkmale = []; + let aWeapons = []; + let temp = ""; + let j = 0; + + for (var i = 0; i < waffen.length; i++) { + if (merkmale.includes(waffen[i])) { + if (waffen[i + 1].match(/[\d]+-[\d]+W[\d]+/g)) { + continue; + } + if (i < waffen.length - 2) { + if (waffen[i + 1].match(/^[\d]+$/g)) { + aMerkmale.push([i, waffen[i] + " " + waffen[i+1]]); + continue; + } + } + aMerkmale.push([i, waffen[i]]); + } + } + + console.table(aMerkmale); + + for (var i = 0; i < 999; i++) { + if (i < waffen.length) { + console.log("i: " + i + ", j: " + j); + if (i == j) { + console.log("Neue Waffe an Index " + j); + for (var k = i + 1; k < aMerkmale.length; k++) { + if ( (aMerkmale[k][0] - aMerkmale[k - 1][0]) > 2) { + let newIndex = aMerkmale[k - 1][0] + 1; + aWeapons.push(waffen.slice(j, newIndex).join("|")); + console.log("Wafen bisher: " + waffen.slice(j, newIndex).join("|")); + j = newIndex; + } + } + } + + } else { + break; + } + } + + console.log("aWeapons: " + aWeapons + ", Länge: " + aWeapons.length); +} + \ No newline at end of file diff --git a/Splittermond/Splittermond_w.png b/Splittermond/Splittermond_w.png new file mode 100644 index 0000000000..a1409582de Binary files /dev/null and b/Splittermond/Splittermond_w.png differ diff --git a/Star Wars FFG API-Compatible/translations/de.json b/Star Wars FFG API-Compatible/translations/de.json index c97f3d987f..d88e1cee9a 100644 --- a/Star Wars FFG API-Compatible/translations/de.json +++ b/Star Wars FFG API-Compatible/translations/de.json @@ -26,24 +26,24 @@ "ambassador": "Botschafter", "analyst": "Analyst", "anx": "Anx", - "aqualisha": "Aqualish (Aquala)", + "aqualisha": "Aqualish (Aquala)\n", "aqualishq": "Aqualish (Quara)", - "aqualishu": "Aqualish (Ualaq)", + "aqualishu": "Aqualishaner (Ualaq)", "arbiter": "Schiedsmann", "arc": "Bereich", "archaeologist": "Archäologe", - "arcona": "Arcona", + "arcona": "Arconier", "arctrooper": "ARC-Truppler", - "arkanian": "Arkanian", + "arkanian": "Arkanier", "armor": "Panzerung", "armorer": "Rüstmeister", "artisan": "Handwerker", "ascetic": "Asket", "assassin": "Attentäter", "assetsnresources": "Besitz & Ressourcen", - "assignedby:": "Assigned By:", - "assignment": "Assignment", - "assignmentsandtasks": "Assignments and Tasks", + "assignedby:": "Zugewiesen von:", + "assignment": "Aufgabe", + "assignmentsandtasks": "Aufgaben und Aufträge", "Astrogation": "Astronavigation", "astrogation": "Astronavigation", "astrogationint": "Astronavigation (Int)", @@ -57,7 +57,7 @@ "availablexp": "Verfügbare EP:", "bardottan": "Bardottaner", "basemodifiers": "Basismodifikatoren", - "baseofoperations": " Base of Operations  ", + "baseofoperations": " Operationsbasis  ", "basexp:": "Basis-EP:", "beast": " Tier ", "beastcriticalinjuries": "Krit. Verletzungen Tier", @@ -94,7 +94,7 @@ "characinfo": " Charakter Info ", "character": "Charakter", "character:": "Charakter:", - "characterduties": "Character Duties", + "characterduties": "Pflichten des Charakters", "charactergroupobligations": "Charakter-/Gruppenverpflichtung", "characteristics": "Eigenschaften", "charactermoralities": "Moral des Charakters", @@ -107,8 +107,8 @@ "charmpr": "Charme (Cha)", "chevin": "Chevin", "chiss": "Chiss", - "city:": "City:", - "clawdite": "Clawdite", + "city:": "Stadt:", + "clawdite": "Clawdit", "clearpool": "Pool leeren", "clone": "Klon", "clonecommander": "Klon-Kommandant", @@ -155,7 +155,7 @@ "Core Worlds": "Kernwelten", "coreworldsint": "Kernwelten (Int)", "correllianhuman": "Corellianischer Mensch", - "cosian": "Cosian", + "cosian": "Cosianer", "cost:": "Preis:", "courier": "Kurier", "credits:": "Credits:", @@ -183,7 +183,7 @@ "cybertech": "Cybertech", "damage": "Schaden", "dark": "Dunkel", - "dathomirian": "Dathomirian", + "dathomirian": "Dathomirianer", "deathwatchwarrior": "Krieger der Death Watch", "deception": "Täuschung", "Deception": "Täuschung", @@ -233,8 +233,8 @@ "elomin": "Elomin", "emostrength:": "Emotionale Stärke(n):", "emoweaknaess:": "Emotionale Schwäche(n):", - "enablecombatsuggestions": "Enable Combat Suggestions?", - "enablegeneralsuggestions": "Enable General Suggestions?", + "enablecombatsuggestions": "Kampfvorschläge aktivieren?", + "enablegeneralsuggestions": "Allgemeine Vorschläge aktivieren?", "encum": "Belast.", "encumbrance": "Belastung", "encumbrancecapacity": "Belastungskapazität", @@ -249,21 +249,21 @@ "example:": "Beispiel: 1b 1g ergibt \n", "exampletext": "b -> Blau = Verstärkung, blk -> Schwarz = Komplikation
g -> Grün = Begabung, y -> Gelb = Training
p-> Violett = Schwierigkeit, r -> Rot = Herausforderung
w -> Weiß = Macht
s = Erfolg, f = Fehlschlag, a = Vorteil, t = Bedrohung", "executioner": "Scharfrichter", - "expectedsessionstocomplete:": "Expected sessions to complete:", + "expectedsessionstocomplete:": "Spielsitzungen bis zur Beendigung:", "explorer": "Entdecker", "extreme": "Extrem", "eyes:": "Augen:", "failure": "Fehlschlag", "falleen": "Falleen", - "farm": "Farm", + "farm": "Bauernhof", "fearcheck": "Furchtprobe?", "features:": "Besonderheiten:", "figurehead": "Repräsentant", - "foodstuffs": "Foodstuffs", + "foodstuffs": "Nahrungsmittel", "forceadherent": "Anhänger der Macht", "forceanddestiny": "Macht und Schicksal", "forcediceavailable:": "Verfügbare Machtwürfel:", - "forceplayerupgrade": "Force Player Update", + "forceplayerupgrade": "Erzwinge Spielerupdate", "forcepowers": "Machtfähigkeiten", "forcerating": "Machtwert", "forcesensitiveemergent": "Erwachender Machtsensitiver", @@ -272,7 +272,7 @@ "fore": "Bug", "fringer": "Grenzgänger", "gadgeteer": "Powertech", - "galaxymapgridcoordinates:": "Galaxy Map Grid Coordinates:", + "galaxymapgridcoordinates:": "Galaktische Koordinaten:", "gambler": "Spieler", "gamemechanics": "Spielmechaniken", "gandl": "Gand (mit Lungen)", @@ -283,8 +283,8 @@ "generalinfo": "Allgemeine Informationen", "generalinformation": " Allgemeine Informationen ", "generalskills": "Allgemeine Fertigkeiten", - "geonosian": "Geonosian", - "gigoran": "Gigoran", + "geonosian": "Geonosianer", + "gigoran": "Gigoraner", "gmdicepool": "SL Würfelpool", "gmresources": "SL Ressourcen", "gossam": "Gossam", @@ -294,7 +294,7 @@ "groupcredits:": "Gruppen-Credits:", "groupdetails": "Gruppendetails", "groupdetailstitle": " Gruppendetails ", - "groupexpenses:": "Group Expenses:", + "groupexpenses:": "Gruppenausgaben:", "groupname:": "Gruppenname:", "groupobligations": "Gruppenverpflichtung", "grouppossessions": "Gruppenbesitz", @@ -323,7 +323,7 @@ "hiredgun": "Söldner", "homestead": "Homestead", "homesteadname:": "Homestead Name:", - "hook:": "Hook:", + "hook:": "Aufhängsel:", "hotshot": "Draufgänger", "hp": "AP", "hulltrauma": "Hüllensch.", @@ -335,8 +335,8 @@ "hyperdrivesecondclass:": "Hyperantrieb (Sekundär) Klasse:", "iakaru": "Iakaru", "ifknown": "(soweit bekannt)", - "iktochi": "Iktotchi", - "illicitmaterials": "Illicit Materials", + "iktochi": "Iktochi", + "illicitmaterials": "Verbotene Materialien", "imperialacademycadet": "Kadett der Imperialen Akademie", "infiltrator": "Infiltrator", "initiative": "Inititative", @@ -345,18 +345,18 @@ "interrogator": "Verhörspezialist", "investigator": "Ermittler", "ishitib": "Ishi Tib", - "isitcareer": "Is it in your Career?", + "isitcareer": "Ist es eine Berufsspezialisierung?", "iteminventory": " Inventar ", "itemss:": "Gegenstände:", "ithorian": "Ithorianer", "jawa": "Jawa", "jedi": "Jedi", "juyoberserker": "Juyo-Berserker", - "kalleran": "Kalleran", - "kaminoan": "Kaminoan", - "karkarodon": "Karkarodon", + "kalleran": "Kalleraner", + "kaminoan": "Kaminoaner", + "karkarodon": "Karkarodoner", "keldor": "Kel Dor", - "keyitems:": "Key Items:", + "keyitems:": "Schlüsselgegenstände:", "klatooinian": "Klatooinianer", "knight": "Ritter", "knowledgecoreworlds": "Wissen (Kernwelten)", @@ -398,7 +398,7 @@ "martialartist": "Kampfsportler", "master": "Meister", "max": "Max", - "maxaltitude:": "Maximum Altitude:", + "maxaltitude:": "Maximale Flughöhe:", "maybe": "Vielleicht?", "mechanic": "Mechaniker", "Mechanics": "Mechanik", @@ -409,42 +409,42 @@ "medecineint": "Medizin (Int)", "medic": "Arzt", "medium": "Mittel", - "meetingcenter": "Meeting Center", + "meetingcenter": "Tagungszentrum", "melee": "Nahkampf", "meleebr": "Nahkampf (Str)", "Melee": "Nahkampf", "meleeshort": "Nahkampf", "melitto": "Melitto", "mercenarysoldier": "Soldat", - "metals": "Metals", + "metals": "Metalle", "midtech": "Standardtechnologie", - "mikkian": "Mikkian", - "mine": "Mine", - "minerals": "Minerals", + "mikkian": "Mikkianer", + "mine": "Bergwerk", + "minerals": "Mineralien", "minion": "Handlanger", "miniongroupsize:": "Handlangergruppengröße", "minionrivalnemesis": "(Handlanger, Rivale oder Erzfeind)", "minor": "Leicht beschädigt", - "mirialan": "Mirialan", + "mirialan": "Mirialaner", "miscinfo": "Sonst. Info", - "missioncontacts:": "Mission Contacts:", - "missiondetails": "Mission Details", - "missionobjectives:": "Mission Objectives:", - "missiontasknumber:": "Mission/Task Number:", - "missiontype:": "Mission Type:", + "missioncontacts:": "Missionskontakte:", + "missiondetails": "Missionsdetails", + "missionobjectives:": "Missionsziele:", + "missiontasknumber:": "Missions-/Aufgabennummer:", + "missiontype:": "Missionstyp:", "modder": "Modder", "moderate": "Mittelschwer beschädigt", "modifications": "Modifikationen", "modifiers": "Modifikatoren", "modifiers:": "Modifikatoren:", "mods": "Mods.", - "moncalamari": "Mon Calamari", + "moncalamari": "Mon calamari", "morality": "Moral", "morality:": "Moral:", "moreinfo": "Für weitere Informationen über diese Version besuchen Sie:", "motivations": "Motivationen", - "mustafariann": "Mustafarian (Northern)", - "mustafarians": "Mustafarian (Southern)", + "mustafariann": "Mustafarianer (Nördlich)", + "mustafarians": "Mustafarianer (Südlich)", "muun": "Muun", "mystic": "Mystiker", "name": "Name", @@ -461,11 +461,11 @@ "nemesis": "Erzfeind", "new": "Neu", "nightsister": "Nachtschwester", - "niktog": "Nikto (Green)", - "niktom": "Nikto (Mountain)", - "niktop": "Nikto (Pale)", - "niktor": "Nikto (Red)", - "niktos": "Nikto (Southern)", + "niktog": "Nikto (Grün)", + "niktom": "Nikto (Berg)", + "niktop": "Nikto (Blass)", + "niktor": "Nikot (Rot)", + "niktos": "Nikto (Südlich)", "nimandisciple": "Niman-Adept", "no": "Nein", "noinprogress": "Nein - In Bearbeitung", @@ -502,13 +502,13 @@ "padawan": "Padawan", "padawansurvivor": "Überlebender Padawan", "page:": "Seite:", - "pantoran": "Pantoran", - "partycareerskill:": "Party Career Skill:", + "pantoran": "Pantoraner", + "partycareerskill:": "Gruppenberufsfertigkeit:", "passengername": "Passagiername", "passengers": "Passagiere", "passive": "Passiv", "pathfinder": "Pathfinder", - "pauan": "Pau'an", + "pauan": "Pau'aner", "pc": "SC", "peacekeeper": "Peace Keeper", "perception": "Wahrnehmung", @@ -518,7 +518,7 @@ "personalarmor": "Rüstung", "personalgear": "Persönliche Ausrüstung", "pettycash:": "Taschengeld:", - "phydolon": "Phydolon", + "phydolon": "Phydoloner", "pickup": "Verladeort", "pilot": "Pilot", "pilotecopiloteetc": "(Pilot, Kopilot, Ingenieur)", @@ -536,8 +536,8 @@ "player:": "Spieler:", "playergroupsheet": " Gruppenbogen ", "playername": "Spielername:", - "polismassannvc": "Polis Massan (Without Vocal Chords)", - "polismassanvc": "Polis Massan (With Vocal Chords)", + "polismassannvc": "Polis Massaner (ohne Stimmlippen)", + "polismassanvc": "Polis Massaner (with Stimmlippen)", "politico": "Politiker", "port": "Backbord", "positionrole:": "Position/Funktion:", @@ -551,7 +551,7 @@ "quantity": "Menge", "quarren": "Quarren", "quartermester": "Quartiermeister", - "quermian": "Quermian", + "quermian": "Quermianer", "racer": "Rennfahrer", "ranch": "Ranch", "range": "Reichweite", @@ -593,7 +593,7 @@ "saboteur": "Saboteur", "safehouse": "Safe House", "sage": "Gelehrter", - "sakiyan": "Sakiyan", + "sakiyan": "Sakiyaner", "sapper": "Sappeur", "sathari": "Sathari", "scavenger": "Plünderer", @@ -603,7 +603,7 @@ "scout": "Kundschafter", "seeker": "Sucher", "seer": "Seher", - "selonian": "Selonian", + "selonian": "Selonianer", "senator": "Senator", "sensorrange:": "Sensorreichweite:", "sentinel": "Sentinel", @@ -626,7 +626,7 @@ "showsuggestionsbutton": "Show Suggestions Button", "signatureablities": "Expertenfähigkeiten", "silhouette": "Silhouette", - "skakoans": "skakoans", + "skakoans": "Skakoaner", "skill": "Fertigkeit", "skill:": "Fertigkeit:", "skilllist": "Liste Fertigkeiten", @@ -652,7 +652,7 @@ "specialization": "Spezialisierung", "specializationattached": "Spezialisierung angefügt?", "species:": "Spezies:", - "specificdetails": "Specific Details", + "specificdetails": "Spezifische Details", "speed": "Geschw.", "spendingsuggestions": "Spending Suggestions", "spy": "Spion", @@ -684,13 +684,13 @@ "tactician": "Taktiker", "talentsandabilities": "Talente & Fähigkeiten", "talentsandspecialabilities": "Talente und besondere Fähigkeiten", - "task:": "Task:", + "task:": "Aufgabe:", "teacher": "Lehrer", "technician": "Techniker", "terrain:": "Terrain:", "thief": "Dieb", - "thisspiasian": "Thisspiasian", - "tholothian": "Tholothian", + "thisspiasian": "Thisspiasianer", + "tholothian": "Tholothianer", "threshold": "Limit", "timeshandled:": "Times Handled:", "timeshandledstrengh:": "Times Handled (Strength):", @@ -705,18 +705,18 @@ "toydarian": "Toydarianer", "trader": "Händler", "trailblazer": "Trailblazer", - "trainingcamp": "Training Camp", + "trainingcamp": "Trainingscamp", "trandosian": "Trandosianer", "triumph": "Triumph", - "tuskenraider": "Tusken Raider", + "tuskenraider": "Tusken Räuber", "twilek": "Twi'lek", "type": "Art", "type:": "Art:", - "umbaran": "Umbaran", + "umbaran": "Umbaraner", "underworld": "Unterwelt", "Underworld": "Unterwelt", "underworldint": "Unterwelt (Int)", - "universal": "Universal", + "universal": "Universell", "upgrade": "    Aufwertung:", "upgrades": "Aufwertungen", "upgradetype:": "Aufwertungskategorie:", @@ -739,9 +739,9 @@ "vurk": "Vurk", "wanted": "Gesucht?", "warden": "Warden", - "warfare": "Warfare", - "Warfare": "Warfare", - "warfareint": "Warfare (Int)", + "warfare": "Kriegskunst", + "Warfare": "Kriegskunst", + "warfareint": "Kriegskunst (Int)", "warleader": "Warleader", "warrior": "Warrior", "weaknessdetails:": "Details zur Schwäche:", diff --git a/Stargate-RPG/translations/fr.json b/Stargate-RPG/translations/fr.json index 4951f61e6c..de5aa0cea1 100644 --- a/Stargate-RPG/translations/fr.json +++ b/Stargate-RPG/translations/fr.json @@ -1,5 +1,5 @@ { - "character": "Character", + "character": "Personnage", "background": "Historique", "npc-u": "PNJ", "settings": "Paramètres", @@ -11,7 +11,7 @@ "origin": "Origine", "class": "Classe", "level": "Niveau", - "tension-die": "Tension Die", + "tension-die": "Dé de tension", "str-u": "FOR", "dex-u": "DEX", "cox-u": "CON", @@ -39,21 +39,21 @@ "stealth": "Discrétion", "survival": "Survie", "temp-hp": "PV Temp", - "condition-u": "CONDITION", + "condition-u": "ÉTAT", "normal": "Normal", - "disadv-ability-checks": "Disadv ability checks", - "speed-halved": "Speed Halved", - "disadv-attacks-saves": "Disadv Attacks, Saves", - "max-hp-halved": "Max HP Halved", - "speed-zero": "Speed Zero", + "disadv-ability-checks": "Désavantage jets de carac", + "speed-halved": "1/2 Vitesse", + "disadv-attacks-saves": "Désavantage Attaques, Sauvegardes", + "max-hp-halved": "1/2 Max HP", + "speed-zero": "Vitesse zéro", "death": "Mort", - "prof-bonus": "Prof Bonus", + "prof-bonus": "Bonus de maîtrise", "initiative": "Initiative", "moxie": "Moxie", "armor-class": "Classe d'armure", - "determination": "determination", + "determination": "détermination", "death-save": "Sauvegarde contre la Mort", - "sucesses": "Sucesses", + "sucesses": "Succès", "failures": "Échecs", "strength": "Force", "dexterity": "Dexterité", @@ -63,66 +63,66 @@ "charisma": "Charisme", "tactical-vest-bulk": "Tactical Vest Bulk", "inventory": "Inventaire", - "attack-action-name": "Attack/Action Name", + "attack-action-name": "Nom de l'attaque/action", "to-hit": "au toucher", "dmg": "dég.", - "type": "Type:", + "type": "Type :", "range": "portée ", - "cap-reload": "Cap/Reload", - "special": "special", + "cap-reload": "Cap/Rechargement", + "special": "spécial", "racial-abilities": "Capacités Raciales", "feats": "Dons", "class-abilities": "Capacités de classe", "equipment": "Équipement", "proficiencies": "Maîtrises", "notes": "Remarques", - "npc-stuff": "NPC stuff", - "whisper-rolls": "Whisper rolls?", - "show-name-in-rolls": "Show name in rolls?", + "npc-stuff": "trucs de PNJ", + "whisper-rolls": "Murmurer les jets?", + "show-name-in-rolls": "Montrer le nom dans les jets?", "yes": "Oui", "short-rest": "Rep. Court", "long-rest": "Rep. Long", - "custom-roll": "Custom roll", - "other-stats": "Other stats", - "mission-points-mp": "Mission Points(MP):", - "eureka-points": "Eureka Points:", - "wounds-ability-damage": "Wounds/Ability Damage", - "sheet-documentation": "Sheet Documentation", - "changelog": "Changelog", + "custom-roll": "Jet personnalisé", + "other-stats": "Autres stats", + "mission-points-mp": "Points de mission (MP) :", + "eureka-points": "Points Eureka :", + "wounds-ability-damage": "Blessures / Dégâts aux caracs", + "sheet-documentation": "Documentation de la feuille", + "changelog": "Journal des modifications", "living-series": "Living Series", - "stargaterpg-com-username": "Stargaterpg.com username", - "roll20-id": "Roll20 ID", - "stargaterpg-com-character-link": "Stargaterpg.com character link", - "ammo-weapon": "Ammo Weapon", + "stargaterpg-com-username": "Nom d'utilisateur Stargaterpg.com", + "roll20-id": "ID Roll20", + "stargaterpg-com-character-link": "Lien de personnage Stargaterpg.com", + "ammo-weapon": "Arme à minutions", "aturen": "Aturen", - "noxian-pacifist": "Noxian Pacifist", + "noxian-pacifist": "Pacifiste noxien", "human": "Humain", - "abydonian": "Abydonian", + "abydonian": "Abydonien", "tollan": "Tollan", "jaffa": "Jaffa", "hak": "Hak’tyl Jaffa", - "tok": "Tok’Ra", + "tok": "Tok'Ra", "pangaran": "Pangaran", "unas": "Unas", - "possessed-unas": "Possessed Unas", - "arboreal": "Arboreal", - "artificial": "Artificial", + "possessed-unas": "Unas possédé", + "arboreal": "Arboricole", + "artificial": "Artificiel", "desert": "Désert", - "grasslands": "Grasslands", - "lunar": "Lunar", - "mountainous": "Mountainous", - "oceanic": "Oceanic", - "rainforest": "Rainforest", - "starship": "Starship", - "terraformed": "Terraformed", - "toxic": "Toxic", - "tundra": "Tundra", - "subterranean": "Subterranean", + "grasslands": "Prairies", + "lunar": "Lunaire", + "mountainous": "Montagneux", + "oceanic": "Océanique", + "rainforest": "Forêt tropicale", + "starship": "Vaisseau", + "terraformed": "Terraformée", + "toxic": "Toxique", + "tundra": "Toundra", + "subterranean": "Souterrain", "swamp": "Marais", - "urban": "Urban", - "volcanic": "Volcanic", + "urban": "Urbain", + "volcanic": "Volcanique", "diplomat": "Diplomate", "scientist": "Scientifique", - "scout": "Scout", - "soldier": "Soldier" + "scout": "Éclaireur", + "soldier": "Soldat" } \ No newline at end of file diff --git a/T2K 4e/twilight-2k-4e.html b/T2K 4e/twilight-2k-4e.html index e3e7964bf0..79946f786a 100644 --- a/T2K 4e/twilight-2k-4e.html +++ b/T2K 4e/twilight-2k-4e.html @@ -1213,11 +1213,12 @@ value="&{template:t2k} {{character-name=@{character_name} }} {{roll-name=Coolnes @@ -1385,11 +1386,12 @@ value="&{template:t2k} {{character-name=@{character_name} }} {{roll-name=Coolnes @@ -1557,11 +1559,12 @@ value="&{template:t2k} {{character-name=@{character_name} }} {{roll-name=Coolnes @@ -2125,7 +2128,7 @@ value="&{template:t2k} {{character-name=@{character_name} }} {{roll-name=Coolnes var cl = 0; var bpcl = 0; if (lc == "1") { - cl = 2+strdie; + cl = 4+strdie; bpcl = 4+strdie; } else { @@ -2337,4 +2340,4 @@ value="&{template:t2k} {{character-name=@{character_name} }} {{roll-name=Coolnes }); }); - \ No newline at end of file + diff --git a/Talessya/Talessya.css b/Talessya/Talessya.css index 76e36bd31d..1352fcddfb 100644 --- a/Talessya/Talessya.css +++ b/Talessya/Talessya.css @@ -1,4 +1,4 @@ -/*! Talessya Roll 20 Character Sheet - v0.1.0 - 2021-10-30 +/*! Talessya Roll 20 Character Sheet - v0.1.0 - 2021-11-29 * https://jorsermar.github.io/roll20-character-sheets/ * Copyright (c) 2021 Jorge Serrano; Licensed */ /* @@ -4977,7 +4977,7 @@ fieldset { .charsheet .sheet-talessya .sheet-section-npc .sheet-npc-action .sheet-fieldset-item-npcaction-checked-name { padding: 0; } -.charsheet .sheet-talessya .sheet-section-npc .sheet-npc-action .sheet-fieldset-item-npcaction-checked-description span { +.charsheet .sheet-talessya .sheet-section-npc .sheet-npc-action .sheet-fieldset-item-npcaction-checked-descrition span { white-space: break-spaces; } .charsheet .sheet-talessya .sheet-section-npc .repcontrol .btn { @@ -5558,4 +5558,4 @@ fieldset { } .charsheet .sheet-talessya .sheet-section-pc .sheet-section-pc-body .sheet-tab-spells .sheet-tab-content .sheet-container-spell .sheet-container-body { overflow: visible; -} \ No newline at end of file +} diff --git a/Talessya/Talessya.html b/Talessya/Talessya.html index 70c7461f49..549b3c0acf 100644 --- a/Talessya/Talessya.html +++ b/Talessya/Talessya.html @@ -3,6 +3,34 @@ +
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\ No newline at end of file diff --git a/Transdimensional Adventures/Transdimensional_preview.jpg b/Transdimensional Adventures/Transdimensional_preview.jpg new file mode 100644 index 0000000000..7e732fec78 Binary files /dev/null and b/Transdimensional Adventures/Transdimensional_preview.jpg differ diff --git a/Transdimensional Adventures/sheet.json b/Transdimensional Adventures/sheet.json new file mode 100644 index 0000000000..d76d7664b4 --- /dev/null +++ b/Transdimensional Adventures/sheet.json @@ -0,0 +1,9 @@ +{ + "html": "Transdimensional_Adventures.html", + "css": "Transdimensional_Adventures.css", + "authors": "Based partly on Flashing Blades character sheet by Stephe Shomo [135636]. Revised by Chris C. [1847563] (modified, refactored to CSS Grid, added gridareas)", + "roll20userid": "1847563", + "preview": "Transdimensional_preview.jpg", + "instructions": "Official character sheet for Transdimensional Adventures by Chris Carter (2021). Rules available from DriveThru RPG.", + "legacy": true +} \ No newline at end of file diff --git a/Vaesen/Fonts/village plain.ttf b/Vaesen/Fonts/village plain.ttf new file mode 100644 index 0000000000..373b4feb5a Binary files /dev/null and b/Vaesen/Fonts/village plain.ttf differ diff --git a/Vaesen/Fonts/village.ttf b/Vaesen/Fonts/village.ttf new file mode 100644 index 0000000000..2382c2bffb Binary files /dev/null and b/Vaesen/Fonts/village.ttf differ diff --git a/Vaesen/Images/VaesenLogo.png b/Vaesen/Images/VaesenLogo.png deleted file mode 100644 index 8d17a801f8..0000000000 Binary files a/Vaesen/Images/VaesenLogo.png and /dev/null differ diff --git a/Vaesen/Images/bg-card.jpg b/Vaesen/Images/bg-card.jpg new file mode 100644 index 0000000000..3c9d91099a Binary files /dev/null and b/Vaesen/Images/bg-card.jpg differ diff --git a/Vaesen/Images/card-element-down-2.png b/Vaesen/Images/card-element-down-2.png new file mode 100644 index 0000000000..62b963d26b Binary files /dev/null and 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files a/Vaesen/Images/footer.png and /dev/null differ diff --git a/Vaesen/Images/footer2.png b/Vaesen/Images/footer2.png deleted file mode 100644 index 9e1877fd6a..0000000000 Binary files a/Vaesen/Images/footer2.png and /dev/null differ diff --git a/Vaesen/Images/npc-bg.jpg b/Vaesen/Images/npc-bg.jpg new file mode 100644 index 0000000000..7029962ab5 Binary files /dev/null and b/Vaesen/Images/npc-bg.jpg differ diff --git a/Vaesen/Images/symbol.png b/Vaesen/Images/symbol.png new file mode 100644 index 0000000000..d47735c879 Binary files /dev/null and b/Vaesen/Images/symbol.png differ diff --git a/Vaesen/Images/vaesen-bg.jpg b/Vaesen/Images/vaesen-bg.jpg new file mode 100644 index 0000000000..6c8c9610bc Binary files /dev/null and b/Vaesen/Images/vaesen-bg.jpg differ diff --git a/Vaesen/Images/vaesen-castle.jpg b/Vaesen/Images/vaesen-castle.jpg new file mode 100644 index 0000000000..d5849ef208 Binary files /dev/null and b/Vaesen/Images/vaesen-castle.jpg differ diff --git a/Vaesen/Images/vasen_background.jpg b/Vaesen/Images/vasen_background.jpg deleted file mode 100644 index 4fdfbc3ffa..0000000000 Binary files a/Vaesen/Images/vasen_background.jpg and /dev/null differ diff --git a/Vaesen/SheetSample.png b/Vaesen/SheetSample.png deleted file mode 100644 index 3874b306d1..0000000000 Binary files a/Vaesen/SheetSample.png and /dev/null differ diff --git a/Vaesen/preview.jpg b/Vaesen/preview.jpg new file mode 100644 index 0000000000..fe74afd3f1 Binary files /dev/null and b/Vaesen/preview.jpg differ diff --git a/Vaesen/sheet.json b/Vaesen/sheet.json index 60b2332e49..dd9d827544 100644 --- a/Vaesen/sheet.json +++ b/Vaesen/sheet.json @@ -1,10 +1,9 @@ { "html": "vaesen_sheet.html", "css": "vaesen_sheet.css", - "authors": "Starships&Steel", - "roll20userid": "807863", - "preview": "SheetSample.png", - "instructions": "Should be pretty self explanatory, no special set-up.", - "patreon": "https://www.patreon.com/starshipsandsteel", - "legacy": true + "authors": "Starships&Steel - upgraded by Velczer", + "roll20userid": "8242830", + "preview": "preview.jpg", + "instructions": "PDF version skin Character sheet for use with Vaesen Roleplaying Game from Free League Publishing.", + "legacy": false } \ No newline at end of file diff --git a/Vaesen/translations/en.json b/Vaesen/translations/en.json new file mode 100644 index 0000000000..55f28d1d8f --- /dev/null +++ b/Vaesen/translations/en.json @@ -0,0 +1,110 @@ +{ + "character": "Character", + "headquarter": "Headquarter", + "character-sheet": "Character Sheet", + "name": "Name", + "age": "Age/Age group", + "archetype": "Archetype", + "motivation": "Motivation", + "trauma": "Trauma", + "dark-secret": "Dark Secret", + "relationships": "Relationships", + "relation": "Relation", + "talents": "Talents", + "insights-defects": "Insights & Defects", + "advantages": "Advantages", + "armor": "Armor", + "protection": "Protection", + "equipment": "Equipment", + "bonus": "Bonus", + "weapon": "Weapon", + "damage": "Damage", + "range": "Range", + "memento": "Memento", + + "roll": "Roll", + "roll-d66": "Roll D66", + "make-the-roll-secret": "Make the roll secret", + "dice-modificator-roll": "Dice modificator roll", + + "attributes": "Attributes", + "physique": "Physique", + "precision": "Precision", + "logic": "Logic", + "empathy": "Empathy", + + "resources": "Resources", + "conditions": "Conditions", + "physical": "Physical", + "exhausted": "Exhausted", + "battered": "Battered", + "wounded": "Wounded", + "broken": "Broken", + "mental": "Mental", + "angry": "Angry", + "frightened": "Frightened", + "hopeless": "Hopeless", + + "skills": "Skills", + "attribute": "Attribute", + "use": "Use", + "clear": "Clear", + "dice-modificator": "Dice modificator:", + + + "agility": "Agility", + "close-combat": "Close combat", + "force": "Force", + "medicine": "Medicine", + "ranged-combat": "Ranged Combat", + "stealth": "Stealth", + "investigation": "Investigation", + "learning": "Learning", + "vigilance": "Vigilance", + "inspiration": "Inspiration", + "manipulation": "Manipulation", + "observation": "Observation", + "experience": "Experience", + + "weapon-attack": "Weapon Attack", + + "success": "Success", + "amount-of-dices": "Amount of Dices", + "condition-penalty": "Condition penalty", + "weapon-bonus": "Weapon Bonus", + + "headquarter-sheet": "Headquarter Sheet", + "name-hq": "Name", + "type_of_building": "Type of building", + "location": "Location", + "development-points": "Development Points", + "history": "History", + "upgrades": "Upgrades", + "facilities": "Facilities", + "discovered-facilities": "Discovered Facilities", + "contacts": "Contacts", + "personel": "Personel", + "function": "Function", + "asset": "Asset", + + "npc-sheet": "NPC sheet", + "physical-toughness": "Physical Toughness", + "mental-toughness": "Mental Toughness", + "notes": "Notes", + "skill-roll": "Skill Roll", + + + "vaesen-sheet": "Vaesen sheet", + "secret": "Secret", + "ritual": "Ritual", + "might": "Might", + "body-control": "Body Control", + "magic": "Magic", + "fear": "Fear", + "attacks": "Attacks", + "condition-name": "Name", + "abilities": "Abilities" + + + +} \ No newline at end of file diff --git a/Vaesen/translations/pl.json b/Vaesen/translations/pl.json new file mode 100644 index 0000000000..c1b7ceae50 --- /dev/null +++ b/Vaesen/translations/pl.json @@ -0,0 +1,106 @@ +{ + "character": "Postać", + "headquarter": "Siedziba", + "character-sheet": "Karta Postaci", + "name": "Imię i nazwisko", + "age": "Wiek/Grupa wiekowa", + "archetype": "Archetyp", + "motivation": "Motywacja", + "trauma": "Trauma", + "dark-secret": "Mroczny Sekret", + "relationships": "Relacje", + "relation": "Relacja", + "talents": "Talenty", + "insights-defects": "Dary i Skazy", + "advantages": "Przewagi", + "armor": "Pancerz", + "protection": "Punkty osłony", + "equipment": "Rynsztunek", + "bonus": "Premia", + "weapon": "Broń", + "damage": "Obrażenia", + "range": "Zasięg", + "memento": "Pamiątka", + + "roll": "Rzuć", + "roll-d66": "Rzuć k66", + "make-the-roll-secret": "Rzuć kośćmi sekretnie", + "dice-modificator-roll": "Rzut modyfikatorem", + + "attributes": "Cechy", + "physique": "Krzepa", + "precision": "Koordynacja", + "logic": "Logika", + "empathy": "Empatia", + + "resources": "Zasobność", + "conditions": "Stany", + "physical": "Fizyczne", + "exhausted": "Wyczerpanie", + "battered": "Poturbowanie", + "wounded": "Rana", + "broken": "Wycieńczenie", + "mental": "Psychiczne", + "angry": "Złość", + "frightened": "Przerażenie", + "hopeless": "Rozpacz", + + "skills": "Umiejętności", + "attribute": "Atrybut", + "use": "Użyj", + "clear": "Wyczyść", + "dice-modificator": "Modyfikator rzutu:", + + "agility": "Gibkość", + "close-combat": "Walka wręcz", + "force": "Siła", + "medicine": "Medycyna", + "ranged-combat": "Walka dyst.", + "stealth": "Podstępność", + "investigation": "Śledztwo", + "learning": "Uczoność", + "vigilance": "Czujność", + "inspiration": "Inspirowanie", + "manipulation": "Manipulacja", + "observation": "Obserwacja", + "experience": "Punkty doświadczenia", + + "weapon-attack": "Atak bronią", + + "success": "Sukcesy", + "amount-of-dices": "Ilość kości", + "condition-penalty": "Kara ze stanu", + "weapon-bonus": "Bonus z broni", + + "headquarter-sheet": "Karta Siedziby", + "name-hq": "Nazwa", + "type_of_building": "Rodzaj budynku", + "location": "Lokacja", + "development-points": "Punkty Rozwoju", + "history": "Historia", + "upgrades": "Ulepszenia", + "facilities": "Udogodnienia", + "discovered-facilities": "Odkryte udogodnienia", + "contacts": "Kontakty", + "personel": "Personel", + "function": "Funkcja", + "asset": "Zasób", + + "npc-sheet": "Karta NPC", + "physical-toughness": "Wytrzymałość fizyczna", + "mental-toughness": "Wytrzymałość psychiczna", + "notes": "Notatki", + "skill-roll": "Rzut na umiejętność", + + + "vaesen-sheet": "Karta Vaesen", + "secret": "Sekret", + "ritual": "Rytuał", + "might": "Moc", + "body-control": "Kontrola ciała", + "magic": "Magia", + "fear": "Strach", + "attacks": "Ataki", + "condition-name": "Nazwa", + "abilities": "Umiejętności" +} \ No newline at end of file diff --git a/Vaesen/vaesen_sheet.css b/Vaesen/vaesen_sheet.css index 29bb9257fc..6f6ace10b8 100644 --- a/Vaesen/vaesen_sheet.css +++ b/Vaesen/vaesen_sheet.css @@ -1,561 +1,785 @@ /* Configure Tab Buttons */ -@import url('https://fonts.googleapis.com/css?family=Langar'); +@import url('https://fonts.googleapis.com/css2?family=Roboto+Slab:wght@300;400;600&display=swap'); + +@font-face { + font-family: 'village'; + src: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Fonts/village.ttf'); +} + + .sheet-main, .sheet-Vaesen, .sheet-NPC, -.sheet-HQ, { +.sheet-HQ { display: none; } -.gmtab{ - background-color:#4a2e22; - color:white; -} - -.sheet-break { - align:center; - height:5px; - width:90%; - background-color:#4a2e22; -} -.sheet-minorbreak{ - align:center; - height:1px; - width:90%; - background-color:#4a2e22; -} - -.sheet-header-image { - background-color: transparent; /*transparent */ - background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/VaesenLogo.png"); - background-repeat: no-repeat; - background-size: contain; - grid-area: header-right; -} -.sheet-footer-image { - background-color: transparent; /*transparent */ - background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/footer.png"); - background-repeat: no-repeat; - background-size: contain; - grid-area: footer; - -} -.sheet-footer-image2 { - background-color: transparent; /*transparent */ - background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/footer2.png"); - background-repeat: no-repeat; - background-size: contain; - grid-area: footer2; -} -.sheet-footer-image3 { - background-color: transparent; /*transparent */ - background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/footer2.png"); - background-repeat: no-repeat; - background-size: contain; - grid-area: footer3; -} - -.sheet-biglabel{ - padding-right:1em; - font-size:medium; - color:#4a2e22; -} -.sheet-normallabel{ - padding-right:1em; - color:#4a2e22; - font-size:small; - font-weight:bold; -} -.sheet-normallabel-nb{ - padding-right:1em; - color:#4a2e22; - font-size:small; - font-weight:normal; -} - -.sheet-vaesentext-name{ - background:transparent; - font-family: "Langar"; - border:transparent; - border-bottom:2px solid #422d22; - font-size:xx-large; - width:458px; -} -.sheet-vaesentext{ - background:transparent; - font-family: "Langar"; - border:transparent; - border-bottom:2px solid #422d22; - font-size:normal; - width:239px; -} -.sheet-vaesentext-short{ - background:transparent; - font-family: "Langar"; - border:transparent; - border-bottom:2px solid #422d22; - font-size:normal; - width:80px; -} -.sheet-vaesennumber{ - background:transparent; - font-family: "Langar"; - border:transparent; - border-bottom:2px solid #422d22; - font-size:normal; - width:40px !important; -} -.sheet-vaesennumberlabel{ - background:transparent; - font-family: "Langar"; - border:transparent; - font-size:normal; - width:40px !important; - padding-bottom:10px; - color: #422d22; - width:80px; -} -.sheet-vaesenlabel{ - background:transparent; - font-family:"Langar"; - font-size:normal; - color: #422d22; - border:transparent; - width:239px; - padding-bottom:10px; -} -.sheet-vaesenlabel-short{ - background:transparent; - font-family:"Langar"; - font-size:normal; - color: #422d22; - border:transparent; - width:80px; - padding-bottom:10px; -} -.sheet-vaesenlabel-table{ - background:transparent; - font-family:"Langar"; - font-size:normal; - color: #422d22; - border:transparent; - width:80px; - padding-bottom:0px; -} -.sheet-vaesenlabel-skilltable{ - background:transparent; - font-family:"Langar"; - font-size:normal; - color: #422d22; - border:transparent; - width:125px; - padding-bottom:0px; -} -.sheet-vaesentextarea{ - height:5em; - resize: none; - background:transparent; - font-family: "Langar"; - border:transparent; - border-bottom:2px solid #422d22; - border-left:2px solid #422d22; - font-size:normal; - width:239px; - padding-bottom:0px !important; -} -.sheet-vaesenheader { - text-align: center; - background-color: rgba(109, 109, 109, 0.5); - font-style:italic; - font-size:large; - color:#4a2e22; - font-family: "Langar"; -} - -.sheet-longtext2 { - width: 40em; -} -.sheet-med2text{ - width:28em; -} -.sheet-medtext { - width:20em; -} -.sheet-medtext2 { - width:19em; -} -.sheet-shorttext2{ - width:15em; -} -.sheet-shorttext { - width: 10em; -} -.sheet-tinytext { - width: 4em; -} - -.sheet-HQupradetextarea{ - height:5em; - width:25em; -} -.sheet-HQtextarea{ - height:20em; - resize: none; -} - -.sheet-NPCtextarea{ - height:60px; - resize: none; -} - -.sheet-attribtext { - width: 3em; -} -.sheet-attriblabel { - font-size: small; -} -.sheet-attribtable { - font-weight: bold; - padding: 5px; - font-size: large; - color:#4a2e22; -} -.sheet-nametext{ - width: 15em; - font-size:x-large; - color:#4a2e22; -} -.sheet-nametext-med{ - width: 10em; - font-size:xx-large; - color:#4a2e22; -} -.sheet-resourcetext{ - width: 2em; - font-size:large; - text-align:center; - color:#4a2e22; -} -.sheet-widebutton{ - width:50px; -} - -/* PC-GridAreas*/ -.sheet-footergraphic { - grid-area: footer; - border: 1px solid #4a2e22; -} -.sheet-leftbody { - grid-area: body-left; - border: 1px solid #4a2e22; -} -.sheet-rightbody { - grid-area: body-right; - border: 1px solid #4a2e22; -} -.sheet-rightcolumn { - grid-area: skills; - border: 1px solid #4a2e22; -} -.sheet-attributes{ - grid-area:attributes-panel; - border: 1px solid #4a2e22; -} -.sheet-item-e { - grid-area: verticalrule; -} -.sheet-charactername { - grid-area: header-name; - -} -.sheet-wideequipment { - grid-area: equipment; - border: 1px solid #4a2e22; -} -.sheet-stats{ - grid-area:stats; - border:transparent; - border-bottom: 1px solid #4a2e22; - border-left: 1px solid #4a2e22; - padding:5px; -} -.sheet-rightstats{ - grid-area:stats-right; - border: 1px solid #4a2e22; - padding:5px; -} - -.sheet-diemod { - grid-area: diemod-panel; - border: 1px solid #4a2e22; - padding:5px; -} -.sheet-equipment{ - grid-area: equ; - border: 1px solid #4a2e22; -} - -/* Vaesen-GridAreas */ -.sheet-LeftVaesen { - grid-area: Vaesen-Left; -} -.sheet-RightVaesen { - grid-area: Vaesen-Right; -} -.sheet-VaesenAbilities { - grid-area: Vaesen-Abilities; -} -.sheet-VaesenName { - grid-area: Vaesen-Name; -} -/* NPC-GridAreas */ -.sheet-NPCName { - grid-area: NPC-Name; -} -.sheet-NPCAttribs { - grid-area: NPC-Attribs; -} -.sheet-NPCSkills { - grid-area: NPC-Skills; -} -.sheet-NPCEquip { - grid-area: NPC-Equipment; -} -.sheet-NPCMisc { - grid-area: NPC-Misc; -} -/* HQ-GridAreas */ - -.sheet-HQimage { - background-color: transparent; /*transparent */ - background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/VaesenLogo.png"); - background-repeat: no-repeat; - background-size: contain; - grid-area: HQ-image; -} -.sheet-HQhistory { - grid-area: HQ-history; -} -.sheet-HQheader { - grid-area: HQ-header; -} -.sheet-HQupgrades { - grid-area: HQ-upgrades; -} -.sheet-HQleftupgrades { - grid-area: HQ-leftupgrades; -} -.sheet-HQrightupgrades { - grid-area: HQ-rightupgrades; -} /*PC Sheet Layout*/ -.sheet-tabstoggle[value="main"] ~ div.sheet-main { - display: grid; - width: 833px; - border: 1px solid black; - grid-template-columns: [gutter] 5px [Left] 263px [middle] 263px [right] 263px [gutter] 5px; - grid-template-rows: [gutter] 5px [header] auto [stats] auto [Body] auto [equipment] auto [wideequ] auto [gutter] 5px; - grid-template-areas: - ". . . . ." - ". header-name header-name header-right ." - ". stats stats attributes-panel ." - ". body-left body-right skills ." - ". equ diemod-panel skills ." - ". equipment equipment skills ." - ". . . . ."; - grid-gap: 5px; - background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/vasen_background.jpg"); /*Desaturated Paper Teture*/ - background-repeat: repeat; - background-size: cover; +.sheet-tabstoggle[value="main"]~div.sheet-main { + display: block; } /*NPC Sheet Layout*/ -.sheet-tabstoggle[value="NPC"] ~ div.sheet-NPC { - display: grid; - width: 780px; - border: 1px solid black; - grid-template-columns: [gutter] auto [Body-Left] 25em [break] 20px [body-right] 30em [gutter] auto; - grid-template-rows: [gutter] 5px [Name] auto [Attribs] auto [Skills] auto [Notes] auto [gutter] 5px; - grid-template-areas: - ". . . . ." - ". NPC-Name NPC-Name NPC-Name ." - ". NPC-Attribs . NPC-Equipment . " - ". NPC-Skills . NPC-Equipment ." - ". NPC-Misc NPC-Misc NPC-Misc ." - ". . . . ."; - grid-gap: 10px; - background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/vasen_background.jpg"); /*Desaturated Paper Teture*/ - background-repeat: repeat; - background-size: cover; +.sheet-tabstoggle[value="NPC"]~div.sheet-NPC { + display: block; } /*Vaesen Sheet Layout*/ -.sheet-tabstoggle[value="Vaesen"] ~ div.sheet-Vaesen { - display: grid; - width: 850px; - border: 1px solid black; - grid-template-columns: [gutter] auto [Body-Left] 30em [break] 20px [body-right] 30em [gutter] auto; - grid-template-rows: [gutter] 5px [Name] auto [Stats] auto [Abilities] auto [gutter] 5px; - grid-template-areas: - ". . . . . " - ". Vaesen-Name Vaesen-Name . ." - ". Vaesen-Left . Vaesen-Right . " - ". Vaesen-Abilities . Vaesen-Right ." - ". . . . . "; - grid-gap: 10px; - background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/vasen_background.jpg"); /*Desaturated Paper Teture*/ - background-repeat: repeat; - background-size: cover; +.sheet-tabstoggle[value="Vaesen"]~div.sheet-Vaesen { + display: block; + } + /*Vaesen HQ Layout*/ -.sheet-tabstoggle[value="HQ"] ~ div.sheet-HQ { - display: grid; - border: 1px solid black; - width: 850px; - grid-template-columns: [gutter] auto [Body-Left] 25em [break] 10em [body-right] 25em [gutter] 10em; - grid-template-rows: [gutter] 5px [image] auto [header] auto [upgradespan] auto [upgrades] auto [gutter] 5px; - grid-template-areas: - ". . . . . " - ". HQ-image . HQ-history ." - ". HQ-header . HQ-history . " - ". HQ-upgrades HQ-upgrades HQ-upgrades ." - ". HQ-leftupgrades . HQ-rightupgrades ." - ". . . . . "; - grid-gap: 10px; - background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/vasen_background.jpg"); /*Desaturated Paper Teture*/ - background-repeat: repeat; +.sheet-tabstoggle[value="HQ"]~div.sheet-HQ { + display: block; +} + + + +/* Defaults */ +.flex { + display: flex; +} +.sheet-main-box .row { + display: flex; +} + +.col-12 { + width: 100%; + padding: 0 15px; +} +.col-10 { + width: 83%; + padding: 0 15px; +} + +.col-8 { + width: 75%; + padding: 0 15px; +} + +.col-8 { + width: 66%; + padding: 0 15px; +} + +.col-7 { + width: 58%; + padding: 0 15px; +} + +.col-6 { + width: 50%; + padding: 0 15px; +} + +.col-5 { + width: 41%; + padding: 0 15px; +} + +.col-4 { + width: 33%; + padding: 0 15px; +} + +.col-3 { + width: 25%; + padding: 0 15px; +} + +.col-2 { + width: 17%; + padding: 0 15px; +} + + +.sheet-main-box input, .sheet-main-box select { + font-family: 'Roboto Slab', serif; + background: #Fff; + border: 1px solid #483517; + box-shadow: 4px 4px 0px 0px #00000057; + display: inline-block; + font-size: 16px; + color: #000; + box-sizing: border-box; + padding: 6px; + height: auto; + line-height: 23px; +} + +.sheet-main-box textarea { + box-sizing: border-box; + margin: 0; + display: block; +} + +.sheet-main-box input[type="checkbox"] { + box-shadow: 2px 2px 0px 0px #00000057; +} + +.charactersheet { + padding: 0; +} + +/* Custom modules */ + +.sheet-main-box { + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/bg-card.jpg); background-size: cover; + background-position: top center; + max-width: 1400px; + padding: 20px 30px; + font-family: 'Roboto Slab', serif; + border: 2px solid #483517; + min-width: 1040px; + position: relative; +} + +.sheet-main-box .line { + background: #483517; + height: 5px; + max-width: 62%; + margin: auto; + margin-bottom: 10px; } -/*Attribute Roll Template*/ -.sheet-rolltemplate-vaesen-attrib div.sheet-vaesen-container { - border: 2px solid #000 !important; - border-radius: 3px 3px 3px 3px; - background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/vasen_background.jpg"); /*Desaturated Paper Teture*/ - background-size: cover; + +.sheet-main-box .corners .top-left { + position: absolute; + left: -3px; + top: -3px; } -.sheet-rolltemplate-vaesen-attrib .sheet-vaesen-header{ +.sheet-main-box .corners .top-right { + position: absolute; + right: -3px; + top: -3px; +} + +.sheet-main-box .corners .bottom-left { + position: absolute; + left: -3px; + bottom: -5px; +} + +.sheet-main-box .corners .bottom-right { + position: absolute; + right: -3px; + bottom: -5px; +} + +.sheet-main-box .title { + font-family: 'Village'; + font-size: 64px; + color: #483517; text-align: center; - background-color: transparent; + margin: 0; + letter-spacing: 8px; + line-height: normal; + text-transform: uppercase; + display: flex; + align-items: center; + justify-content: center; +} + +.sheet-main-box .title img { + width: 64px; + display: inline-block; +} + +.sheet-main-box .subtitle { + font-family: 'Roboto Slab', serif; + font-size: 22px; + letter-spacing: 10px; + font-weight: 400; + color: #483517; + text-align: center; + margin: 0; + line-height: normal; + text-transform: uppercase; + margin-top: -8px; +} + + +.character-details { + background-color: rgb(0 0 0 / 7%); + position: relative; + z-index: 1; + border: 2px solid #483517; + border-radius: 51px 0 0 0; + padding: 16px 26px; + padding-bottom: 24px; + margin-bottom: 32px; +} + +.character-details.with-down-corner { + border-radius: 51px 0 28px 0; +} + +.character-details::before { + content: ""; + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/card-element-top-2.png); + width: 100%; + height: 100%; + left: -20px; + top: -27px; + position: absolute; + z-index: -1; + background-repeat: no-repeat; +} + +.character-details.with-down-corner::after { + content: ""; + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/card-element-down-2.png); + width: 100%; + height: 100%; + right: -20px; + bottom: -27px; + position: absolute; + z-index: -1; + background-repeat: no-repeat; + transform: rotate(-180deg); +} + +.character-details-label { + position: relative; +} + +.character-details-label span { + font-size: 12px; + font-weight: bold; + font-family: 'Roboto Slab', serif; + text-transform: uppercase; + position: absolute; + left: 10px; + color: #483517; +} + +.character-details-label input { padding-top: 10px; - padding-bottom: 10px; - font-style:italic; - font-size:x-large; - font-weight: bold; - color:#422d22; + padding-left: 10px; + font-size: 16px; + line-height: 27px; + width: 100%; + padding-bottom: 4px; } -.sheet-rolltemplate-vaesen-attrib .sheet-vaesen-subheader{ - text-align: center; - background-color: #f6a479; + +.sheet-main-box .details-title { + text-transform: uppercase; + letter-spacing: 1px; + font-weight: 400; + color: #483517; + font-size: 22px; + line-height: normal; +} + +.character-details .box-input { + background: #Fff; + border: 1px solid #483517; + box-shadow: 4px 4px 0px 0px #00000057; padding: 5px; +} + +.character-details .box-input label { + position: relative; + display: flex; + flex-wrap: nowrap; + margin: 0; + border-bottom: 1px solid #483517; + padding: 0; +} + +.character-details .box-input label span { + white-space: nowrap; + line-height: 36px; + padding: 0 5px; +} + +.character-details .box-input label.character-details-label span { + line-height: normal; + left: 0; +} + +.character-details .box-input label input, +.character-details .box-input label select { + width: 100%; + border: 0; + box-shadow: none; + border-radius: 0; + font-size: 16px; + line-height: 26px; +} + +.character-details .box-input label select { + font-size: 13px; +} + +.character-details .box-input.center-inputs input { + text-align: center; +} + +.character-details .input-box input { + width: 40px; +} + + + +.flex-1 { + flex: 1; +} +.flex-2 { + flex: 2; +} +.flex-3 { + flex: 3; +} +.flex-4 { + flex: 4; +} + + + + +.mini-title { font-weight: bold; - font-size:large; - font-style:normal; - color:#422d22; - border-top: 2px solid black; - border-bottom: 2px solid black; -} -.sheet-rolltemplate-vaesen-attrib .sheet-vaesen-type{ + text-transform: uppercase; text-align: center; - padding: 5px; - font-style: bold; -} -.sheet-rolltemplate-vaesen-attrib .sheet-vaesen-result{ - background-color: #993300; - color: #000; - font-style:italic; - font-size:large; - text-align:center; - + line-height: 14px; + height: 29px; + font-size: 11px; + color: #000; + display: flex; + align-items: flex-end; + justify-content: center; } -/*Skill Roll Template*/ -.sheet-rolltemplate-vaesen-skill div.sheet-vaesen-container { - border: 2px solid #000 !important; - border-radius: 3px 3px 3px 3px; - background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/vasen_background.jpg"); /*Desaturated Paper Teture*/ - background-size: cover; +.title-with-input { + background-color: #b09d8d; + border: 1px solid #483517; + color: #483517; + font-size: 22px; + font-weight: bold; + box-shadow: 4px 4px 0px 0px #00000057; + letter-spacing: 2px; + text-transform: uppercase; + display: flex; + justify-content: space-between; + align-items: center; + padding: 10px 20px; } -.sheet-rolltemplate-vaesen-skill .sheet-vaesen-header{ - text-align: center; - background-color: transparent; +/* sidebar */ + +.sheet-main-box .secret-roll { + display: inline-block; + width: auto; + cursor: pointer; +} + +.sheet-main-box .secret-roll input { + vertical-align: baseline; + margin-right: 4px; +} + +.sheet-main-box-table { + margin: 0; + width: 100%; +} + +.sheet-main-box-table .table-title { + font-weight: bold; + color: #000; + font-size: 18px; padding-top: 10px; - padding-bottom: 10px; - font-style:italic; - font-size:x-large; - font-weight: bold; - color:#422d22; -} -.sheet-rolltemplate-vaesen-skill .sheet-vaesen-subheader{ - text-align: center; - background-color: #f6a479; - padding: 5px; - font-weight: bold; - font-size:large; - font-style:normal; - color:#422d22; - border-top: 2px solid black; - border-bottom: 2px solid black; -} -.sheet-rolltemplate-vaesen-skill .sheet-vaesen-type{ - text-align: center; - padding: 5px; - font-style: bold; -} -.sheet-rolltemplate-vaesen-skill .sheet-vaesen-result{ - background-color: #993300; - color: #000; - font-style:italic; - font-size:large; - text-align:center; -} -/*Attack Roll Template*/ -.sheet-rolltemplate-vaesen-attack div.sheet-vaesen-container { - border: 2px solid #000 !important; - border-radius: 3px 3px 3px 3px; - background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/vasen_background.jpg"); /*Desaturated Paper Teture*/ - background-size: cover; + text-transform: uppercase; } -.sheet-rolltemplate-vaesen-attack .sheet-vaesen-header{ - text-align: center; - background-color: transparent; - padding-top: 10px; - padding-bottom: 10px; - font-style:italic; - font-size:x-large; - font-weight: bold; - color:#422d22; +.sheet-main-box-table td { + color: #000; + font-size: 16px; + line-height: 36px; + padding: 0 3px; + vertical-align: top; } -.sheet-rolltemplate-vaesen-attack .sheet-vaesen-subheader{ - text-align: center; - background-color: #f6a479; - padding: 5px; - font-weight: bold; - font-size:large; - font-style:normal; - color:#422d22; - border-top: 2px solid black; - border-bottom: 2px solid black; -} -.sheet-rolltemplate-vaesen-attack .sheet-vaesen-type{ - text-align: center; - padding: 5px; - font-style: bold; -} -.sheet-rolltemplate-vaesen-attack .sheet-vaesen-result{ - background-color: #993300; - color: #000; - font-style:italic; - font-size:large; - text-align:center; +.sheet-main-box-table tr.border-bottom { + border-bottom: 2px solid #483517; } + +.sheet-main-box-table tr:nth-child(even) { + background: rgb(0 0 0 / 7%); +} + +.sheet-main-box-table.no-background tr:nth-child(even) { + background: transparent; +} + +.sheet-main-box-table td input[type="checkbox"] { + transform: scale(1.5); + width: auto; +} + +.sheet-main-box-table td input { + width: 100%; +} + +.sheet-main-box-table .box-input { + margin-bottom: 10px; +} + +.charsheet .sheet-main-box .sheet-main-box-table button[type="roll"] { + width: auto; +} + +.card-box { + padding: 14px; + position: relative; + z-index: 1; + margin: 10px; + border-radius: 28px 0 54px 0; + background: rgb(0 0 0 / 7%); + margin-bottom: 44px; + border: 2px solid #483517; +} + +.card-box:before { + content: ""; + background-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/card-element-top.png'); + width: calc(100% + 29px); + height: calc(100% + 28px); + left: -29px; + top: -28px; + position: absolute; + z-index: -1; + background-repeat: no-repeat; +} + +.card-box:after { + content: ""; + background-image: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/card-element-down.png'); + width: calc(100% + 20px); + height: calc(100% + 25px); + right: -20px; + bottom: -25px; + position: absolute; + transform: rotate(-180deg); + z-index: -1; + background-repeat: no-repeat; +} + +.card-box .card-title { + background-color: #b09d8d; + border: 1px solid #483517; + color: #483517; + padding: 0 18px; + font-size: 22px; + font-weight: bold; + margin-bottom: 10px; + box-shadow: 4px 4px 0px 0px #00000057; + letter-spacing: 2px; +} + + +.attribute-box { + display: flex; + align-items: center; + justify-content: space-between; + margin-bottom: 10px; +} + +.charsheet .sheet-main-box button[type="roll"] { + background-color: #dfd9d2; + font-size: 16px; + text-align: left; + padding: 3px 12px; + line-height: normal; + border: 1px solid #483517; + box-shadow: 4px 4px 0px 0px #00000057; + color: #000; + background-image: none; + width: 72%; + overflow: hidden; + display: flex; + align-items: center; +} +.charsheet .sheet-main-box button[type="roll"]:hover { + border-color: red; +} +.charsheet .sheet-main-box button[type="roll"]::before { + color: #000; + vertical-align: middle; + margin-right: 5px; + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/vaesendie.png); + background-repeat: no-repeat; + background-size: contain; + content: ""; + display: inline-block; + width: 30px; + height: 30px; +} +.charsheet .sheet-main-box button[type="roll"]:hover::before { + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/vaesendie2.png"); +} + +.charsheet .sheet-main-box button[type="roll"].d66::before { + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/vaesend66_1.png); + width: 47px; +} +.charsheet .sheet-main-box button[type="roll"].d66:hover::before { + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/vaesend66_2.png"); +} +.charsheet .sheet-main-box button[type="roll"] span { + margin-right: 5px; +} +.charsheet .sheet-main-box button[type="roll"] span:last-child { + margin: 0; +} + +.charsheet .sheet-main-box button[type="action"] { + background-color: #dfd9d2; + font-size: 16px; + padding: 3px 12px; + line-height: normal; + border: 1px solid #483517; + box-shadow: 4px 4px 0px 0px #00000057; + color: #000; + background-image: none; + overflow: hidden; + display: flex; + align-items: center; + line-height: 29px; + border-radius: 5px; +} + +.attribute-box input { + width: 40px; + text-align: center; +} + +.charsheet .attribute-box input[type="number"] { + width: 55px; +} + +.attribute-box button span.small { + font-size: 13px; +} + +.sheet-main-box textarea { + background-attachment: local; + background-color: #Fff; + background-image: + linear-gradient(to right, white 5px, transparent 5px), + linear-gradient(to left, white 5px, transparent 5px), + repeating-linear-gradient(white, white 35px, #483517 35px, #483517 36px, white 36px); + line-height: 36px; + font-size: 16px; + padding: 5px; + border: 1px solid #483517; + box-shadow: 4px 4px 0px 0px #00000057; + height: 300px; + resize: vertical; +} + + +.label-with-checkboxes { + background: #dfd9d2; + border: 1px solid #483517; + box-shadow: 4px 4px 0px 0px #00000057; + border-radius: 5px; + padding: 5px 10px; + text-align: center; + padding-bottom: 15px; + margin-bottom: 10px; +} + +.label-with-checkboxes span { + display: block; + text-align: center; + font-size: 22px; + color: #483517; + line-height: normal; +} + +.label-with-checkboxes input { + transform: scale(1.5); + margin: 5px; +} + +.diemod { + display: flex; + margin-bottom: 8px; +} +.diemod input { + margin-right: 5px; +} +.diemod span { + font-size: 20px; +} + + +/* Roll Template */ +.sheet-rolltemplate-vaesen .sheet-template-wrap { + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/vaesen-castle.jpg); + background-position: top center; + background-size: cover; + border: 3px solid #483517; + padding-top: 8px; + margin: 0 5px; + counter-reset: hit; +} +.sheet-rolltemplate-vaesen .sheet-template-wrap.sheet-npc { + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/npc-bg.jpg); +} +.sheet-rolltemplate-vaesen .sheet-template-wrap.sheet-vaesen { + background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/vaesen-bg.jpg); +} + +.sheet-rolltemplate-vaesen .sheet-template-header { + display: flex; + justify-content: space-evenly; + justify-self: center; + width: 105%; + margin: 2px -9px 2px -9px; + padding: 0 5px 0 5px; + word-break: break-word; + color: #fff; + border-top-left-radius: 0; + border-top-right-radius: 0; + border-bottom-right-radius: 9px; + border-bottom-left-radius: 9px; + background-color: #000; +} + +.sheet-rolltemplate-vaesen .sheet-template-grid-item.sheet-template-span-six.sheet-template-header{ + margin-bottom: 5px; + box-shadow: 0 2px 7px #000; + font-weight: bold; +} + +.sheet-rolltemplate-vaesen .sheet-template-grid-item.sheet-template-span-six.sheet-template-header a { + color: #fff; + font-weight: bold; +} + +.sheet-rolltemplate-vaesen .sheet-template-subtitle { + font-family: 'Village'; + color: #fff; + font-size: 22px; + padding: 10px 0; + text-align: center; +} +.sheet-rolltemplate-vaesen .sheet-template-result-skill span { + background-color: rgb(0 0 0 / 60%); + border: 0; + padding: 5px 10px; + font-weight: normal; +} + +.sheet-rolltemplate-vaesen .sheet-template-grid { + display: flex; + flex-wrap: wrap; + justify-content: center; +} + +.sheet-rolltemplate-vaesen .sheet-dice-grid .sheet-template-grid-item { + margin: 4px; +} + +.sheet-rolltemplate-vaesen .sheet-template-base-between { + height: 35px; + width: 35px; + background-color: #f1f0ee; + border: 1px solid #483517; + border-radius: 5px; + background-size: cover; + box-shadow: 4px 4px 0px 0px rgb(0 0 0 / 60%); +} + +.sheet-rolltemplate-vaesen .sheet-template-base-between>span, +.sheet-rolltemplate-vaesen .sheet-template-base-success>span { + width: 100%; + display: inline-block; + margin: 0; + border: 0; + padding: 0; + text-align: center; + line-height: 35px; + background: transparent; + font-family: 'Village'; + font-size: 18px; + /* color: #483517; */ + color: #f1f0ee; +} + +.sheet-rolltemplate-vaesen .sheet-template-base-success>span { + font-size: 11px; + text-align: left; + line-height: normal; + height: 35px; + padding-left: 3px; + margin-top: 0; + display: block; + color: #483517; +} + +.sheet-rolltemplate-vaesen .sheet-template-base-success { + height: 35px; + width: 35px; + border-radius: 5px; + border: 1px solid #483517; + background-color: #f1f0ee; + background-image: url(https://imgsrv.roll20.net?src=https%3A//raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/symbol.png); + background-size: 90%; + background-repeat: no-repeat; + background-position: center; + box-shadow: 4px 4px 0px 0px rgb(0 0 0 / 60%); +} + +.sheet-rolltemplate-vaesen span.inlinerollresult.fullcrit { + border: 0; + counter-increment: hit; +} + +.sheet-rolltemplate-vaesen span.inlinerollresult.fullfail { + border: 0; +} + + +.sheet-rolltemplate-vaesen .sheet-dice-stats { + display: flex; + justify-content: space-between; + background-color: rgb(0 0 0 / 60%); + margin-top: 10px; +} + +.sheet-rolltemplate-vaesen .sheet-dice-stats>div { + padding: 6px; + color: #fff; + text-align: center; + font-size: 12px; +} + +.sheet-rolltemplate-vaesen .sheet-dice-stats span { + display: inline; + border: 0; + background: transparent; + padding: 0; + font-weight: bold; +} +.sheet-rolltemplate-vaesen .sheet-dice-stats span:first-child:after { + content: ":"; +} + +.sheet-rolltemplate-vaesen .sheet-success-stat span:first-child:after { + content: ": "counter(hit); + font-weight: bold; +} + /*Repeating Setions*/ .repcontrol { display: flex; @@ -606,62 +830,107 @@ z-index: 20; } - +.fieldset-labels { + display: flex; + flex-wrap: nowrap; +} +.fieldset-labels .mini-title { + justify-content: flex-start; + margin-right: 6px; + height: 14px; +} +.repitem { + display: flex; + align-items: flex-start; +} +.repitem input, .repitem select { + width: 100%; + margin-right: 6px; + margin-bottom: 7px; +} +.repitem input[type="checkbox"] { + width: auto; + transform: scale(1.5); + flex: unset; + margin-right: 10px; + margin-top: 10px; +} +.rep-box-vertical .repitem { + flex-wrap: wrap; + margin-bottom: 10px; +} +.rep-box-vertical .repitem label { + margin-bottom: 0; +} +.rep-box-vertical .repitem input { + margin-bottom: 0; + border-radius: 0; +} +.rep-box-vertical .repitem textarea { + height: 78px; + border-radius: 0; + border-top: 0; + border-bottom: 0; +} /*Roll Button Styling*/ /*Basic d6 Vaesen Roll Button */ -button[type="roll"].sheet-vaesendie:before{ +button[type="roll"].vaesendie:before { content: ''; } -button[type="roll"].sheet-vaesendie{ - background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/vaesendie.png"); - background-size: 26px 26px; - background-repeat: no-repeat; - width: 26px; - height: 26px; - border-style: none; - background-color: transparent; - margin-left: 5px; - background-position: 0; -} -button[type="roll"].sheet-vaesendie:hover{ +button[type="roll"].vaesendie { + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/vaesendie.png"); + background-size: 26px 26px; + background-repeat: no-repeat; + width: 26px; + height: 26px; + border-style: none; + background-color: transparent; + margin-left: 5px; background-position: 0; - background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/vaesendie2.png"); +} + +button[type="roll"].vaesendie:hover { + background-position: 0; + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/vaesendie2.png"); background-color: transparent; } -button[type="roll"].sheet-vaesendie:active{ + +button[type="roll"].vaesendie:active { background-position: 0; - background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/vaesendie3.png"); + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/vaesendie3.png"); background-color: transparent; } /*Basic d66 Vaesen Roll Button */ -button[type="roll"].sheet-vaesend66:before{ +button[type="roll"].vaesend66:before { content: ''; } -button[type="roll"].sheet-vaesend66{ - background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/vaesend66_1.png"); - background-size: 41px 26px; - background-repeat: no-repeat; - width: 41px; - height: 26px; - border-style: none; - background-color: transparent; - margin-left: 5px; - background-position: 0; -} -button[type="roll"].sheet-vaesend66:hover{ - background-position: 0; - background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/vaesend66_2.png"); +button[type="roll"].vaesend66 { + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/vaesend66_1.png"); + background-size: 41px 26px; + background-repeat: no-repeat; + width: 41px; + height: 26px; + border-style: none; background-color: transparent; -} -button[type="roll"].sheet-vaesend66:active{ + margin-left: 5px; background-position: 0; - background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/vaesend66_3.png"); +} + +button[type="roll"].vaesend66:hover { + background-position: 0; + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/vaesend66_2.png"); + background-color: transparent; +} + +button[type="roll"].vaesend66:active { + background-position: 0; + background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Vaesen/Images/vaesend66_3.png"); background-color: transparent; } diff --git a/Vaesen/vaesen_sheet.html b/Vaesen/vaesen_sheet.html index 891c3815e3..4e24bca04a 100644 --- a/Vaesen/vaesen_sheet.html +++ b/Vaesen/vaesen_sheet.html @@ -6,586 +6,1037 @@
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+ +
+ + +
+
+
+ Experience + + + + + + + + + + + +
+ + +
+ + + +
+
+ + +
+ +
+
+ + + + +
+ +
+
+

VAESEN

+

NPC Sheet

+
+ +
+ + +

Notes

+ + +
+ +
+
+
+

Equipment

+
+
+ Bonus +
+
+
+ + + +
+
+
+
+
+ + + + + + + +
+

Armor

+ +
+ Protection + + + Agility + + +
+ +
+
+
+
+ + +
+
+
+

Weapon

+
+
+ Range + Damage + Attribute + Bonus +
+
+
+ + + + + + +
+
+
+
+ +
+
+
+ + + +
+ +
+
Attributes
+
+ + +
+ +
+ + +
+ +
+ + +
+ +
+ + +
+
+ +
+ + + + + + + + + +
Physical Toughness
Mental Toughness
+
+ +
+
+ + + +
+ +
Skills
+ +
+ + + +
+
+ +
+
+ + +
+ +
+
+ + + + +
+ +
+
+

VAESEN

+

Vaesen Sheet

+
+ +
+ + +

Secret

+ + +
+ +

Ritual

+ +
+ + +
+
+
+

Attacks

+
+
+ Range + Damage + Bonus +
+
+
+ + + + + +
+
+
+
+ +
+
+
+ + + +
+ +
+
Attributes
+
+ + +
+ +
+ + +
+ +
+ + +
+ +
+ + +
+ +
+ + +
+
+ +
+
+ + + +
+
+ +
+
Conditions
+
+
+ Name +
+
+
+ + + +
+
+ +
+
Abilities
+
+ +
+
+ +
+
+ +
+ + + + + + + +
+
+ {{#character_name}} +
+ {{#character_id}}[{{character_name}}](https://journal.roll20.net/character/{{character_id}}){{/character_id}} + {{^character_id}}{{character_name}}{{/character_id}} +
+ {{/character_name}} +
+ +
+ {{roll-name}} +
+ + {{#result}} +
{{result}}
+ {{/result}} + +
+ + {{#rollGreater() base-dice 0}} +
+ {{#rollBetween() base-roll-one 1 5}} +
{{base-roll-one}}
+ {{/rollBetween() base-roll-one 1 5}} + {{#rollWasCrit() base-roll-one}} +
{{base-roll-one}}
+ {{/rollWasCrit() base-roll-one}} +
+ {{/rollGreater() base-dice 0}} + + {{#rollGreater() base-dice 1}} +
+ {{#rollBetween() base-roll-two 1 5}} +
{{base-roll-two}}
+ {{/rollBetween() base-roll-two 1 5}} + {{#rollWasCrit() base-roll-two}} +
{{base-roll-two}}
+ {{/rollWasCrit() base-roll-two}} +
+ {{/rollGreater() base-dice 1}} + + {{#rollGreater() base-dice 2}} +
+ {{#rollBetween() base-roll-three 1 5}} +
{{base-roll-three}}
+ {{/rollBetween() base-roll-three 1 5}} + {{#rollWasCrit() base-roll-three}} +
{{base-roll-three}}
+ {{/rollWasCrit() base-roll-three}} +
+ {{/rollGreater() base-dice 2}} + + {{#rollGreater() base-dice 3}} +
+ {{#rollBetween() base-roll-four 1 5}} +
{{base-roll-four}}
+ {{/rollBetween() base-roll-four 1 5}} + {{#rollWasCrit() base-roll-four}} +
{{base-roll-four}}
+ {{/rollWasCrit() base-roll-four}} +
+ {{/rollGreater() base-dice 3}} + + {{#rollGreater() base-dice 4}} +
+ {{#rollBetween() base-roll-five 1 5}} +
{{base-roll-five}}
+ {{/rollBetween() base-roll-five 1 5}} + {{#rollWasCrit() base-roll-five}} +
{{base-roll-five}}
+ {{/rollWasCrit() base-roll-five}} +
+ {{/rollGreater() base-dice 4}} + + {{#rollGreater() base-dice 5}} +
+ {{#rollBetween() base-roll-six 1 5}} +
{{base-roll-six}}
+ {{/rollBetween() base-roll-six 1 5}} + {{#rollWasCrit() base-roll-six}} +
{{base-roll-six}}
+ {{/rollWasCrit() base-roll-six}} +
+ {{/rollGreater() base-dice 5}} + + {{#rollGreater() base-dice 6}} +
+ {{#rollBetween() base-roll-seven 1 5}} +
{{base-roll-seven}}
+ {{/rollBetween() base-roll-seven 1 5}} + {{#rollWasCrit() base-roll-seven}} +
{{base-roll-seven}}
+ {{/rollWasCrit() base-roll-seven}} +
+ {{/rollGreater() base-dice 6}} + + {{#rollGreater() base-dice 7}} +
+ {{#rollBetween() base-roll-eight 1 5}} +
{{base-roll-eight}}
+ {{/rollBetween() base-roll-eight 1 5}} + {{#rollWasCrit() base-roll-eight}} +
{{base-roll-eight}}
+ {{/rollWasCrit() base-roll-eight}} +
+ {{/rollGreater() base-dice 7}} + + {{#rollGreater() base-dice 8}} +
+ {{#rollBetween() base-roll-nine 1 5}} +
{{base-roll-nine}}
+ {{/rollBetween() base-roll-nine 1 5}} + {{#rollWasCrit() base-roll-nine}} +
{{base-roll-nine}}
+ {{/rollWasCrit() base-roll-nine}} +
+ {{/rollGreater() base-dice 8}} + + {{#rollGreater() base-dice 9}} +
+ {{#rollBetween() base-roll-ten 1 5}} +
{{base-roll-ten}}
+ {{/rollBetween() base-roll-ten 1 5}} + {{#rollWasCrit() base-roll-ten}} +
{{base-roll-ten}}
+ {{/rollWasCrit() base-roll-ten}} +
+ {{/rollGreater() base-dice 9}} + + {{#rollGreater() base-dice 10}} +
+ {{#rollBetween() base-roll-eleven 1 5}} +
{{base-roll-eleven}}
+ {{/rollBetween() base-roll-eleven 1 5}} + {{#rollWasCrit() base-roll-eleven}} +
{{base-roll-eleven}}
+ {{/rollWasCrit() base-roll-eleven}} +
+ {{/rollGreater() base-dice 10}} + + {{#rollGreater() base-dice 11}} +
+ {{#rollBetween() base-roll-twelve 1 5}} +
{{base-roll-twelve}}
+ {{/rollBetween() base-roll-twelve 1 5}} + {{#rollWasCrit() base-roll-twelve}} +
{{base-roll-twelve}}
+ {{/rollWasCrit() base-roll-twelve}} +
+ {{/rollGreater() base-dice 11}} + + {{#rollGreater() base-dice 12}} +
+ {{#rollBetween() base-roll-thirteen 1 5}} +
{{base-roll-thirteen}}
+ {{/rollBetween() base-roll-thirteen 1 5}} + {{#rollWasCrit() base-roll-thirteen}} +
{{base-roll-thirtheen}}
+ {{/rollWasCrit() base-roll-thirteen}} +
+ {{/rollGreater() base-dice 12}} + + {{#rollGreater() base-dice 13}} +
+ {{#rollBetween() base-roll-fourteen 1 5}} +
{{base-roll-fourteen}}
+ {{/rollBetween() base-roll-fourteen 1 5}} + {{#rollWasCrit() base-roll-fourteen}} +
{{base-roll-fourteen}}
+ {{/rollWasCrit() base-roll-fourteen}} +
+ {{/rollGreater() base-dice 13}} + + {{#rollGreater() base-dice 14}} +
+ {{#rollBetween() base-roll-fifteen 1 5}} +
{{base-roll-fifteen}}
+ {{/rollBetween() base-roll-fifteen 1 5}} + {{#rollWasCrit() base-roll-fifteen}} +
{{base-roll-fifteen}}
+ {{/rollWasCrit() base-roll-fifteen}} +
+ {{/rollGreater() base-dice 14}} + + {{#rollGreater() base-dice 15}} +
+ {{#rollBetween() base-roll-sixteen 1 5}} +
{{base-roll-sixteen}}
+ {{/rollBetween() base-roll-sixteen 1 5}} + {{#rollWasCrit() base-roll-sixteen}} +
{{base-roll-sixteen}}
+ {{/rollWasCrit() base-roll-sixteen}} +
+ {{/rollGreater() base-dice 15}} + + {{#rollGreater() base-dice 16}} +
+ {{#rollBetween() base-roll-seventeen 1 5}} +
{{base-roll-seventeen}}
+ {{/rollBetween() base-roll-seventeen 1 5}} + {{#rollWasCrit() base-roll-seventeen}} +
{{base-roll-seventeen}}
+ {{/rollWasCrit() base-roll-seventeen}} +
+ {{/rollGreater() base-dice 16}} + + {{#rollGreater() base-dice 17}} +
+ {{#rollBetween() base-roll-eighteen 1 5}} +
{{base-roll-eighteen}}
+ {{/rollBetween() base-roll-eighteen 1 5}} + {{#rollWasCrit() base-roll-eighteen}} +
{{base-roll-eighteen}}
+ {{/rollWasCrit() base-roll-eighteen}} +
+ {{/rollGreater() base-dice 17}} + + {{#rollGreater() base-dice 18}} +
+ {{#rollBetween() base-roll-nineteen 1 5}} +
{{base-roll-nineteen}}
+ {{/rollBetween() base-roll-nineteen 1 5}} + {{#rollWasCrit() base-roll-nineteen}} +
{{base-roll-nineteen}}
+ {{/rollWasCrit() base-roll-nineteen}} +
+ {{/rollGreater() base-dice 18}} + + {{#rollGreater() base-dice 19}} +
+ {{#rollBetween() base-roll-twenty 1 5}} +
{{base-roll-twenty}}
+ {{/rollBetween() base-roll-twenty 1 5}} + {{#rollWasCrit() base-roll-twenty}} +
{{base-roll-twenty}}
+ {{/rollWasCrit() base-roll-twenty}} +
+ {{/rollGreater() base-dice 19}} + +
+ + {{#roll-bonus}} +
+
Bonus: {{roll-bonus}}
+ {{#condition}} +
Condition penalty: {{condition}}
+ {{/condition}} + + {{#protection}} +
Protection: {{protection}}
+ {{/protection}} + +
+ {{/roll-bonus}} + + {{#damage}} +
+
Range: {{range}}
+
Damage: {{damage}}
+
+ {{/damage}} - - - -
- - - - -
- - - - -
- - - - -
- - - - -
- - - - -
- - - - -
- - - - -
- - - - - - -
-

Experience

- - - - - - - - - - + {{#base-dice}} +
+
Success:
+
Amount of Dices: {{base-dice}}
+
+ {{/base-dice}} +
-
-
-
- -
-
-
- - -

Attributes

- - - - - - - - - - - - - - - - - - - -
Physique
Precision
Logic
Empathy
-
- - - - - - - - - -
Mental Toughness
Physical Toughness
-
-
-
-

Skills

-
- - - -
-
-
-

Attacks

- - - - -
NameRangeDamage Bonus
-
- - - - - -
-

Equipment

-
-
- - - -
-
- - - - - -

Dice mod.

- - - -
-
-
- -
- -
-
-
- -
-
-
- - -

Attributes

- - - - - - - - - - - - - - - - - - - - - - -
Might
Body Control
Magic
Manipulation
Fear
-
-
-
-

Attacks

- - - - -
NameRangeDamage Bonus
-
- - - - - -
-

Conditions

-
- -
-
- - - - - -

Dice Mod.

- - - -
-
-

Abilities

-
- -
-
-
- - -
-
- {{playername}} -
-
- {{attribname}} -
-
Attribute Dice: {{attribvalue}}
-
- Extra Dice: {{bonus}} -
- {{#condition}} -
- Condition Penalty: {{condition}} -
- {{/condition}} -
{{result}}
-
-
- - -
-
- {{playername}} -
-
- {{skillname}} -
- {{#attribvalue}} -
- Atrribute Dice: {{attribvalue}} -
- {{/attribvalue}} - {{#skillvalue}} -
- Skill Dice: {{skillvalue}} -
- {{/skillvalue}} - {{#bonus}} -
- Extra Dice: {{bonus}} -
- {{/bonus}} - {{#agility}} -
- Armor Penalty: {{agility}} -
- {{/agility}} - {{#condition}} -
- Condition Penalty: {{condition}} -
- {{/condition}} -
{{result}}
-
-
- - -
-
- {{playername}} -
-
- {{attribname}} -
-
Attribute Dice: {{attribvalue}}
-
- Weapon Bonus: {{weabonus}} -
-
- Extra Dice: {{bonus}} -
-
- Damage: {{damage}} -
-
{{result}}
-
-
+ + @@ -608,36 +1059,6 @@ on("clicked:repeating_equipment:equip", function(eventInfo) { "equipedbonus": newbonus+bonus }); }); - }); - - - -on("clicked:lifestyle", function(eventInfo) { -getAttrs(["lifestyle","equipedbonus"], function(values){ - let newbonus=parseInt(values.lifestyle)||0; - let bonus=parseInt(values.equipedbonus)||0; - setAttrs({ - "equipedbonus": newbonus+bonus - }); -}); -}); - -on("clicked:increasebonus", function(eventInfo) { -getAttrs(["equipedbonus"], function(values){ - let newbonus=parseInt(values.equipedbonus)+1||0; - setAttrs({ - "equipedbonus": newbonus - }); -}); -}); - -on("clicked:decreasebonus", function(eventInfo) { -getAttrs(["equipedbonus"], function(values){ - let newbonus=parseInt(values.equipedbonus)-1||0; - setAttrs({ - "equipedbonus": newbonus - }); -}); }); diff --git a/approved.yaml b/approved.yaml index 52b21bfeaa..53d3da21df 100644 --- a/approved.yaml +++ b/approved.yaml @@ -829,7 +829,7 @@ adndte: - Advanced 2nd Edition (Simple Sheet) - Advanced Dungeons & Dragons adnd2erevised: -- AD&D 2E Revised +- ADnD 2E Revised - Advanced 2nd Edition - Advanced Dungeons & Dragons becmidnd: @@ -4265,3 +4265,37 @@ beyondthegrave: - TheyCameFromBeyondTheGrave - They Came From Beyond The Grave - They Came From Beyond The Grave +cartel: +- cartel +- Cartel +- Powered by the Apocalypse +besm4e: +- BESM4eExtras +- Big Eyes, Small Mouth 4e +- Big Eyes, Small Mouth +coeursvaillants: +- CoeursVaillants +- Coeurs Vaillants +- Coeurs Vaillant +arc: +- ARC +- ARC by momatoes +- ARC +- publisher +scp: +- SCP The Tabletop Roleplaying Game +- SCP by 26 Letter Publishing +- 26 Letter Publishing +- publisher +liminal: +- Liminal +- Liminal +- Liminal +fsg: +- IAS-Freude-schoener-Goetterfunken +- Freude schöner Götterfunken +- Icarus Adventure System +tda: +- Transdimensional Adventures +- " Transdimensional Adventures" +- " Transdimensional Adventures" diff --git a/cartel/cartel-preview.png b/cartel/cartel-preview.png new file mode 100644 index 0000000000..e5412e1376 Binary files /dev/null and b/cartel/cartel-preview.png differ diff --git a/cartel/cartel.css b/cartel/cartel.css new file mode 100644 index 0000000000..0589980a43 --- /dev/null +++ b/cartel/cartel.css @@ -0,0 +1,575 @@ +/*========================================================================*/ +/*== General Styles ======================================================*/ +/*========================================================================*/ + +.cartel { + position: relative; + + --title-color: Teal; + --title-color-tint: PaleTurquoise; + --border-color: FireBrick; + --border-color-tint: #cfafaf; + --bg-color: WhiteSmoke; + --bg-color2: Snow; + + @import url('https://fonts.googleapis.com/css?family=Sedgwick+Ave+Display&display=swap'); + + background-color: var(--bg-color2); + + border: 5px double var(--border-color); + font-family: Garamond; + font-size: 16px; + +} + +.cartel h1, .cartel h2 { + color: var(--title-color); +} + +.cartel label[title], +.cartel summary[title] { cursor: context-menu; } +.cartel input.hidden_control { display: none; } + +.cartel blockquote { + border: 1px solid LightGray; + background-color: var(--bg-color2); + font-size: 90%; +} + +.cartel details.expandable summary { + position: relative; + height: 75px; overflow: auto; + border: 1px dotted SlateGray; + padding: 15px; margin: 0; + cursor: zoom-in; +} +.cartel details.expandable[open] summary { + height: auto; overflow: initial; + cursor: zoom-out; +} +.cartel details.expandable summary:before { + display: block; position: absolute; top: 0; right: 0; + font-family: Pictos; content: "s"; +} +.cartel details.expandable[open] summary:before { content: "*"; } + +.cartel .row { display: flex; flex-flow: row nowrap; } + +.cartel .tabpage { padding: 10px; background-color: var(--bg-color); } + +/* roll buttons */ +/* .charsheet .cartel button[type="roll"] { display: inline-block; } */ +.charsheet .cartel button[type="roll"]:before { + font-family: dicefontd6; content: "mf"; +} + +/* make sure the repeating controls stay accessible */ +.charsheet .cartel .repcontrol, .charsheet .cartel .itemcontrol { z-index: 10; } + +/* style inputs that have datalist options */ +.charsheet .cartel input[type="text"][list] { cursor: context-menu; } +.charsheet .cartel input[type="text"][list] + span:before { font-family: Pictos; content: "l"; } + +.cols2 { column-count: 2; column-width: 300px; } +.cols2 .repcontrol {} +.cols2 section { break-inside: avoid; } + +main.flexpage { display: flex; flex-flow: row nowrap; } +main.flexpage .repcontrol {} + +/*========================================================================*/ +/*== Collapsible Rules Boxes ===========================================*/ +.cartel details.rulesbox summary { + cursor: pointer; +} +.cartel details.rulesbox summary * { + display: inline-block; +} +.cartel details.rulesbox summary:after { + font-family: Pictos; content: "?"; + vertical-align: super; +} +.cartel .rules_text { + border: 1px solid Gray; + margin: 5px; padding: 5px; +} + +/*========================================================================*/ +/*== EDIT BOXES ========================================================*/ + +/* controls */ +.charsheet .cartel .editbox, +.charsheet .cartel li.editbox { + position: relative; + margin: 5px; padding: 5px; padding-right: 30px; +} +.charsheet .cartel .editbox summary { + position: absolute; + top: 5px; right: 5px; +} +.charsheet .cartel .editbox summary:before { + display: block; + border: 1px solid black; padding: 1px; + width: 16px; height: 16px; font-size: 12px; + font-weight: bold; + text-align: center; vertical-align: top; + font-family: Pictos; content: "p"; + cursor: pointer; +} +.charsheet .cartel .editbox details[open] summary:before { content: "*"; cursor: pointer; } +.charsheet .cartel .editbox details[open] { + position: relative; + margin: 10px; padding: 10px; + border: 1px dotted var(--border-color); +} + +.charsheet .cartel .editbox summary:hover { +} + +.charsheet .cartel details.editbox textarea { + width: calc(100% - 20px); +} + +/*========================================================================*/ +/*== TRACKS ============================================================*/ + +.track { margin: 10px 30px; } +input.attr_track0 { display: none; } /* Zero value radio is for reseting the track */ +input.attr_track { opacity: 0; z-index: 1; width: 20px; height: 20px; margin: 0; padding: 0; } +input.attr_track + span { display: inline-block; padding: 0; margin: 0; } + +/* all boxes look "checked" by default + boxes to the right of the selected box will be "cleared" */ +input.attr_track + span:before { + display: inline-block; + font-size: 17px; height: 17px; line-height: 17px; width: 17px; + border: 2px solid var(--title-color); padding 2px; + margin: 0 10px 0 -20px; /* 10px between the boxes */ + text-align: center; font-family: "Pictos Custom"; content: "t"; color: var(--border-color); font-weight: bold; } +input.attr_track[type="radio"]:checked ~ input.attr_track + span:before { color: transparent; } + +input.attr_track:hover + span:before { background-color: grey; } + +input.attr_trackreset { display: none; } + +/*========================================================================*/ +/*== Checklists ========================================================*/ +.list_title { margin-top: 15px; font-size: 14px; font-family: Garamond; font-weight: bold; } +ul.checklist { list-style: none; } +ul.checklist label { font-weight: normal; font-size: 100%; } +ul.checklist input[type="checkbox"] { display: none; } +ul.checklist input[type="checkbox"] + span { + display: inline-block; height: 14px; font-size: 16px; + margin-left: 22px; text-indent: -22px; + padding: 1px; +} +ul.checklist input[type="checkbox"] + span:before { + width: 14px; margin-top: -2px; margin-right: 5px; border: 2px solid var(--title-color); + font-family: "Pictos Custom"; content: "t"; color: transparent; + text-align: center; vertical-align: top; +} +ul.checklist input[type="checkbox"]:checked + span:before { color: var(--border-color); } +ul.checklist input[type="checkbox"]:checked + span { background-color: LightGray; color: Gray; text-decoration: line-through; } + +/*-- picklist: instead of crossing items off, select from a list --*/ +ul.checklist.picklist span { opacity: 0.5; color: Gray; font-style: italic; } +ul.checklist.picklist span i { font-style: normal; } +ul.checklist.picklist input + span:before { + font-family: "Pictos Custom"; content: "["; font-style: normal; +} +ul.checklist.picklist input:checked + span { + opacity: 1.0; + text-decoration: none; + color: var(--border-color); background-color: initial; +} + +/*========================================================================*/ +/*== Tag Lists =========================================================*/ +span.tags { display: inline-block; font-weight: normal; text-indent: 20px; } +span.tags:before {} +span.tags:after { font-family: Pictos; content: "z"; vertical-align: super;} + +/*========================================================================*/ +/*== Label Cloud ========================================================*/ +.label_cloud { display: flex; flex-flow: row wrap; justify-content: center; gap: 0.5em; font-size: 12px; margin-bottom: 25px; } +.label_cloud label { + display: inline-block; + width: auto; font-weight: normal; + margin: 0; padding: 0; +} +.label_cloud input[type="checkbox"] { display: none; } +.label_cloud input[type="checkbox"] + span { + display: inline-block; + border: 1px solid transparent; border-radius: 8px; + padding: 1px 3px; + color: Gray; +} +.label_cloud input[type="checkbox"]:checked + span { + font-size: 125%; + color: var(--border-color); + border-color: var(--border-color); +} + +/*========================================================================*/ +/*== Label Rows ========================================================*/ +.label_row { display: flex; flex-flow: row nowrap; } +.label_row label { + display: inline-block; width: auto; + margin-right: 10px; + font-weight: normal; +} + +/*========================================================================*/ +/*== HEADER ============================================================*/ +/*========================================================================*/ + +.charsheet .cartel > header.editbox { padding: 0; margin: 0; } + +/* .charsheet .cartel > header + * { margin-top: 20px; }*/ + +.identity { + margin: 0 20px 0px; + display: flex; +} + +dl.description span.lifestyle_description:before { content: "("; } +dl.description span.lifestyle_description:after { content: ")"; } + +.charsheet .cartel > header .identity:first-child { + font-family: Candal; + color: var(--title-color); + border-bottom: 5px dotted var(--border-color); + margin: 10px; +} +.charsheet .cartel > header h1, +.charsheet .cartel > header h2 { + color: var(--title-color); +} + +.charsheet .cartel > header dl.description { display: flex; gap: 0.5em; } +.charsheet .cartel > header dl.description * { display: inline-block; } +.charsheet .cartel > header dl.description dt { margin-left: 1em; } +.charsheet .cartel > header dl.description dd span:before { content("—"); } + +.editlifestyle { display: flex; } +.editlifestyle label { flex-basis: 0; padding: 5px 20px; } +.editlifestyle input { display: none; } +.editlifestyle input + span { font-weight: normal; } +.editlifestyle input:checked + span { padding: 5px 10px; border: 1px solid SlateGray; border-radius: 7.5px; } + +input.pbfilter { display: none; } + +/*========================================================================*/ +/*== TABS (Navigation) =================================================*/ +/*========================================================================*/ + +.tabs { + display: flex; flex-flow: row nowrap; justify-content: flex-end; + padding: 0; margin: 0; + border-bottom: 2px solid var(--border-color); +} + +input.attr_showtab[value="stats"] + .tabs button[name="act_stats"], +input.attr_showtab[value="character_moves"] + .tabs button[name="act_character_moves"], +input.attr_showtab[value="extras"] + .tabs button[name="act_extras"], +input.attr_showtab[value="basic_moves"] + .tabs button[name="act_basic_moves"], +input.attr_showtab[value="stress_heat"] + .tabs button[name="act_stress_heat"], +input.attr_showtab[value="notes"] + .tabs button[name="act_notes"] { + background-color: var(--bg-color); + z-index: 1; + margin: 0 10px -2px; + border-bottom: 2px solid var(--bg-color); +} + +.tabs button { + padding: 2px 15px 0; margin: 0 1px; + border: 2px solid var(--border-color); + border-radius: 10px 10px 0 0; + border-bottom: none; + font-family: Garamond; + font-size: 16px; font-weight: normal; + background-color: #afcfcf; +} +.tabs button:hover { background-color: #dfecec; } + +.tabpage { display: none; } + +input.attr_showtab[value="stats"] ~ .statspage, +input.attr_showtab[value="character_moves"] ~ .character_movespage, +input.attr_showtab[value="extras"] ~ .extraspage, +input.attr_showtab[value="basic_moves"] ~ .basic_movespage, +input.attr_showtab[value="stress_heat"] ~ .stress_heatpage, +input.attr_showtab[value="notes"] ~ .notespage + { display: block; } + +/*========================================================================*/ +/*== STATS =============================================================*/ +/*========================================================================*/ + +.charsheet .statspage main { display: flex; flex-flow: row wrap; } +.charsheet .statspage main .left, +.charsheet .statspage main .right { min-width: 300px; flex: 1 0 0; padding: 0 20px; margin: 0; } +.charsheet .statspage main section { border-top: 1px dotted var(--border-color); margin-bottom: 15px; } +.statsrow { + display: flex; gap: 5px; +} +.statsrow label { + display: inline-block; width: auto; + border: 2px solid var(--border-color); + background-color: Snow; + padding: 5px; + text-align: center; + font-size: 14px; +} + +.statsrow button { margin: 5px; } +.statsrow button:before { font-size: 150%; } + +/*========================================================================*/ +/*== ENLACES ===========================================================*/ +.charsheet .enlaces li.editbox { + border: 1px solid rgba( 128, 128, 128, 0.25); + border-radius: 5px; + padding: 5px; + list-style: none; +} +.charsheet .enlaces li.editbox:before { + font-family: Pictos; content: "j"; font-size: 20px; + position: absolute; top: 5px; left: -25px; +} + +.rel_name { font-weight: bold; font-size: 115%; } +.enlaces li.editbox { padding-right: 25px; } +.enlaces li.editbox .sentence-display { + display: inline-block; margin-right: 25px; +} + + +/*========================================================================*/ +/*== LLAVES ==*/ +.charsheet .cartel .llaves .repcontrol { z-index: 10; } + +.keybox { padding-right: 0; } +.keybox label { padding-left: 30px; } +.keybox label span:last-child { font-weight: normal; padding-right: 25px; } +.keybox label input { display: none; } +.keybox label input:checked ~ span { + /* background-color: LightGray; */ + color: SlateGray; + opacity: 0.5; + text-decoration: line-through; +} +.keybox label input + span:before { + position: absolute; top: 10px; left: 0; + float: right; + display: inline-block; width: 18px; height: 18px; + border: 2px solid var(--title-color); + padding: 1px; margin-right: 5px; + font-family: "Pictos Custom"; color: transparent; content: "t"; + font-size: 20px; text-align: center; +} +.keybox label input:checked + span:before { + color: var(--border-color); +} +.keybox label input + span:after { content: ":"; } + + +.keybox.editbox details[open] { + position: relative; +} + +/*========================================================================*/ +/*== ADVANCEMENT ==*/ + +.advancement ul.advlist { list-style-type: none; } +.advancement ul.advlist label { font-weight: normal; font-size: 100%; } + +ul.advlist input[type="checkbox"] { display: none; } +ul.advlist input[type="checkbox"] + span:before { + display: inline-block; + width: 14px; height: 14px; font-size: 16px; padding: 1px; + margin-right: 5px; + border: 2px solid var(--title-color); + font-family: "Pictos Custom"; content: "t"; color: transparent; + text-align: center; vertical-align: middle; +} +ul.advlist input[type="checkbox"]:checked + span:before { + color: var(--border-color); +} +ul.advlist input[type="checkbox"]:checked + span { + background-color: LightGray; color: Gray; text-decoration: line-through; +} + +/*========================================================================*/ +/*== Character Moves ===================================================*/ +/*========================================================================*/ + +.charsheet .cartel .character_movespage .repcontrol { + column-span: all; +} +.charsheet .cartel .move { + min-width: 300px; + min-height: 50px; + border: 1px solid black; padding: 5px; + break-inside: avoid; +} + +.charsheet .cartel .move header { + margin: 2px 5px 5px; padding: 0 5px 2px; + border-bottom: 1px solid var(--border-color); +} +.charsheet .cartel .move main { + font-size: 16px; font-family: Garamond; padding: 5px 15px; +} +.charsheet .cartel .move main * { font-size: inherit; font-family: inherit; } + +.charsheet .cartel .character_movespage .move button[type="roll"] , +.charsheet .cartel .character_movespage .move .edit_roll_data { display: none; } +.charsheet .cartel .character_movespage .move input.show_button:checked + button[type="roll"] { display: inline-block; } +.charsheet .cartel .character_movespage .move input.hidden_control:checked + .edit_roll_data { display: block; } + +.charsheet .cartel .move_description { white-space: pre-wrap; } + +/*========================================================================*/ +/* create an edit popup box for moves */ +.charsheet .cartel .move.editbox details[open] { + position: relative; + height: 400px; padding: 15px; + background-color: #dfecec; + border: 2px solid black; + overflow: auto; +} + +.move textarea { + width: calc(100% - 15px); + height: 50px; +} + +/*================================================================================================*/ +/*== BASIC MOVES ===============================================================================*/ +/*================================================================================================*/ + +.basic_movespage .move { margin-bottom: 10px; } + +/*================================================================================================*/ +/*== EXTRAS ====================================================================================*/ +/*================================================================================================*/ + +.extraspage > header, .extraspage > main { display: none; } + +.extraspage > main section { + border-top: 1px solid var(--border-color); + margin-top: 10px; +} + +/* show and hide elements based on the playbook_filter */ +.extraspage input.attr_playbook_filter[value="el cocinero"] ~ .cocinero, +.extraspage input.attr_playbook_filter[value="la esposa"] ~ .esposa, +.extraspage input.attr_playbook_filter[value="el halcon"] ~ .halcon, +.extraspage input.attr_playbook_filter[value="el narco"] ~ .narco, +.extraspage input.attr_playbook_filter[value="la polizeta"] ~ .polizeta, +.extraspage input.attr_playbook_filter[value="la rata"] ~ .rata, +.extraspage input.attr_playbook_filter[value="la sicaria"] ~ .sicaria + { display: block; } + + +/*== COCINERO ==================================================================================*/ +.laboratorio ul.checklist span { font-style: italic; } + +/*== ESPOSA ====================================================================================*/ + +/*== HALCON ====================================================================================*/ +.tu_pandilla .move { display: none; } +.tu_pandilla input:checked ~ .move { + display: block; + margin: 10px; margin-left: 30px; +} +.tu_pandilla .move header h3 span { color: var(--border-color); opacity: 1; } +.charsheet .cartel .tu_pandilla .move header { border-bottom: none; } + +/*== POLIZETA ==================================================================================*/ +.response { border-bottom: 1px solid Gray; padding: 2px 10px; font-size: 125%; } + +/*================================================================================================*/ +/*== STRESS/HEAT MOVES =========================================================================*/ +/*================================================================================================*/ + +.cartel .stress_heatpage .move { margin-bottom: 10px; } +.cartel section.heat_moves { column-count: 2; } + +.cartel .drug_moves details summary { cursor: pointer; } +.cartel .drug_moves details summary h3:before { font-family: "Pictos Three"; content: "l "; font-weight: normal; color: var(--border-color); } +.cartel .drug_moves details summary h3:after { font-family: Pictos; content: " &"; font-weight: normal; } +.cartel .drug_moves details[open] summary h3:after { content: " _"; } + + +/*================================================================================================*/ +/*== NOTES =====================================================================================*/ +/*================================================================================================*/ + +.notes .note_text { + white-space: pre-wrap; +} + +/*================================================================================================*/ +/*== ROLL TEMPLATE ===============================================================================*/ +/*================================================================================================*/ + +.sheet-rolltemplate-cartel .sheet-cartel-rollbox { + /* variables for use throughout the rollbox */ + --title-color: Teal; + --title-color-tint: LightSteelBlue; + --border-color: FireBrick; + --border-color-tint: #cfafaf; + --background-color: Snow; + + border: 3px double var(--border-color); + background-color: var(--background-color); + font-size: 14px; +} + +/*========================================================================*/ +/* header */ +.sheet-rolltemplate-cartel .sheet-cartel-rollbox .sheet-header { + padding: 5px; + background-color: var(--border-color-tint); + border-bottom: 6px double var(--title-color); + margin-bottom: 10px; + text-align: center; + font-family: Candal; + font-style: italic; +} +.sheet-rolltemplate-cartel .sheet-cartel-rollbox .sheet-rolling { + font-weight: normal; text-align: left; + padding: 0; margin: 0; + font-family: Garamond; +} +.sheet-rolltemplate-cartel .sheet-cartel-rollbox .sheet-header h2 { color: White; text-shadow: 0 0 3px Black, 0 0 3px Black; } + +.sheet-rolltemplate-cartel .sheet-cartel-rollbox .sheet-trigger { + display: inline-block; padding: 10px; + margin-bottom: 20px; +} + +/*========================================================================*/ +/* results */ +.sheet-rolltemplate-cartel .sheet-cartel-rollbox .sheet-result { + display: block; text-align: center; + padding-top: 20px; +} +.sheet-rolltemplate-cartel .sheet-cartel-rollbox .inlinerollresult { + background-color: Linen; color: Teal; + border: 2px dotted Gray; border-radius: 15px; + font-size: 48px; font-family: Candal; + padding: 0 15px; + margin-bottom: 10px; +} + + +.sheet-rolltemplate-cartel .sheet-cartel-rollbox .sheet-resulttxt { + background-color: #eee; + border: 1px dotted #666; + margin: 10px; padding: 10px; + margin-top: 20px; + font-size: 16px; font-family: Garamond; +} diff --git a/cartel/cartel.html b/cartel/cartel.html new file mode 100644 index 0000000000..45abc72cf8 --- /dev/null +++ b/cartel/cartel.html @@ -0,0 +1,1600 @@ + + + +
+ + +
+
+

+

 – 

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+ +
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+ + +
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+ +
+ +

edit identity

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

lifestyle

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

basic stats

+
+
+ + +
+

stats

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

stress

+
Each session you start with two stress already marked, provided you didn't end the last section with more. If your stress track is ever filled, güey, you’re in a bad spot.
+
+
+ + + + + + + + +
+
+ + +
+

los enlaces

+ +
    + +
  • + + + + + + +
    + + + + +
    +
  • + + +
  • + + + + + + + +
    + + + + +
    +
  • + + +
  • + + + + + + +
    + + + + +
    +
  • +
+ +
+ + +
+ +
+ + +
+

tus llaves

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

advancement

+ + +
+ + + + + + +
+ + + +
    +
+ + +
    +
  • +
+ +
+ + + +
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+ + + + +
+
+
+

Character Moves

+
+
    +
  • to add a new moves, click the "+ Add" button
  • +
  • + click the pencil icon ( + p + ) to input data for your new move +
  • +
  • The "move name" field will offer suggestions. Select one of the pre-listed move names to have the rest of the move filled out automatically.
  • +
+
+ +
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+ +
+ +
+ +
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+

+ + + +

+
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+ + +

edit move

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

el cocinero — extras

+
+ +
+

tu laboratorio

+
+ + +
+ + +
+
+ +
By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.
+ +

choose 2 features

+
    +
  • +
  • +
  • +
  • +
+ +

choose 2 troubles

+
    +
  • +
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  • +
  • +
+ +
+ + +
+

tus misterios

+ +
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+ + + +

la esposa — extras

+
+ +
+

la familia

+ +
+ + + spouse: + +
+ + +

+
+ + +

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

+
    +
  • +
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+ + +
+
+

+ La Familia + + +

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+ + + +

el halcon — extras

+
+ +
+

tu pandilla

+
+ +
+ +
+
+ + +
+
+ amigos: + + + +
+ +
+ + +

+ +

+ +
    +

  • +

  • +

  • +
+ + + + + + + + + + + + + + + + + +
+
+ + +

choose 2 features:

+
    +
  • + + +
  • +
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  • +
+ +

choose 2 vulnerabilities:

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    +
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+ +
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+ + + + +

el narco — extras

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+ +
+

el jefe de jefes

+
+
contact:
+ +
+
+ + + + + + + + + + + + + + + + + +
+
+ +
+ + + +
+
+

+ la plaza + + +

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+

la plaza

+ + + +
+ +
+ + +
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+ +

+
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  • +
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+ +

choose 4 features:

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    +
  • +
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+ +

choose 4 troubles:

+
    +
  • +
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  • +
+
+
+ + + +

la polizeta — extras

+
+
+

Anti-Cartel Task Force

+ +
+ +
Delgado, Moreno, Ortiz, Reyez, Zamora
+ +
+ +
+
+
+ +
+
+ + +
Elisa, Esteban, Gata, Tomas, Zola
+ +
+ +
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+ +
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    +
  • +
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+ + + + +

la rata — extras

+
+
+

el trabajo sucio

+ +
+
    +
  • +
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+
+
+

supervivencia

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+ + + +

la sicaria — extras

+
+ +
+

weapons (choose 4)

+ +
    +
  • +
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+

gear (choose 4)

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+

Basic Moves

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+ +
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+ +

Justify Your Behavior

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+ +
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+ +

Propose a Deal

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+ +
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+ + +
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+ +

Push Your Luck

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+ +
+ +
+ + +
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+ +

Get the Truth

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+ +
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+ + +
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+ +

pressure someone

+
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+ +
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+ + +
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+ +

pressure someone

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+ +
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+ + +
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+ +

turn to violence

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+ +
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+ + +
+
+ +

strain your finances

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+ +
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+ + +
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+ +

help or interfere

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+ +
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+ +
+ + + +
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+

stress & heat moves

+
+ +
+

stress moves

+
+
+ + +
+ +

+ verbally abuse or shame + +

+
+
+ + +
+ +

+ confess your sins + +

+
+
+ + +
+ +

+ dish out a beatdown + +

+
+
+ + +
+ +

+ lose yourself in a substance + +

+
+
+ + +
+

drug moves

+ +

+ + +
+

cocaine

+
    +
  • +
  • +
  • +
+
+ + +
+

heroin

+
    +
  • +
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+
+ + +
+

crystal meth

+
    +
  • +
  • +
  • +
+
+ + +
+

cocaine

+
    +
  • +
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  • +
+
+
+ + +
+ + +

heat moves

+
+
+
+ +

+ avoid suspicion + +

+
+
+ +
+
+ + +
+
+ +

+ leave a messy crime scene + +

+
+
+ +
+
+ + +
+
+ +

+ flee from los federales + +

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

notes

+
+ +
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+
+

+
+ +
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+ +
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+ +
+ + + +
+ + + + + + + + +
+
+
+ {{charactername}} + is rolling with + {{rollwith}}... +
+ +

{{movename}}

+
+ +
+ {{#trigger}}
{{trigger}}
{{/trigger}} +
{{result}}
+
+ +
+ + + {{#rollGreater() result 9}} + {{#hitresult}}{{hitresult}}{{/hitresult}} + {{^hitresult}}{{/hitresult}} + {{/rollGreater() result 9}} + + + {{#rollBetween() result 7 9}} + {{#partialresult}}{{partialresult}}{{/partialresult}} + {{^partialresult}}{{/partialresult}} + {{/rollBetween() result 7 9}} + + + {{#rollLess() result 7}} + {{#missresult}}{{missresult}}{{/missresult}} + {{^missresult}}{{/missresult}} + {{/rollLess() result 7}} +
+ + +
+ +
diff --git a/cartel/sheet.json b/cartel/sheet.json new file mode 100644 index 0000000000..6bbc8ef10a --- /dev/null +++ b/cartel/sheet.json @@ -0,0 +1,9 @@ +{ + "html": "cartel.html", + "css": "cartel.css", + "authors": "Jason Slanga", + "roll20userid": "2321057", + "preview": "cartel-preview.png", + "instructions": "Click pencil icons to edit character data. Moves will generate roll buttons automatically.", + "legacy": "false" +} diff --git a/cartel/translation.json b/cartel/translation.json new file mode 100644 index 0000000000..9c5b496bf9 --- /dev/null +++ b/cartel/translation.json @@ -0,0 +1,735 @@ +{ + "edit identity": "edit identity", + "character name": "character name", + "playbook": "playbook", + "el cocinero": "el cocinero", + "la esposa": "la esposa", + "el halcon": "el halcon", + "el narco": "el narco", + "la polizeta": "la polizeta", + "la rata": "la rata", + "la sicaria": "la sicaria", + "cocinero": "cocinero", + "esposa": "esposa", + "halcon": "halcon", + "narco": "narco", + "polizeta": "polizeta", + "rata": "rata", + "sicaria": "sicaria", + "look": "look", + "gear": "gear", + "lifestyle": "lifestyle", + "destitute": "destitute", + "destitute_desc": "nearly homeless, often unable to afford even basic staples, desperate", + "impoverished": "impoverished", + "impoverished_desc": "cash on hand for lodging and food, but little else, \"cash poor\"", + "stable": "stable", + "stable_desc": "relative comfort, regular lodging, enough resources to support a family", + "luxury": "luxury", + "luxury_desc": "wealth beyond most, able to put ten thousand dollars towards a problem", + "extravagant": "extravagant", + "extravagant_desc": "rich beyond measure, anything is accessible with enough patience", + "stats": "stats", + "character moves": "character moves", + "new character move": "new character move", + "click the pencil icon to edit your new move": "click the pencil icon to edit your new move", + "edit move": "edit move", + "basic moves": "basic moves", + "extras": "extras", + "stress": "stress", + "stress description": "Each session you start with two stress already marked, provided you didn't end the last section with more. If your stress track is ever filled, güey, you're in a bad spot.", + "reset": "reset", + "face": "face", + "grit": "grit", + "hustle": "hustle", + "savagery": "savagery", + "heat": "heat", + "tags": "tags", + "advancement": "advancement", + "advtxt1": "When you fill your xp track, select an advance from this list:", + "advtxt2": "After 5 advances, you can choose from this list instead:", + "los enlaces": "los enlaces", + "tus llaves": "tus llaves", + "move name": "move name", + "description": "description", + "show roll button?": "show roll button?", + "roll with": "roll with", + "is rolling with": "is rolling with", + "trigger": "trigger", + "el_cocinero-rel_text1": "_____ is familia. Close family. They don’t know what you do para el cartel, and you’re not sure you can keep your secrets for long.", + "el_cocinero-rel_text2": "_____ got you into this business to help you with your financial troubles but didn’t tell you the whole story. Now you’re both stuck.", + "el_cocinero-rel_text3": "You and _____ have an understanding. You need each other for now, but both of you know the current situation won’t last.", + "el_cocinero-adv1": "get +1 Grit (max+3)", + "el_cocinero-adv2": "get +1 Hustle (max+3)", + "el_cocinero-adv3": "get +1 Savagery (max+3)", + "el_cocinero-adv4": "choose a new laboratorio feature", + "el_cocinero-adv5": "get a new cocinero move", + "el_cocinero-adv6": "get a new cocinero move", + "el_cocinero-adv7": "get a move from another playbook", + "el_cocinero-adv8": "get a move from another playbook", + "el_cocinero-adv9": "get +1 to any stat (max+3)", + "el_cocinero-adv10": "resolve a laboratorio trouble", + "el_cocinero-adv11": "retire your character (to safety)", + "el_cocinero-adv12": "change your character to a new type", + "el_cocinero-adv13": "raise your lifestyle one level", + "la_esposa-rel_text1": "_____ and your spouse spend time together, but you’d prefer it if they weren’t in-volved in your life. Tell them what they did to anger you.", + "la_esposa-rel_text2": "_____ es familia. A sibling, maybe, or a cousin. Someone close. They mean well, but you worry about them. Tell them your fears.", + "la_esposa-rel_text3": "_____ and you were a thing back in the day, but it never went anywhere. Most people don’t know about it; you were young once también.", + "la_esposa-adv1": "get +1 Face (max+3)", + "la_esposa-adv2": "get +1 Grit (max+3)", + "la_esposa-adv3": "get +1 Hustle (max+3)", + "la_esposa-adv4": "change 2 obligations de la familia", + "la_esposa-adv5": "get a new esposa move", + "la_esposa-adv6": "get a new esposa move", + "la_esposa-adv7": "get a move from another playbook", + "la_esposa-adv8": "get a move from another playbook", + "la_esposa-adv9": "get +1 to any stat (max+3)", + "la_esposa-adv10": "permanently resolve a secret", + "la_esposa-adv11": "retire your character (to safety)", + "la_esposa-adv12": "change your character to a new type", + "la_esposa-adv13": "raise your spouse's lifestyle one level", + "spouse": "spouse", + "spouse-desc": "Ask everyone else “Who is willing to be my spouse?” Pick whomever you like. If no one volunteers, choose an NPC.", + "obligations-title": "Choose 5 obligations you perform for la familia:", + "secrets-title": "And choose 2 secrets you keep from la familia:", + "secret-nest_egg": "+nest egg: you put away some serious cash in a secret stash ($20,000!) for a rainy day.", + "secret-addiction": "+addiction: some nasty drug has a hold on you.", + "secret-affair": "+affair: you have another love...or at least another lover you spend time with.", + "secret-debt": "+debt: your spending has put you in a tough place, beyond what your family currently knows.", + "secret-lovechild": "+lovechild: you have a secret child that requires attention...and money.", + "la_familia": "la familia", + "la_familia_html": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle. On a 10+, you juggle your responsibilities with grace; clear your stress track. On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist. On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "la_familia_desc": "", + "la_familia_trigger": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle.", + "la_familia_rollwith": "hustle", + "la_familia_hitresult": "On a 10+, you juggle your responsibilities with grace; clear your stress track.", + "la_familia_partialresult": "On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist.", + "la_familia_missresult": "On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "el_halcon-rel_text1": "_____ gave you some new responsibilities lately, at your request. They have their doubts, but you’ll prove them wrong soon.", + "el_halcon-rel_text2": "_____ disapproves of your cartel work, and wants to get you out. You're not a niño; you can handle your own business.", + "el_halcon-rel_text3": "You and _____ have a plan to make some real money. They worry it’s not going to work, but you know it’s a sure thing, cabrón.", + "el_halcon-adv1": "get +1 Face (max+3)", + "el_halcon-adv2": "get +1 Grit (max+3)", + "el_halcon-adv3": "get +1 Hustle (max+3)", + "el_halcon-adv4": "choose a new pandilla feature", + "el_halcon-adv5": "get a new halcón move", + "el_halcon-adv6": "get a new halcón move", + "el_halcon-adv7": "get a move from another playbook", + "el_halcon-adv8": "get a move from another playbook", + "el_halcon-adv9": "get +1 to any stat (max+3)", + "el_halcon-adv10": "resolve a pandilla vulnerability", + "el_halcon-adv11": "retire your character (to safety)", + "el_halcon-adv12": "change your character to a new type", + "el_halcon-adv13": "raise your lifestyle one level", + "tu pandilla": "tu pandilla", + "amigos:": "amigos:", + "pandilla-amigos_description": "By default, your pandilla has three loyal amigos you’ve known a while. Give them names:", + "pandilla-amigos_names_list": "Azul, Blanco, Calaca, Charo, Chino, Flaco, Gordo, Lola, Moco, Nacho, Paco, Raki, Torpe, Zanahoria", + "pandilla-question_amigo1": "Who is there to cheer you up when mierda gets tough?", + "pandilla-question_amigo2": "Who is a real pendejo, but you just can't cut them loose?", + "pandilla-question_amigo3": "Who is truly solid, ready to entrarle and get things done when you need them?", + "choose 2 features:": "choose 2 features:", + "pandilla_feature1": "your crew has crews that work for you, cabrón. Your crew becomes a gang (small untrained unequipped).", + "pandilla_feature2": "your crew is down for a fiesta. Roll with Hustle instead of Grit when you get all get lost in a substance juntos.", + "pandilla_feature3": "your crew is down for a fight. Roll with Hustle instead of Savagery when you dish out a beatdown as a crew.", + "pandilla_feature4": "your crew is in touch with high-level smugglers and producers from other cartels. It gets +connected.", + "pandilla_feature5": "your crew is employed outside the cartel, officially or unofficially. Take +1 when you strain your finances.", + "choose 2 vulnerabilities:": "choose 2 vulnerabilities:", + "pandilla_vulnerability1": "your crew is on la policía's radar: +known.", + "pandilla_vulnerability2": "your crew is into heavy stuff: +addiction.", + "pandilla_vulnerability3": "your crew owes favors to someone: +obligation.", + "pandilla_vulnerability4": "your crew has enemies, cabrón: +turf war.", + "pandilla-get_lost_in_a_substance": "get lost in a substance", + "pandilla-get_lost_in_a_substance_trigger": "your crew is down for a *fiesta*. Roll with Hustle instead of Grit when you get all ***get lost in a substance*** *juntos*.", + "pandilla-get_lost_in_a_substance_rollwith": "hustle", + "pandilla-get_lost_in_a_substance_hitresult": "On a hit, clear your stress track.", + "pandilla-get_lost_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "pandilla-get_lost_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "pandilla-dish_out_a_beatdown": "dish out a beatdown", + "pandilla-dish_out_a_beatdown_trigger": "your crew is down for a fight. Roll with Hustle instead of Savagery when you ***dish out a beatdown*** as a crew.", + "pandilla-dish_out_a_beatdown_rollwith": "hustle", + "pandilla-dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "pandilla-dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "pandilla-dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "pandilla-strain_your_finances": "strain your finances", + "pandilla-strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "pandilla-strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "pandilla-strain_your_finances_rollwith": "*dinero*", + "pandilla-strain_your_finances_rollquery": "1[pandilla] + ?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "pandilla-strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "pandilla-strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "pandilla-strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "el_narco-rel_text1": "_____ is familia, but you’ve tried to shield them from the worst of the cartel. Tell them what they know about your dealings.", + "el_narco-rel_text2": "You're sure _____ is up to something, maybe with another cartel or los federales. Keep your eyes open, cabrón. Trust no one.", + "el_narco-relktext3": "You’ve taken _____ under your wing. You respect their skills and talents, and you want to see them thrive. ¡Qué generoso!", + "el_narco-adv1": "get +1 Face (max+3)", + "el_narco-adv2": "get +1 Hustle (max+3)", + "el_narco-adv3": "get +1 Savagery (max+3)", + "el_narco-adv4": "get +1 Control (max +3)", + "el_narco-adv5": "choose a new plaza feature", + "el_narco-adv6": "choose a new plaza feature", + "el_narco-adv7": "get a move from another playbook", + "el_narco-adv8": "get a move from another playbook", + "el_narco-adv9": "get +1 to any stat except Control (max+3)", + "el_narco-adv10": "permanently resolve a plaza trouble", + "el_narco-adv11": "permanently resolve a plaza trouble", + "el_narco-adv12": "retire your character (to safety)", + "el_narco-adv13": "change your character to a new type", + "el jefe de jefes": "el jefe de jefes", + "el_jefe_description": "You run la plaza, a pathway for narcos hoping to move product across the border and a lucrative area for local drug sales. The city of Durango is yours as long as you hold it, jefe.", + "contact": "contact", + "el_jefe_contact_description": "When you took control, the cartel gave you a contact who collects what you owe them, usually once a month. You only know their nickname, so you can’t sell them out if you get flipped by los federales (pick one):", + "la_plaza": "la plaza", + "la_plaza_html": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_trigger": "At the beginning of the session, roll with Control.", + "la_plaza_rollwith": "control", + "la_plaza_hitresult": "On a 10+, you get an opportunity to engage one your troubles (your choice) on your terms.", + "la_plaza_partialresult": "On a 7-9, you get an opportunity to engage one your troubles (your choice) on your terms, but the opportunity is short-lived and risky: act quickly or you may find that you miss your moment", + "la_plaza_missresult": "On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "control": "control", + "troubles": "troubles", + "by default you've got:": "by default you've got:", + "la_plaza_bullet1": "a staff of unsophisticated narcos, coordinated via a network of burner phones (trouble: +los federales)", + "la_plaza_bullet2": "a mix of protection rackets and smuggling operations (lifestyle: stable)", + "la_plaza_bullet3": "5-10 loyal enforcers (gang small untrained impatient) and 1 or 2 corrupt cops (greedy informed)", + "la_plaza_bullet4": "a few halcones to keep you informed about what goes on in your city (Control = +1)", + "choose 4 features:": "choose 4 features", + "la_plaza_feature1": "your plaza is profitable, bringing in substantial, obvious sums. Lifestyle: +1 level & trouble: +robberies.", + "la_plaza_feature2": "for income, add kidnapping. Lifestyle: +1 level & trouble: +vigilantes.", + "la_plaza_feature3": "your enforcers have access to military weaponry and body armor. Add armored and armed to your gang.", + "la_plaza_feature4": "you have a reputation for violence. Roll with Face instead of Hustle when you pressure someone by threatening their life, limbs, or loved ones.", + "la_plaza_feature5": "your enforcers have extensive military training. Drop untrained and add savage. Take +1 when you order kidnappings or ambushes.", + "la_plaza_feature6": "your enforcers recruit heavily from the local population, making them a medium gang (10-20) instead of small.", + "la_plaza_feature7": "you have halcones at all chokepoints and smuggling roads. +1 Control.", + "la_plaza_feature8": "only a few know your real name and appearance. Take -2 heat; describe the business that you use as a cover for your activities.", + "choose 2 troubles:": "choose 2 troubles:", + "la_plaza_trouble1": "you are in the middle of a violent dispute with another cartel, probably Los Zetas. Trouble: +gang war.", + "la_plaza_trouble2": "your plaza has been recently infiltrated by someone working for los federales or the CIA/DEA. Trouble: +mole", + "la_plaza_trouble3": "The narcos you displaced to take control of la plaza remain at large. - 1 Control. Trouble: +rivals.", + "la_plaza_trouble4": "greedy agents of the Mex-ican tax authority (SHCP) are bleeding you dry with increasingly expensive demands for bribes and mordidas . -1 lifestyle.", + "la_polizeta-rel_text1": "You grew up with _____ on the streets of Durango. You still have a beer after work if you’re both free; it’s nice to know someone who isn’t involved with either side of your double life.", + "la_polizeta-rel_text2": "_____ is the target of an active investigation. You're not the lead investigator, but you’re regularly briefed on the case.", + "la_polizeta-rel_text3": "_____ is your main contact in the cartel. Tell them where you two go to speak directly when you need a face-to-face meeting.", + "la_polizeta-adv1": "get +1 Face (max+3)", + "la_polizeta-adv2": "get +1 Hustle (max+3)", + "la_polizeta-adv3": "get +1 Savagery (max+3)", + "la_polizeta-adv4": "get +1 Control (max +3)", + "la_polizeta-adv5": "choose a new plaza feature", + "la_polizeta-adv6": "choose a new plaza feature", + "la_polizeta-adv7": "get a move from another playbook", + "la_polizeta-adv8": "get a move from another playbook ", + "la_polizeta-adv9": "get +1 to any stat except Control (max+3)", + "la_polizeta-adv10": "permanently resolve a plaza trouble", + "la_polizeta-adv11": "permanently resolve a plaza trouble", + "la_polizeta-adv12": "retire your character (to safety)", + "la_polizeta-adv13": "change your character to a new type", + "You work closely with 5 NPCs (at least) in the unit:": "You work closely with 5 NPCs (at least) in the unit:", + "Who is your new partner?": "Who is your new partner?", + "Who is suspicious of you?": "Who is suspicious of you?", + "You also end up working with a few NPCs from the cartel:": "You also end up working with a few NPCs from the cartel:", + "Who almost gave you away?": "Who almost gave you away?", + "Who offered to scam el narco?": "Who offered to scam el narco?", + "task_force_equipment": "Your department has some new toys—¡gracias, Calderón!—you can use, provided you have some \"official\" business (pick 2):", + "task_force_equip1": "military-grade body armor (resilient bulky)", + "task_force_equip2": "full-scale surveillance van (hi-tech expensive)", + "task_force_equip3": "tracking devices or bugs (hi-tech concealable)", + "task_force_equip4": "court-approved wiretap (hi-tech persistent)", + "task_force_equip5": "network of criminal informants (informed costly)", + "la_rata-rel_text1": "_____ knows that you're an informant. They haven't told anyone, but they've started to blackmail you to get what they want.", + "la_rata-rel_text1": "_____ works with you regularly on cartel business. You don't trust them, but you're confident they don’t know your secrets...yet.", + "la_rata-rel_text1": "You and _____ started sleeping together a few weeks ago. Tell them why you haven't been able to end things, despite the dangers. ", + "la_rata-adv1": "get +1 Face (max+3)", + "la_rata-adv2": "get +1 Grit (max+3)", + "la_rata-adv3": "get +1 Savagery (max+3)", + "la_rata-adv4": "get an NPC ally (detail with MC)", + "la_rata-adv5": "get a new rata move", + "la_rata-adv6": "get a new rata move", + "la_rata-adv7": "get a move from another playbook", + "la_rata-adv8": "get a move from another playbook", + "la_rata-adv9": "get +1 to any stat (max+3)", + "la_rata-adv10": "get 4 weapons y 4 gear (La Sicaria)", + "la_rata-adv11": "retire your character (to safety)", + "la_rata-adv12": "change your character to a new type", + "la_rata-adv13": "raise your lifestyle one level", + "el trabajo sucio": "el trabajo sucio", + "el trabajo sucio-description": "You are one of el narco's trusted lieutenants...but you’ve decided to betray the cartel. Choose a reason:", + "trabajo_sucio1": "you’re tired of the killing and death.", + "trabajo_sucio2": "you lost family or a loved one to el narco.", + "trabajo_sucio3": "you want to move up in the organization.", + "trabajo_sucio4": "you were arrested and flipped to avoid jail.", + "trabajo_sucio5": "you're an undercover cop on assignment.", + "supervivencia": "supervivencia", + "supervivencia_html": "

You are a survivor, a rata who will not be drowned just because this sinking ship of a plaza is finally dragged beneath the surface of the drug war.

You can mark stress to:

  • take a 10+ instead of rolling when you interfere with someone trying to get the truth out of you.
  • offer a PC an xp to accept your reasoning when you justify your behavior, even on a miss.
  • take +1 when you get fucking shot by another narco who suspects your treachery.
", + "la_sicaria-rel_text1": "You owe _____ for getting you out of a tight spot. You won’t die for them, but you both know you need to settle up soon.", + "la_sicaria-rel_text1": "_____ got you back in the business, after you had retired. Tell them how you feel about your return to the game, and don’t be shy.", + "la_sicaria-rel_text1": "_____ fucked up something crucial; you had to clean up the mess before things got messy with los federales or a rival drug cartel.", + "la_sicaria-adv1": "get +1 Grit (max+3)", + "la_sicaria-adv2": "get +1 Hustle (max+3)", + "la_sicaria-adv3": "get +1 Savagery (max+3)", + "la_sicaria-adv4": "choose 2 new weapons", + "la_sicaria-adv5": "get a new sicaria move", + "la_sicaria-adv6": "get a new sicaria move", + "la_sicaria-adv7": "get a move from another playbook", + "la_sicaria-adv8": "get a move from another playbook", + "la_sicaria-adv9": "get +1 to any stat (max+3)", + "la_sicaria-adv10": "choose 2 new pieces of gear or 2 new weapons", + "la_sicaria-adv11": "retire your character (to safety)", + "la_sicaria-adv12": "change your character to a new type", + "la_sicaria-adv13": "raise your lifestyle one level", + "weapons (choose 4)": "weapons (choose 4)", + "sicaria_weapon1": "sniper rifle (far hi-tech loud)", + "sicaria_weapon2": "assault rifle (close loud autofire)", + "sicaria_weapon3": "grenade launcher (close area messy)", + "sicaria_weapon4": "shotgun (close messy)", + "sicaria_weapon5": "submachine gun (close area loud)", + "sicaria_weapon6": "magnum (close reload loud)", + "sicaria_weapon7": "9mm (close loud)", + "sicaria_weapon8": "stun gun (close reload)", + "sicaria_weapon9": "fireman’s axe (close messy)", + "sicaria_weapon10": "machete (hand messy)", + "sicaria_weapon11": "garrote (hand grapple)", + "sicaria_weapon12": "knives (hand infinite)", + "gear (choose 4)": "gear (choose 4)", + "sicaria_gear1": "Armor Piercing Ammo (+ap to all weapons): Sometimes putos wear vests. Gotta be ready.", + "sicaria_gear2": "Body Armor (+armored): You want to live, right? Put on the fucking vest, pendeja.", + "sicaria_gear3": "Explosives Kit (close loud area reload): You can create improvised explosive devices (IEDs) if you’ve got time.", + "sicaria_gear4": "Tracking Device (hi-tech far concealable): They can’t hide if you plant this somewhere on them.", + "sicaria_gear5": "Secure Police Scanner (hi-tech hand): You can listen in even when they try to keep you out.", + "sicaria_gear6": "Silencer (remove +loud from any weapon): Quiet as a mouse. Dead as a doornail. Eh, cabrona?", + "sicaria_gear7": "Surveillance Gear (hi-tech close concealable): You can install cameras somewhere and watch all you want.", + "sicaria_gear8": "Police Uniform (official wearable stolen): Who is who anymore? You look like them and they look like you.", + "-- select a key --": "-- select a key --", + "ambition": "ambition", + "ambition_text": "Mark xp when you get someone important to let you handle some business on their behalf. Clear this key and advance when you seize the day and ask for forgiveness instead of permission.", + "arrogance": "arrogance", + "arrogance_text": "Mark xp when you use your superior knowledge or experience to verbally shame or abuse someone you care about. Clear this key and advance when you admit to a loved one that you're in over your head and urgently need help.", + "daring": "daring", + "daring_text": "Mark xp when you willingly enter a perilous situation without precautions or deception. Clear this key and advance when you retreat from a messy situation instead of risking further failure.", + "debt": "debt", + "debt_text": "Mark xp when you take on a new loan or strain your finances to meet your family's needs. Clear this key and advance when you find a way --legal or illegal--out from under your obligations.", + "dirty_hands": "dirty hands", + "dirty_hands_text": "Mark xp when you personally tackle a messy problem instead of sending goons. Clear this key and advance when you send someone to deal with a problem you should have attended to directly.", + "duty": "duty", + "duty_text": "Mark xp when you complete a task or assign-ment for your superiors or colleagues. Clear this key and advance when you intentionally thwart the goals of your organization or employer.", + "family": "family", + "family_text": "Mark xp when you violate your family members’ boundaries to protect them. Clear this key and advance when you allow one of them to be harmed when you could have intervened.", + "guilt": "guilt", + "guilt_text": "Mark xp when you confess a recent betrayal or deception to someone you shouldn’t trust. Clear this key and advance when you use a moment of intimacy to trick someone into advancing your schemes.", + "indomitable": "indomitable", + "indomitable_text": "Mark xp when you go into battle significantly outgunned or outmanned. Clear this key and advance when you surrender to your enemies instead of fighting your way out of a messy situation.", + "loyalty": "loyalty", + "loyalty_text": "Mark xp when you accept the lies or half-truths of a trusted friend or lover. Clear this key and advance when you confront a loved one with evidence of their betrayals and deceptions.", + "mercy": "mercy", + "mercy_text": "Mark xp when you try to head off a violent encounter with negotation or persuasion. Clear this key and advance when you greatly injure or kill someone who is defenseless or unaware.", + "paranoia": "paranoia", + "paranoia_text": "Mark xp when you try to get the truth out of someone about their true loyalties. Clear this key and advance when you expose someone’s betrayal to their family or employer.", + "pride": "pride", + "pride_text": "Mark xp when you claim an asset on the grounds that you or your family deserves it. Clear this key and advance when you give up something to keep yourself or a loved one safe from harm.", + "schemes": "schemes", + "schemes_text": "Mark xp when you take advantage of someone who believes you’re working on their behalf. Clear this key and advance when you openly choose one of your loyalties over the other.", + "secrets": "secrets", + "secrets_text": "Mark xp when you lie to someone close to you about your illicit activities. Clear this key and advance when you finally come clean to someone who trusts you about your lies and decepeptions.", + "default_hitresult": "¡Órale, amigo! Looks like things worked out. Don't get cocky! The MC will tell you what happens next.", + "default_partialresult": "Not bad, güey. Things could be better, but they could be worse too! The MC's going to tell you what's in store for you now.", + "default_missresult": "¡Ay diós, cabrón! Sometimes shit gets real. The MC will tell you what happens next.", + "---": "", + "---_desc": "", + "---_trigger": "", + "---_rollwith": "", + "---_hitresult": "", + "---_partialresult": "", + "---_missresult": "", + "cocinero": "cocinero", + "cocinar": "cocinar", + "cocinar_desc": "If you’re fully stocked and cooking, at the start of session, roll with Grit. On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself. On a 7-9, your investment in the operation causes someone close to you to grow suspicious. On a miss, one of your lab’s problems comes to bear con todo.", + "cocinar_show_roll_button": "True", + "cocinar_trigger": "If you’re fully stocked and cooking, at the start of session, roll with Grit.", + "cocinar_rollwith": "grit", + "cocinar_hitresult": "On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself.", + "cocinar_partialresult": "On a hit, you make enough to meet your commitments. On a 7-9, your investment in the operation causes someone close to you to grow suspicious.", + "cocinar_missresult": "On a miss, one of your lab’s problems comes to bear con todo.", + "ciencia,_cabrón": "ciencia, cabrón", + "ciencia,_cabrón_show_roll_button": "True", + "ciencia,_cabrón_desc": "When you try to juryrig some-thing with science, roll with Grit. On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress. On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "ciencia,_cabrón_trigger": "When you try to juryrig some-thing with science, roll with Grit.", + "ciencia,_cabrón_rollwith": "grit", + "ciencia,_cabrón_hitresult": "On a hit, you create an opportunity or buy yourself some time.", + "ciencia,_cabrón_partialresult": "On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress.", + "ciencia,_cabrón_missresult": "On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "chillón": "chillón", + "chillón_desc": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_show_roll_button": "True", + "chillón_trigger": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_rollwith": "grit", + "chillón_hitresult": "For NPCs: On a hit, they accept your logic.", + "chillón_partialresult": "On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty.", + "de_calidad": "de calidad", + "de_calidad_show_roll_button": "True", + "de_calidad_desc": "When you propose a deal that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_trigger": "When you ***propose a deal*** that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_rollwith": "grit", + "de_calidad_hitresult": "On a hit, they choose: take the deal or mark stress.", + "de_calidad_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "afortunado": "afortunado", + "afortunado_desc": "You get +1 Grit (max+3)", + "pozolero": "pozolero", + "pozolero_desc": "When you get rid of a body using chemicals in your lab, roll with Grit. On a 10+, all 3. On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n* you aren’t missing any supplies or equipment.\n* you aren't interrupted getting it done.\n\nOn a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "pozolero_show_roll_button": "True", + "pozolero_trigger": "When you get rid of a body using chemicals in your lab, roll with Grit.", + "pozolero_rollwith": "grit", + "pozolero_hitresult": "On a 10+, all 3.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_partialresult": "On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_missresult": "On a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "tu laboratorio": "tu laboratorio", + "lab_tags": "small, fixed, unstable, indebted", + "tu laboratorio-desc": "By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.", + "choose 2 features": "choose 2 features", + "lab_feature1": "your lab is a food truck or RV. Replace fixed with mobile.", + "lab_feature2": "your lab has professional equipment, capable of larger cooks. raise your lifestyle; change small to medium.", + "lab_feature3": "your lab has equipment designed to dispose of dangerous chemicals. Remove unstable.", + "lab_feature4": "you have an assistant who prepares the chemicals in advance for your cooks. Take +1 to Cocinar; add payroll.", + "choose 2 troubles": "choose 2 troubles", + "lab_trouble1": "your lab is sometimes inaccessible. Add inconvenient.", + "lab_trouble2": "your lab gives off a byproduct or odor that makes it easy to uncover and report. Add detectable.", + "lab_trouble3": "your lab is poorly secured or locked down against intruders and thieves. Add exposed.", + "lab_trouble4": "your lab relies ", + "tu laboratorio": "tu laboratorio", + "lab_tags": "small, fixed, unstable, indebted", + "tu laboratorio-desc": "By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.", + "choose 2 features": "choose 2 features", + "lab_feature1": "your lab is a food truck or RV. Replace fixed with mobile.", + "lab_feature2": "your lab has professional equipment, capable of larger cooks. raise your lifestyle; change small to medium.", + "lab_feature3": "your lab has equipment designed to dispose of dangerous chemicals. Remove unstable.", + "lab_feature4": "you have an assistant who prepares the chemicals in advance for your cooks. Take +1 to Cocinar; add payroll.", + "choose 2 troubles": "choose 2 troubles", + "lab_trouble1": "your lab is sometimes inaccessible. Add inconvenient.", + "lab_trouble2": "your lab gives off a byproduct or odor that makes it easy to uncover and report. Add detectable.", + "lab_trouble3": "your lab is poorly secured or locked down against intruders and thieves. Add exposed.", + "lab_trouble4": "your lab relies on uncommon chemicals. Add shortages.", + "tus misterios": "tus misterios", + "misterios_description": "You've fallen on hard times. Now you must keep your work secret from the people closest to you. Choose 3:", + "misterio1": "an esposa or novio who asks too many questions", + "misterio2": "a niño who thinks you’re beyond reproach", + "misterio3": "an elderly madre or tio who relies on you financially", + "misterio4": "a prima who works in federal law enforcement", + "misterio5": "an old coworker who feels badly about your troubles", + "misterio6": "a community leader who feels responsible for you", + "la familia": "la familia", + "spouse": "spouse", + "amor_y_matrimonio": "amor y matrimonio", + "amor_y_matrimonio_desc": "You are the only one who can be trusted to protect la familia. Take +1 ongoing when you try to get one of them to do the right thing.", + "me_lo_chingué": "me lo chingué", + "me_lo_chingué_desc": "When you reveal that you betrayed a lover or friend, tell them to fill their stress track; you clear one stress for each stress they mark. If their stress track is already full, they must immediately make a stress move; you clear one stress.", + "reina_del_drama": "reina del drama", + "reina_del_drama_desc": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to push your luck as if you rolled a 10+.", + "reina_del_drama_trigger": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to ***push your luck*** as if you rolled a 10+.", + "reina_del_drama_rollwith": "grit", + "reina_del_drama_hitresult": "On a 10+, fortune favors the bold.", + "perderse": "perderse", + "perderse_desc": "When you lose yourself in another person, roll with Face. On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly. On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "perderse_show_roll_button": "True", + "perderse_trigger": "When you lose yourself in another person, roll with Face.", + "perderse_rollwith": "face", + "perderse_hitresult": "On a hit, you find solace in their embrace; clear your stress track.", + "perderse_partialresult": "On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly.", + "perderse_missresult": "On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "comer_algo": "comer algo", + "comer_algo_desc": "When you share a meal with some-one, roll with Face. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:\n\n* What do you want from me / my family?* What threat do you pose to us / our life?\n* Who are you protecting / hunting?\n\nOn a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "comer_algo_show_roll_button": "True", + "comer_algo_trigger": "When you share a meal with some-one, roll with Face.", + "comer_algo_rollwith": "face", + "comer_algo_hitresult": "On a 10+, hold 2. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_partialresult": "On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_missresult": "On a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "obligation1": "pregnant/finalizing adoption", + "obligation2": "new baby", + "obligation3": "preschool child", + "obligation4": "high school student", + "obligation5": "stepchild", + "obligation6": "corporate job", + "obligation7": "established home business", + "obligation8": "starting a new business", + "obligation9": "real estate license", + "obligation10": "social service job", + "obligation11": "managing family finances", + "obligation12": "elderly grand-parent", + "obligation13": "troubled sibling", + "obligation14": "school association", + "obligation15": "nonprofit board", + "obligation16": "parish volunteer", + "obligation17": "dinner parties", + "obligation18": "gossip and rumors", + "push_your_luck": "push your luck", + "push_your_luck_html": "

When you push your luck, roll with Grit. On a 10+, fortune favors the bold. On a 7-9, things don't work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.

", + "push_your_luck_trigger": "When you ***push your luck***, roll with Grit.", + "push_your_luck_rollwith": "grit", + "push_your_luck_hitresult": "On a 10+, fortune favors the bold. ", + "push_your_luck_partialresult": "On a 7-9, things don’t work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.", + "get_the_truth": "get the truth", + "get_the_truth_html": "

When you try to get the truth out of someone, roll with Hustle. On a hit, clear one stress. On a 10+, pick 2. On a 7-9, pick 1.

  • they can't mislead you with the truth
  • they can't confuse you with falsehoods
  • they can't stonewall you with silenc
", + "get_the_truth_trigger": "When you try to ***get the truth out of someone***, roll with Hustle.", + "get_the_truth_rollwith": "hustle", + "get_the_truth_hitresult": "On a hit, clear one stress. On a 10+, pick 2. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "get_the_truth_partialresult": "On a hit, clear one stress. On a 7-9, pick 1. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "pressure_someone": "pressure someone", + "pressure_someone_html": "When you pressure someone to go along with you, roll with Hustle. On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "pressure_someone_trigger": "When you ***pressure someone*** to go along with you, roll with Hustle.", + "pressure_someone_rollwith": "hustle", + "pressure_someone_hitresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress.", + "pressure_someone_partialresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "size_someone_up": "size someone up", + "size_someone_up_html": "

When you size someone up, roll with Savagery. On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3. On a 7-9, ask 1.

  • what are your current weaknesses / strengths?
  • how can I show you dominance / submission?
  • what do you intend to do next?
  • what do you wish I'd do right now?
  • how could I get you to _________
", + "size_someone_up_trigger": "When you ***size someone up***, roll with Savagery.", + "size_someone_up_rollwith": "savagery", + "size_someone_up_hitresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________? ", + "size_someone_up_partialresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 7-9, ask 1.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________?", + "strain_your_finances": "strain your finances", + "strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "strain_your_finances_rollwith": "*dinero*", + "strain_your_finances_rollquery": "?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "help_or_interfere": "help or interfere", + "help_or_interfere_html": "

When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked. On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered. On a miss, mark the stress you wagered and prepare for the worst.

", + "help_or_interfere_trigger": "When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.", + "help_or_interfere_rollwith": "stress wagered", + "help_or_interfere_rollquery": "?{When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.|1|2|3}", + "help_or_interfere_hitresult": "On a hit, give them a +1 or -2 to their roll, your choice.", + "help_or_interfere_partialresult": "On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered.", + "help_or_interfere_missresult": "On a miss, mark the stress you wagered and prepare for the worst.", + "turn_to_violence": "turn to violence", + "turn_to_violence_html": "

When you turn to violence, roll with Savagery. On a hit, mark stress and trade harm as established. On a 10+, choose 3. On a 7-9, choose 2.

  • you inflict terrible harm
  • you suffer little harm
  • you resist marking stress
  • you avoid collateral damage
", + "turn_to_violence_trigger": "When you ***turn to violence***, roll with Savagery.", + "turn_to_violence_rollwith": "savagery", + "turn_to_violence_hitresult": "On a hit, mark stress and trade harm as established. On a 10+, choose 3.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "turn_to_violence_partialresult": "On a hit, mark stress and trade harm as established. On a 7-9, choose 2.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "heat moves": "heat moves", + "avoid_suspicion": "avoid suspicion", + "avoid_suspicion_html": "

When you try to avoid suspicion while handling business in public, roll with Heat. Add one for each:

  • you’re carrying a lot of drugs or money
  • you’re transporting at least one body, dead or alive
  • you’re equipped with military weaponry

On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.

", + "avoid_suspicion_trigger": "When you try to ***avoid suspicion while handling business in public***, roll with Heat.Add one for each:\n* you're carrying a lot of drugs or money \n* you're transporting at least one body, dead or alive \n* you're equipped with military weaponry", "avoid_suspicion_rollwith": "heat", + "avoid_suspicion_rollwith": "heat & circumstances", + "avoid_suspicion_rollquery": "(@{heat} + ?{When you try to avoid suspicion while handling business in public, roll with Heat.Add one for each: 1- you're carrying a lot of drugs or money 2- you're transporting at least one body, dead or alive 3- you're equipped with military weaponry|0|1|2|3})", + "avoid_suspicion_hitresult": "On a 10+, someone dangerous has been looking for you. And here you are. *Mierda, cabrón.*", + "avoid_suspicion_partialresult": "On a 7-9, only the local *policia* take an interest; make a threat or flash some *dinero* to smooth things over.", + "avoid_suspicion_missresult": "On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.", + "leave_a_messy_crime_scene": "leave a messy crime scene", + "leave_a_messy_crime_scene_html": "When you try to leave a messy crime scene before the authorities arrive, roll with Heat. On a miss, you exit the scene; tell the MC what potentially in-criminating evidence you’ve left behind. On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive. On a 10+, la policia arrives in force...with los federales or an American in tow.", + "leave_a_messy_crime_scene_trigger": "When you try to ***leave a messy crime scene*** before the authorities arrive, roll with Heat.", + "leave_a_messy_crime_scene_rollwith": "heat", + "leave_a_messy_crime_scene_hitresult": "On a 10+, *la policia* arrives in force...with *los federales* or an American in tow.", + "leave_a_messy_crime_scene_partialresult": "On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive.", + "leave_a_messy_crime_scene_missresult": "On a miss, you exit the scene; tell the MC what potentially incriminating evidence you’ve left behind.", + "flee_from_los_federales": "flee from los federales", + "flee_from_los_federales_html": "When you flee from los federales, roll with Heat. On a miss, you get away clean. On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time. On a 10+, you’re fucked, güey: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_trigger": "When you ***flee from los federales***, roll with Heat.", + "flee_from_los_federales_rollwith": "heat", + "flee_from_los_federales_hitresult": "On a 10+, you’re fucked, *güey*: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_partialresult": "On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time.", + "flee_from_los_federales_missresult": "On a miss, you get away clean.", + "propose_a_deal": "propose a deal", + "propose_a_deal_html": "

When you propose a deal to get what you want, roll with Face. On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one:

  • impose a condition on your offer
  • adjust the price (+/-30%) and accept
  • point you at an interested party
", + "propose_a_deal_trigger": "When you ***propose a deal*** to get what you want, roll with Face. ", + "propose_a_deal_rollwith": "face", + "propose_a_deal_hitresult": "On a hit, they choose: take the deal or mark stress.", + "propose_a_deal_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "justify_your_behavior": "justify your behavior", + "justify_your_behavior_html": "

When you try to justify your behavior to someone, roll with Face. For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. For PCs: On a 10+, both. On a 7-9, choose 1:

  • if they accept your reasoning, they mark xp
  • if they keep their own counsel, they mark stress
", + "justify_your_behavior_trigger": "When you try to ***justify your behavior*** to someone, roll with Face.", + "justify_your_behavior_rollwith": "face", + "justify_your_behavior_hitresult": "For NPCs: On a hit, they accept your logic. \n\nFor PCs: On a 10+, both:\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "justify_your_behavior_partialresult": "For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. \n\nFor PCs: On a 7-9, choose 1: On a 10+, both:\n\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "stress & heat moves": "stress & heat moves", + "stress moves": "stress moves", + "stress_moves_description": "All sorts of fictional situations may cause stress–getting shot at, doing something horrific, fighting with a spouse–and the only way to keep that stress in check is through stress moves:", + "verbally_abuse_or_shame": "verbally abuse or shame", + "verbally_abuse_or_shame_html": "When you verbally abuse or shame someone you care about, roll with Face. On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track. On a 7-9, clear one stress. On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "verbally_abuse_or_shame_trigger": "When you **verbally abuse or shame someone** you care about, roll with Face.", + "verbally_abuse_or_shame_rollwith": "face", + "verbally_abuse_or_shame_hitresult": "On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track.", + "verbally_abuse_or_shame_partialresult": "On a hit, your words hit hard: tell them to mark stress. On a 7-9, clear one stress.", + "verbally_abuse_or_shame_missresult": "On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "lose_yourself_in_a_substance": "lose yourself in a substance", + "lose_yourself_in_a_substance_html": "When you lose yourself in a substance, roll with Grit. On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list. On a miss, you’re in deep. Buena suerte, cabrón.", + "lose_yourself_in_a_substance_trigger": "When you **lose yourself in a substance**, roll with Grit.", + "lose_yourself_in_a_substance_rollwith": "grit", + "lose_yourself_in_a_substance_hitresult": "On a hit, clear your stress track.", + "lose_yourself_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "lose_yourself_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "confess_your_sins": "confess your sins", + "confess_your_sins_html": "When you confess your sins to a priest, roll with Hustle. On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession. On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "confess_your_sins_trigger": "When you **confess your sins to a priest**, roll with Hustle.", + "confess_your_sins_rollwith": "hustle", + "confess_your_sins_hitresult": "On a hit, you find forgiveness; clear your stress track.", + "confess_your_sins_partialresult": "On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession.", + "confess_your_sins_missresult": "On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "dish_out_a_beatdown": "dish out a beatdown", + "dish_out_a_beatdown_html": "When you dish out a beatdown, roll with Savagery. On a 10+, you assert your dominance: clear your stress track. On a 7-9, you hurt them, but it’s not enough: clear one stress. On a miss, the violence gets out of hand. Enjoy the consequences, pendejo.", + "dish_out_a_beatdown_trigger": "When you **dish out a beatdown**, roll with Savagery.", + "dish_out_a_beatdown_rollwith": "savagery", + "dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "drug moves": "drug moves", + "drug moves description": "If the MC tells you to make a drug move, pick one:", + "cocaine": "cocaine", + "cocaine_move1": "start a fight with a mouthy pendejo or puta", + "cocaine_move2": "throw yourself at someone you shouldn’t", + "cocaine_move3": "spend your money stupidly or carelessly", + "heroin": "heroin", + "heroin_move1": "push someone who cares about you away", + "heroin_move2": "overlook a crucial deadline or event", + "heroin_move3": "steal funds in preparation for your next fix", + "crystal meth": "crystal meth", + "crystal meth_move1": "accuse a loved one of theft or betrayal", + "crystal meth_move2": "push a place you keep toward squalor", + "crystal meth_move3": "hurt yourself to keep your diablos at bay", + "alcohol": "alcohol", + "alcohol_move1": "make a scene about how you’ve been wronged", + "alcohol_move2": "let slip something to the wrong person", + "alcohol_move3": "wreck something meaningful, carelessly", + "hermanos": "hermanos", + "hermanos_desc": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle. On a 10+, all 3. On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers \n\nOn a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "hermanos_show_roll_button": "True", + "hermanos_rollwith": "hustle", + "hermanos_trigger": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle.", + "hermanos_hitresult": "On a 10+, all 3: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_partialresult": "On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_missresult": "On a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "mercado": "mercado", + "mercado_desc": "When you sell product on the street, roll with Hustle. On a 10+, sales are brisk; clear your stress track. On a 7-9, you make some money, but someone takes issue with your crew; clear one stress. On a miss, someone takes a run at you, and it probably isn’t the cops.", + "mercado_show_roll_button": "True", + "mercado_rollwith": "hustle", + "mercado_trigger": "When you sell product on the street, roll with Hustle.", + "mercado_hitresult": "On a 10+, sales are brisk; clear your stress track.", + "mercado_partialresult": "On a 7-9, you make some money, but someone takes issue with your crew; clear one stress.", + "mercado_missresult": "On a miss, someone takes a run at you, and it probably isn’t the cops.", + "bendito": "bendito", + "bendito_desc": "When you’re completely focused on escaping, push your luck with Hustle instead of Grit. Add +1 to your roll if you get fucking shot while trying to flee.", + "bendito_show_roll_button": "FALSE", + "vendedor": "vendedor", + "vendedor_desc": "When you propose a deal to someone and they pick an option off the 7-9 list you don’t like, mark stress to make them pick a different option off the list. You can do this multiple times, provided you can keep marking stress.", + "vendedor_show_roll_button": "FALSE", + "matador": "matador", + "matador_desc": "Fill your stress track—marking at least one stress—to turn to violence against an unsuspecting target as if you rolled a 10+.", + "matador_show_roll_button": "FALSE", + "la_plaza": "la plaza", + "la_plaza_desc": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_show_roll_button": "True", + "la_plaza_rollwith": "control", + "la_plaza_trigger": "At the beginning of the session, roll with Control.", + "la_plaza_hitresult": "On a 10+, you get an opportunity to engage one your troubles (your choice) on your terms.", + "la_plaza_partialresult": "On a 7-9, you get an opportunity to engage one your troubles (your choice) on your terms, but the opportunity is short-lived and risky: act quickly or you may find that you miss your moment.", + "la_plaza_missresult": "On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "mandamás": "mandamás", + "mandamás_desc": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face. On a 10+, all 3. On a 7-9, choose 1. \n- they keep their wits and focus. \n- they minimize incriminating evidence. \n- they avoid collateral damage. On a miss, everything goes to shit, but it wasn't your people's fault. You know how it is, *jefe*: no plan survives contact with the enemy.", + "mandamás_show_roll_button": "True", + "mandamás_rollwith": "face", + "mandamás_trigger": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face.", + "mandamás_hitresult": "On a 10+, all 3: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_partialresult": "On a 7-9, choose 1: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_missresult": "On a miss, everything goes to shit, but it wasn’t your people’s fault. You know how it is, jefe: no plan survives contact with the enemy.", + "infiltrado": "infiltrado", + "infiltrado_desc": "At the start of session, roll with Grit. On a hit, you get wind of a development in the anti-cartel case before things get messy. On a 10+, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice. On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "infiltrado_show_roll_button": "True", + "infiltrado_rollwith": "grit", + "infiltrado_trigger": "At the start of session, roll with Grit. ", + "infiltrado_hitresult": "On a 10+, you get wind of a development in the anti-cartel case before things get messy. In fact, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice.", + "infiltrado_partialresult": "On a 7-9, you get wind of a development in the anti-cartel case before things get messy.", + "infiltrado_missresult": "On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "seguir": "seguir", + "seguir_desc": "When you follow someone through the streets, roll with Grit. On a hit, where they go, you follow. On a 7-9, you overstep; mark a stress to avoid being spotted. On a miss, you end up exposed without backup or cover. ¡Mierda!", + "seguir_show_roll_button": "True", + "seguir_rollwith": "grit", + "seguir_trigger": "When you follow someone through the streets, roll with Grit.", + "seguir_hitresult": "On a 10+, where they go, you follow.", + "seguir_partialresult": "On a 7-9, where they go, you follow...but you overstep; mark a stress to avoid being spotted.", + "seguir_missresult": "On a miss, you end up exposed without backup or cover. *¡Mierda!*", + "verdadero": "verdadero", + "verdadero_desc": "When you get the truth from someone during an official interrogation, pick an extra option, even on a miss.", + "verdadero_show_roll_button": "FALSE", + "siempre_listo": "siempre listo", + "siempre_listo_desc": "Mark stress to show up in a scene alongside *la policía* or *los federales*, assuming that you aren’t unavailable. Mark three stress to show up instead of the authorities; you’ll have a few minutes solo in the scene before anybody else arrives.", + "siempre_listo_show_roll_button": "FALSE", + "escolta": "escolta", + "escolta_desc": "When you draw attention away from someone, they can roll with your Heat instead of their own. On a 10+, they suffer the consequences...but you attract demasiada attention: raise your Heat by 1 until the end of the next session.", + "escolta_show_roll_button": "FALSE", + "entrenamiento": "entrenamiento", + "entrenamiento_desc": "When you turn to violence after declaring yourself as a federal, roll with Grit instead of Savagery. If you get shot as a result, take +1 forward.", + "entrenamiento_show_roll_button": "FALSE", + "conectada": "conectada", + "conectada_desc": "When you go looking for a cartel *güey* in la plaza to help with a problem, name them and roll with Face. On a hit, you track them down and they’ve got what you need. On a 7-9, pick 1. On a 10+, both. \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology\n\n On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "conectada_show_roll_button": "True", + "conectada_rollwith": "face", + "conectada_trigger": "When you go looking for a cartel güey in la plaza to help with a problem, name them and roll with Face.", + "conectada_hitresult": "On a 10+, you track them down and they've got what you need; you get both: \n- They aren't caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_partialresult": "On a 7-9, you track them down and they've got what you need; pick 1: \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_missresult": "On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "escapar": "escapar", + "escapar_desc": "When you try to exit a tense situation, roll with Face. On a 10+, you’re gone! On a 7-9, you leave something behind or take something with you, your choice. On a miss, you’re exposed por completo...", + "escapar_show_roll_button": "True", + "escapar_rollwith": "face", + "escapar_trigger": "When you try to exit a tense situation, roll with Face.", + "escapar_hitresult": "On a 10+, you’re gone! ", + "escapar_partialresult": "On a 7-9, you leave something behind or take something with you, your choice. ", + "escapar_missresult": "On a miss, you’re exposed por completo...", + "amante": "amante", + "amante_desc": "When you share a night of intimacy with a lover, roll with Face. On a hit, clear your stress track. On a 10+, ask 2.On a 7-9, ask 1. \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do? \n\nOn a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "amante_show_roll_button": "True", + "amante_rollwith": "face", + "amante_trigger": "When you share a night of intimacy with a lover, roll with Face.", + "amante_hitresult": "On a 10+, clear your stress track and ask 2: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_partialresult": "On a 7-9, clear your stress track and ask 1: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_missresult": "On a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "chimosa": "chimosa", + "chimosa_desc": "When you betray a friend or ally to the authorities, roll with Face. On a 10+, your treason is useful and valued: clear your stress track. On a 7-9, your handler is pleased...and demands more: clear one stress. On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "chimosa_show_roll_button": "True", + "chimosa_rollwith": "face", + "chimosa_trigger": "When you betray a friend or ally to the authorities, roll with Face.", + "chimosa_hitresult": "On a 10+, your treason is useful and valued: clear your stress track.", + "chimosa_partialresult": "On a 7-9, your handler is pleased...and demands more: clear one stress.", + "chimosa_missresult": "On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "mentirosa": "mentirosa", + "mentirosa_desc": "You get +1 Face (max+3).", + "mentirosa_show_roll_button": "FALSE", + "mirar": "mirar", + "mirar_desc": "When you read a charged situation, roll with Savagery. On a hit, ask the MC questions; take +1 when you act on the answers. On a 10+, ask 2. On a 7–9, ask 1: \n- where’s my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what’s my enemy’s true position? On a miss, ask one...but you reveal your position.", + "mirar_show_roll_button": "FALSE", + "mirar_rollwith": "savagery", + "mirar_trigger": "When you read a charged situation, roll with Savagery.", + "mirar_hitresult": "On a 10+, ask the MC 2 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_partialresult": "On a 7-9, ask the MC 1 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_missresult": "On a miss, ask one...but you reveal your position.", + "narcocorrido": "narcocorrido", + "narcocorrido_desc": "When you meet someone importante (your call), roll with Savagery. On a hit, they’ve heard of you. Say what they’ve heard, and they will act accordingly. On a 10+, you also take +1 forward to dealing with them. On a miss, your reputation convinces them that you’re something you’re not.", + "narcocorrido_show_roll_button": "True", + "narcocorrido_rollwith": "savagery", + "narcocorrido_trigger": "When you meet someone *importante* (your call), roll with Savagery.", + "narcocorrido_hitresult": "On a 10+, they've heard of you. Say what they've heard, and they will act accordingly; take +1 forward to dealing with them.", + "narcocorrido_partialresult": "On a 7-9, they've heard of you. Say what they've heard, and they will act accordingly.", + "narcocorrido_missresult": "On a miss, your reputation convinces them that you’re something you're not.", + "levantón": "levantón", + "levantón_desc": "When you track down an NPC, roll with Savagery. On a hit, you catch them exposed or vulnerable. On a 7-9, they have backup or it’s public. On a miss, someone you’re avoiding finds you first.", + "levantón_show_roll_button": "True", + "levantón_rollwith": "savagery", + "levantón_trigger": "When you track down an NPC, roll with Savagery.", + "levantón_hitresult": "On a 10+, you catch them exposed or vulnerable.", + "levantón_partialresult": "On a 7-9, you catch them exposed or vulnerable, but they have backup or it’s public.", + "levantón_missresult": "On a miss, someone you’re avoiding finds you first.", + "rematar": "rematar", + "rematar_desc": "You get +1 Savagery (max +3).", + "rematar_show_roll_button": "FALSE", + "encobijado": "encobijado", + "encobijado_desc": "When you ditch a body somewhere, roll with Savagery. On a hit, you lose the corpse, and it stays lost; clear one stress. On a 10+, dust to dust; clear your stress track. On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "encobijado_show_roll_button": "True", + "encobijado_rollwith": "savagery", + "encobijado_trigger": "When you ditch a body somewhere, roll with Savagery.", + "encobijado_hitresult": "On a 10+, you lose the corpse, and it stays lost; clear your stress track.", + "encobijado_partialresult": "On a 7-9, you lose the corpse, and it stays lost; clear one stress.", + "encobijado_missresult": "On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "duro": "duro", + "duro_desc": "When you get fucking shot, add +1 to your roll. On a miss, you have time for an act of ven- geance or kindness before you fall to your wounds.", + "duro_show_roll_button": "FALSE", + "notes": "notes" +} diff --git a/cartel/translations/af.json b/cartel/translations/af.json new file mode 100644 index 0000000000..c85da7a63a --- /dev/null +++ b/cartel/translations/af.json @@ -0,0 +1,710 @@ +{ + "edit identity": "edit identity", + "character name": "character name", + "playbook": "playbook", + "el cocinero": "el cocinero", + "la esposa": "la esposa", + "el halcon": "el halcon", + "el narco": "el narco", + "la polizeta": "la polizeta", + "la rata": "la rata", + "la sicaria": "la sicaria", + "cocinero": "cocinero", + "esposa": "esposa", + "halcon": "halcon", + "narco": "narco", + "polizeta": "polizeta", + "rata": "rata", + "sicaria": "sicaria", + "look": "look", + "gear": "gear", + "lifestyle": "lifestyle", + "destitute": "destitute", + "destitute_desc": "nearly homeless, often unable to afford even basic staples, desperate", + "impoverished": "impoverished", + "impoverished_desc": "cash on hand for lodging and food, but little else, \"cash poor\"", + "stable": "stable", + "stable_desc": "relative comfort, regular lodging, enough resources to support a family", + "luxury": "luxury", + "luxury_desc": "wealth beyond most, able to put ten thousand dollars towards a problem", + "extravagant": "extravagant", + "extravagant_desc": "rich beyond measure, anything is accessible with enough patience", + "stats": "stats", + "character moves": "character moves", + "new character move": "new character move", + "click the pencil icon to edit your new move": "click the pencil icon to edit your new move", + "edit move": "edit move", + "basic moves": "basic moves", + "extras": "extras", + "stress": "stress", + "stress description": "Each session you start with two stress already marked, provided you didn't end the last section with more. If your stress track is ever filled, güey, you're in a bad spot.", + "reset": "reset", + "face": "face", + "grit": "grit", + "hustle": "hustle", + "savagery": "savagery", + "heat": "heat", + "tags": "tags", + "advancement": "advancement", + "advtxt1": "When you fill your xp track, select an advance from this list:", + "advtxt2": "After 5 advances, you can choose from this list instead:", + "los enlaces": "los enlaces", + "tus llaves": "tus llaves", + "move name": "move name", + "description": "description", + "show roll button?": "show roll button?", + "roll with": "roll with", + "is rolling with": "is rolling with", + "trigger": "trigger", + "el_cocinero-rel_text1": "_____ is familia. Close family. They don’t know what you do para el cartel, and you’re not sure you can keep your secrets for long.", + "el_cocinero-rel_text2": "_____ got you into this business to help you with your financial troubles but didn’t tell you the whole story. Now you’re both stuck.", + "el_cocinero-rel_text3": "You and _____ have an understanding. You need each other for now, but both of you know the current situation won’t last.", + "el_cocinero-adv1": "get +1 Grit (max+3)", + "el_cocinero-adv2": "get +1 Hustle (max+3)", + "el_cocinero-adv3": "get +1 Savagery (max+3)", + "el_cocinero-adv4": "choose a new laboratorio feature", + "el_cocinero-adv5": "get a new cocinero move", + "el_cocinero-adv6": "get a new cocinero move", + "el_cocinero-adv7": "get a move from another playbook", + "el_cocinero-adv8": "get a move from another playbook", + "el_cocinero-adv9": "get +1 to any stat (max+3)", + "el_cocinero-adv10": "resolve a laboratorio trouble", + "el_cocinero-adv11": "retire your character (to safety)", + "el_cocinero-adv12": "change your character to a new type", + "el_cocinero-adv13": "raise your lifestyle one level", + "la_esposa-rel_text1": "_____ and your spouse spend time together, but you’d prefer it if they weren’t in-volved in your life. Tell them what they did to anger you.", + "la_esposa-rel_text2": "_____ es familia. A sibling, maybe, or a cousin. Someone close. They mean well, but you worry about them. Tell them your fears.", + "la_esposa-rel_text3": "_____ and you were a thing back in the day, but it never went anywhere. Most people don’t know about it; you were young once también.", + "la_esposa-adv1": "get +1 Face (max+3)", + "la_esposa-adv2": "get +1 Grit (max+3)", + "la_esposa-adv3": "get +1 Hustle (max+3)", + "la_esposa-adv4": "change 2 obligations de la familia", + "la_esposa-adv5": "get a new esposa move", + "la_esposa-adv6": "get a new esposa move", + "la_esposa-adv7": "get a move from another playbook", + "la_esposa-adv8": "get a move from another playbook", + "la_esposa-adv9": "get +1 to any stat (max+3)", + "la_esposa-adv10": "permanently resolve a secret", + "la_esposa-adv11": "retire your character (to safety)", + "la_esposa-adv12": "change your character to a new type", + "la_esposa-adv13": "raise your spouse's lifestyle one level", + "spouse": "spouse", + "spouse-desc": "Ask everyone else “Who is willing to be my spouse?” Pick whomever you like. If no one volunteers, choose an NPC.", + "obligations-title": "Choose 5 obligations you perform for la familia:", + "secrets-title": "And choose 2 secrets you keep from la familia:", + "secret-nest_egg": "+nest egg: you put away some serious cash in a secret stash ($20,000!) for a rainy day.", + "secret-addiction": "+addiction: some nasty drug has a hold on you.", + "secret-affair": "+affair: you have another love...or at least another lover you spend time with.", + "secret-debt": "+debt: your spending has put you in a tough place, beyond what your family currently knows.", + "secret-lovechild": "+lovechild: you have a secret child that requires attention...and money.", + "la_familia": "la familia", + "la_familia_html": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle. On a 10+, you juggle your responsibilities with grace; clear your stress track. On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist. On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "la_familia_desc": "", + "la_familia_trigger": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle.", + "la_familia_rollwith": "hustle", + "la_familia_hitresult": "On a 10+, you juggle your responsibilities with grace; clear your stress track.", + "la_familia_partialresult": "On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist.", + "la_familia_missresult": "On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "el_halcon-rel_text1": "_____ gave you some new responsibilities lately, at your request. They have their doubts, but you’ll prove them wrong soon.", + "el_halcon-rel_text2": "_____ disapproves of your cartel work, and wants to get you out. You're not a niño; you can handle your own business.", + "el_halcon-rel_text3": "You and _____ have a plan to make some real money. They worry it’s not going to work, but you know it’s a sure thing, cabrón.", + "el_halcon-adv1": "get +1 Face (max+3)", + "el_halcon-adv2": "get +1 Grit (max+3)", + "el_halcon-adv3": "get +1 Hustle (max+3)", + "el_halcon-adv4": "choose a new pandilla feature", + "el_halcon-adv5": "get a new halcón move", + "el_halcon-adv6": "get a new halcón move", + "el_halcon-adv7": "get a move from another playbook", + "el_halcon-adv8": "get a move from another playbook", + "el_halcon-adv9": "get +1 to any stat (max+3)", + "el_halcon-adv10": "resolve a pandilla vulnerability", + "el_halcon-adv11": "retire your character (to safety)", + "el_halcon-adv12": "change your character to a new type", + "el_halcon-adv13": "raise your lifestyle one level", + "tu pandilla": "tu pandilla", + "amigos:": "amigos:", + "pandilla-amigos_description": "By default, your pandilla has three loyal amigos you’ve known a while. Give them names:", + "pandilla-amigos_names_list": "Azul, Blanco, Calaca, Charo, Chino, Flaco, Gordo, Lola, Moco, Nacho, Paco, Raki, Torpe, Zanahoria", + "pandilla-question_amigo1": "Who is there to cheer you up when mierda gets tough?", + "pandilla-question_amigo2": "Who is a real pendejo, but you just can't cut them loose?", + "pandilla-question_amigo3": "Who is truly solid, ready to entrarle and get things done when you need them?", + "choose 2 features:": "choose 2 features:", + "pandilla_feature1": "your crew has crews that work for you, cabrón. Your crew becomes a gang (small untrained unequipped).", + "pandilla_feature2": "your crew is down for a fiesta. Roll with Hustle instead of Grit when you get all get lost in a substance juntos.", + "pandilla_feature3": "your crew is down for a fight. Roll with Hustle instead of Savagery when you dish out a beatdown as a crew.", + "pandilla_feature4": "your crew is in touch with high-level smugglers and producers from other cartels. It gets +connected.", + "pandilla_feature5": "your crew is employed outside the cartel, officially or unofficially. Take +1 when you strain your finances.", + "choose 2 vulnerabilities:": "choose 2 vulnerabilities:", + "pandilla_vulnerability1": "your crew is on la policía's radar: +known.", + "pandilla_vulnerability2": "your crew is into heavy stuff: +addiction.", + "pandilla_vulnerability3": "your crew owes favors to someone: +obligation.", + "pandilla_vulnerability4": "your crew has enemies, cabrón: +turf war.", + "pandilla-get_lost_in_a_substance": "get lost in a substance", + "pandilla-get_lost_in_a_substance_trigger": "your crew is down for a *fiesta*. Roll with Hustle instead of Grit when you get all ***get lost in a substance*** *juntos*.", + "pandilla-get_lost_in_a_substance_rollwith": "hustle", + "pandilla-get_lost_in_a_substance_hitresult": "On a hit, clear your stress track.", + "pandilla-get_lost_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "pandilla-get_lost_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "pandilla-dish_out_a_beatdown": "dish out a beatdown", + "pandilla-dish_out_a_beatdown_trigger": "your crew is down for a fight. Roll with Hustle instead of Savagery when you ***dish out a beatdown*** as a crew.", + "pandilla-dish_out_a_beatdown_rollwith": "hustle", + "pandilla-dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "pandilla-dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "pandilla-dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "pandilla-strain_your_finances": "strain your finances", + "pandilla-strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "pandilla-strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "pandilla-strain_your_finances_rollwith": "*dinero*", + "pandilla-strain_your_finances_rollquery": "1[pandilla] + ?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "pandilla-strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "pandilla-strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "pandilla-strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "el_narco-rel_text1": "_____ is familia, but you’ve tried to shield them from the worst of the cartel. Tell them what they know about your dealings.", + "el_narco-rel_text2": "You're sure _____ is up to something, maybe with another cartel or los federales. Keep your eyes open, cabrón. Trust no one.", + "el_narco-relktext3": "You’ve taken _____ under your wing. You respect their skills and talents, and you want to see them thrive. ¡Qué generoso!", + "el_narco-adv1": "get +1 Face (max+3)", + "el_narco-adv2": "get +1 Hustle (max+3)", + "el_narco-adv3": "get +1 Savagery (max+3)", + "el_narco-adv4": "get +1 Control (max +3)", + "el_narco-adv5": "choose a new plaza feature", + "el_narco-adv6": "choose a new plaza feature", + "el_narco-adv7": "get a move from another playbook", + "el_narco-adv8": "get a move from another playbook", + "el_narco-adv9": "get +1 to any stat except Control (max+3)", + "el_narco-adv10": "permanently resolve a plaza trouble", + "el_narco-adv11": "permanently resolve a plaza trouble", + "el_narco-adv12": "retire your character (to safety)", + "el_narco-adv13": "change your character to a new type", + "el jefe de jefes": "el jefe de jefes", + "el_jefe_description": "You run la plaza, a pathway for narcos hoping to move product across the border and a lucrative area for local drug sales. The city of Durango is yours as long as you hold it, jefe.", + "contact": "contact", + "el_jefe_contact_description": "When you took control, the cartel gave you a contact who collects what you owe them, usually once a month. You only know their nickname, so you can’t sell them out if you get flipped by los federales (pick one):", + "la_plaza": "la plaza", + "la_plaza_html": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_trigger": "At the beginning of the session, roll with Control.", + "la_plaza_rollwith": "control", + "la_plaza_hitresult": "On a 10+, you get an opportunity to engage one your troubles (your choice) on your terms.", + "la_plaza_partialresult": "On a 7-9, you get an opportunity to engage one your troubles (your choice) on your terms, but the opportunity is short-lived and risky: act quickly or you may find that you miss your moment.", + "la_plaza_missresult": "On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "control": "control", + "troubles": "troubles", + "by default you've got:": "by default you've got:", + "la_plaza_bullet1": "a staff of unsophisticated narcos, coordinated via a network of burner phones (trouble: +los federales)", + "la_plaza_bullet2": "a mix of protection rackets and smuggling operations (lifestyle: stable)", + "la_plaza_bullet3": "5-10 loyal enforcers (gang small untrained impatient) and 1 or 2 corrupt cops (greedy informed)", + "la_plaza_bullet4": "a few halcones to keep you informed about what goes on in your city (Control = +1)", + "choose 4 features:": "choose 4 features", + "la_plaza_feature1": "your plaza is profitable, bringing in substantial, obvious sums. Lifestyle: +1 level & trouble: +robberies.", + "la_plaza_feature2": "for income, add kidnapping. Lifestyle: +1 level & trouble: +vigilantes.", + "la_plaza_feature3": "your enforcers have access to military weaponry and body armor. Add armored and armed to your gang.", + "la_plaza_feature4": "you have a reputation for violence. Roll with Face instead of Hustle when you pressure someone by threatening their life, limbs, or loved ones.", + "la_plaza_feature5": "your enforcers have extensive military training. Drop untrained and add savage. Take +1 when you order kidnappings or ambushes.", + "la_plaza_feature6": "your enforcers recruit heavily from the local population, making them a medium gang (10-20) instead of small.", + "la_plaza_feature7": "you have halcones at all chokepoints and smuggling roads. +1 Control.", + "la_plaza_feature8": "only a few know your real name and appearance. Take -2 heat; describe the business that you use as a cover for your activities.", + "choose 2 troubles:": "choose 2 troubles:", + "la_plaza_trouble1": "you are in the middle of a violent dispute with another cartel, probably Los Zetas. Trouble: +gang war.", + "la_plaza_trouble2": "your plaza has been recently infiltrated by someone working for los federales or the CIA/DEA. Trouble: +mole", + "la_plaza_trouble3": "The narcos you displaced to take control of la plaza remain at large. - 1 Control. Trouble: +rivals.", + "la_plaza_trouble4": "greedy agents of the Mex-ican tax authority (SHCP) are bleeding you dry with increasingly expensive demands for bribes and mordidas . -1 lifestyle.", + "la_polizeta-rel_text1": "You grew up with _____ on the streets of Durango. You still have a beer after work if you’re both free; it’s nice to know someone who isn’t involved with either side of your double life.", + "la_polizeta-rel_text2": "_____ is the target of an active investigation. You're not the lead investigator, but you’re regularly briefed on the case.", + "la_polizeta-rel_text3": "_____ is your main contact in the cartel. Tell them where you two go to speak directly when you need a face-to-face meeting.", + "la_polizeta-adv1": "get +1 Face (max+3)", + "la_polizeta-adv2": "get +1 Hustle (max+3)", + "la_polizeta-adv3": "get +1 Savagery (max+3)", + "la_polizeta-adv4": "get +1 Control (max +3)", + "la_polizeta-adv5": "choose a new plaza feature", + "la_polizeta-adv6": "choose a new plaza feature", + "la_polizeta-adv7": "get a move from another playbook", + "la_polizeta-adv8": "get a move from another playbook ", + "la_polizeta-adv9": "get +1 to any stat except Control (max+3)", + "la_polizeta-adv10": "permanently resolve a plaza trouble", + "la_polizeta-adv11": "permanently resolve a plaza trouble", + "la_polizeta-adv12": "retire your character (to safety)", + "la_polizeta-adv13": "change your character to a new type", + "You work closely with 5 NPCs (at least) in the unit:": "You work closely with 5 NPCs (at least) in the unit:", + "Who is your new partner?": "Who is your new partner?", + "Who is suspicious of you?": "Who is suspicious of you?", + "You also end up working with a few NPCs from the cartel:": "You also end up working with a few NPCs from the cartel:", + "Who almost gave you away?": "Who almost gave you away?", + "Who offered to scam el narco?": "Who offered to scam el narco?", + "task_force_equipment": "Your department has some new toys—¡gracias, Calderón!—you can use, provided you have some \"official\" business (pick 2):", + "task_force_equip1": "military-grade body armor (resilient bulky)", + "task_force_equip2": "full-scale surveillance van (hi-tech expensive)", + "task_force_equip3": "tracking devices or bugs (hi-tech concealable)", + "task_force_equip4": "court-approved wiretap (hi-tech persistent)", + "task_force_equip5": "network of criminal informants (informed costly)", + "la_rata-rel_text1": "You and _____ started sleeping together a few weeks ago. Tell them why you haven't been able to end things, despite the dangers. ", + "la_rata-adv1": "get +1 Face (max+3)", + "la_rata-adv2": "get +1 Grit (max+3)", + "la_rata-adv3": "get +1 Savagery (max+3)", + "la_rata-adv4": "get an NPC ally (detail with MC)", + "la_rata-adv5": "get a new rata move", + "la_rata-adv6": "get a new rata move", + "la_rata-adv7": "get a move from another playbook", + "la_rata-adv8": "get a move from another playbook", + "la_rata-adv9": "get +1 to any stat (max+3)", + "la_rata-adv10": "get 4 weapons y 4 gear (La Sicaria)", + "la_rata-adv11": "retire your character (to safety)", + "la_rata-adv12": "change your character to a new type", + "la_rata-adv13": "raise your lifestyle one level", + "el trabajo sucio": "el trabajo sucio", + "el trabajo sucio-description": "You are one of el narco's trusted lieutenants...but you’ve decided to betray the cartel. Choose a reason:", + "trabajo_sucio1": "you’re tired of the killing and death.", + "trabajo_sucio2": "you lost family or a loved one to el narco.", + "trabajo_sucio3": "you want to move up in the organization.", + "trabajo_sucio4": "you were arrested and flipped to avoid jail.", + "trabajo_sucio5": "you're an undercover cop on assignment.", + "supervivencia": "supervivencia", + "supervivencia_html": "

You are a survivor, a rata who will not be drowned just because this sinking ship of a plaza is finally dragged beneath the surface of the drug war.

You can mark stress to:

  • take a 10+ instead of rolling when you interfere with someone trying to get the truth out of you.
  • offer a PC an xp to accept your reasoning when you justify your behavior, even on a miss.
  • take +1 when you get fucking shot by another narco who suspects your treachery.
", + "la_sicaria-rel_text1": "_____ fucked up something crucial; you had to clean up the mess before things got messy with los federales or a rival drug cartel.", + "la_sicaria-adv1": "get +1 Grit (max+3)", + "la_sicaria-adv2": "get +1 Hustle (max+3)", + "la_sicaria-adv3": "get +1 Savagery (max+3)", + "la_sicaria-adv4": "choose 2 new weapons", + "la_sicaria-adv5": "get a new sicaria move", + "la_sicaria-adv6": "get a new sicaria move", + "la_sicaria-adv7": "get a move from another playbook", + "la_sicaria-adv8": "get a move from another playbook", + "la_sicaria-adv9": "get +1 to any stat (max+3)", + "la_sicaria-adv10": "choose 2 new pieces of gear or 2 new weapons", + "la_sicaria-adv11": "retire your character (to safety)", + "la_sicaria-adv12": "change your character to a new type", + "la_sicaria-adv13": "raise your lifestyle one level", + "weapons (choose 4)": "weapons (choose 4)", + "sicaria_weapon1": "sniper rifle (far hi-tech loud)", + "sicaria_weapon2": "assault rifle (close loud autofire)", + "sicaria_weapon3": "grenade launcher (close area messy)", + "sicaria_weapon4": "shotgun (close messy)", + "sicaria_weapon5": "submachine gun (close area loud)", + "sicaria_weapon6": "magnum (close reload loud)", + "sicaria_weapon7": "9mm (close loud)", + "sicaria_weapon8": "stun gun (close reload)", + "sicaria_weapon9": "fireman’s axe (close messy)", + "sicaria_weapon10": "machete (hand messy)", + "sicaria_weapon11": "garrote (hand grapple)", + "sicaria_weapon12": "knives (hand infinite)", + "gear (choose 4)": "gear (choose 4)", + "sicaria_gear1": "Armor Piercing Ammo (+ap to all weapons): Sometimes putos wear vests. Gotta be ready.", + "sicaria_gear2": "Body Armor (+armored): You want to live, right? Put on the fucking vest, pendeja.", + "sicaria_gear3": "Explosives Kit (close loud area reload): You can create improvised explosive devices (IEDs) if you’ve got time.", + "sicaria_gear4": "Tracking Device (hi-tech far concealable): They can’t hide if you plant this somewhere on them.", + "sicaria_gear5": "Secure Police Scanner (hi-tech hand): You can listen in even when they try to keep you out.", + "sicaria_gear6": "Silencer (remove +loud from any weapon): Quiet as a mouse. Dead as a doornail. Eh, cabrona?", + "sicaria_gear7": "Surveillance Gear (hi-tech close concealable): You can install cameras somewhere and watch all you want.", + "sicaria_gear8": "Police Uniform (official wearable stolen): Who is who anymore? You look like them and they look like you.", + "-- select a key --": "-- select a key --", + "ambition": "ambition", + "ambition_text": "Mark xp when you get someone important to let you handle some business on their behalf. Clear this key and advance when you seize the day and ask for forgiveness instead of permission.", + "arrogance": "arrogance", + "arrogance_text": "Mark xp when you use your superior knowledge or experience to verbally shame or abuse someone you care about. Clear this key and advance when you admit to a loved one that you're in over your head and urgently need help.", + "daring": "daring", + "daring_text": "Mark xp when you willingly enter a perilous situation without precautions or deception. Clear this key and advance when you retreat from a messy situation instead of risking further failure.", + "debt": "debt", + "debt_text": "Mark xp when you take on a new loan or strain your finances to meet your family's needs. Clear this key and advance when you find a way --legal or illegal--out from under your obligations.", + "dirty_hands": "dirty hands", + "dirty_hands_text": "Mark xp when you personally tackle a messy problem instead of sending goons. Clear this key and advance when you send someone to deal with a problem you should have attended to directly.", + "duty": "duty", + "duty_text": "Mark xp when you complete a task or assign-ment for your superiors or colleagues. Clear this key and advance when you intentionally thwart the goals of your organization or employer.", + "family": "family", + "family_text": "Mark xp when you violate your family members’ boundaries to protect them. Clear this key and advance when you allow one of them to be harmed when you could have intervened.", + "guilt": "guilt", + "guilt_text": "Mark xp when you confess a recent betrayal or deception to someone you shouldn’t trust. Clear this key and advance when you use a moment of intimacy to trick someone into advancing your schemes.", + "indomitable": "indomitable", + "indomitable_text": "Mark xp when you go into battle significantly outgunned or outmanned. Clear this key and advance when you surrender to your enemies instead of fighting your way out of a messy situation.", + "loyalty": "loyalty", + "loyalty_text": "Mark xp when you accept the lies or half-truths of a trusted friend or lover. Clear this key and advance when you confront a loved one with evidence of their betrayals and deceptions.", + "mercy": "mercy", + "mercy_text": "Mark xp when you try to head off a violent encounter with negotation or persuasion. Clear this key and advance when you greatly injure or kill someone who is defenseless or unaware.", + "paranoia": "paranoia", + "paranoia_text": "Mark xp when you try to get the truth out of someone about their true loyalties. Clear this key and advance when you expose someone’s betrayal to their family or employer.", + "pride": "pride", + "pride_text": "Mark xp when you claim an asset on the grounds that you or your family deserves it. Clear this key and advance when you give up something to keep yourself or a loved one safe from harm.", + "schemes": "schemes", + "schemes_text": "Mark xp when you take advantage of someone who believes you’re working on their behalf. Clear this key and advance when you openly choose one of your loyalties over the other.", + "secrets": "secrets", + "secrets_text": "Mark xp when you lie to someone close to you about your illicit activities. Clear this key and advance when you finally come clean to someone who trusts you about your lies and decepeptions.", + "default_hitresult": "¡Órale, amigo! Looks like things worked out. Don't get cocky! The MC will tell you what happens next.", + "default_partialresult": "Not bad, güey. Things could be better, but they could be worse too! The MC's going to tell you what's in store for you now.", + "default_missresult": "¡Ay diós, cabrón! Sometimes shit gets real. The MC will tell you what happens next.", + "---": "", + "---_desc": "", + "---_trigger": "", + "---_rollwith": "", + "---_hitresult": "", + "---_partialresult": "", + "---_missresult": "", + "cocinar": "cocinar", + "cocinar_desc": "If you’re fully stocked and cooking, at the start of session, roll with Grit. On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself. On a 7-9, your investment in the operation causes someone close to you to grow suspicious. On a miss, one of your lab’s problems comes to bear con todo.", + "cocinar_show_roll_button": "True", + "cocinar_trigger": "If you’re fully stocked and cooking, at the start of session, roll with Grit.", + "cocinar_rollwith": "grit", + "cocinar_hitresult": "On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself.", + "cocinar_partialresult": "On a hit, you make enough to meet your commitments. On a 7-9, your investment in the operation causes someone close to you to grow suspicious.", + "cocinar_missresult": "On a miss, one of your lab’s problems comes to bear con todo.", + "ciencia,_cabrón": "ciencia, cabrón", + "ciencia,_cabrón_show_roll_button": "True", + "ciencia,_cabrón_desc": "When you try to juryrig some-thing with science, roll with Grit. On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress. On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "ciencia,_cabrón_trigger": "When you try to juryrig some-thing with science, roll with Grit.", + "ciencia,_cabrón_rollwith": "grit", + "ciencia,_cabrón_hitresult": "On a hit, you create an opportunity or buy yourself some time.", + "ciencia,_cabrón_partialresult": "On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress.", + "ciencia,_cabrón_missresult": "On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "chillón": "chillón", + "chillón_desc": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_show_roll_button": "True", + "chillón_trigger": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_rollwith": "grit", + "chillón_hitresult": "For NPCs: On a hit, they accept your logic.", + "chillón_partialresult": "On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty.", + "de_calidad": "de calidad", + "de_calidad_show_roll_button": "True", + "de_calidad_desc": "When you propose a deal that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_trigger": "When you ***propose a deal*** that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_rollwith": "grit", + "de_calidad_hitresult": "On a hit, they choose: take the deal or mark stress.", + "de_calidad_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "afortunado": "afortunado", + "afortunado_desc": "You get +1 Grit (max+3)", + "pozolero": "pozolero", + "pozolero_desc": "When you get rid of a body using chemicals in your lab, roll with Grit. On a 10+, all 3. On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n* you aren’t missing any supplies or equipment.\n* you aren't interrupted getting it done.\n\nOn a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "pozolero_show_roll_button": "True", + "pozolero_trigger": "When you get rid of a body using chemicals in your lab, roll with Grit.", + "pozolero_rollwith": "grit", + "pozolero_hitresult": "On a 10+, all 3.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_partialresult": "On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_missresult": "On a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "tu laboratorio": "tu laboratorio", + "lab_tags": "small, fixed, unstable, indebted", + "tu laboratorio-desc": "By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.", + "choose 2 features": "choose 2 features", + "lab_feature1": "your lab is a food truck or RV. Replace fixed with mobile.", + "lab_feature2": "your lab has professional equipment, capable of larger cooks. raise your lifestyle; change small to medium.", + "lab_feature3": "your lab has equipment designed to dispose of dangerous chemicals. Remove unstable.", + "lab_feature4": "you have an assistant who prepares the chemicals in advance for your cooks. Take +1 to Cocinar; add payroll.", + "choose 2 troubles": "choose 2 troubles", + "lab_trouble1": "your lab is sometimes inaccessible. Add inconvenient.", + "lab_trouble2": "your lab gives off a byproduct or odor that makes it easy to uncover and report. Add detectable.", + "lab_trouble3": "your lab is poorly secured or locked down against intruders and thieves. Add exposed.", + "lab_trouble4": "your lab relies on uncommon chemicals. Add shortages.", + "tus misterios": "tus misterios", + "misterios_description": "You've fallen on hard times. Now you must keep your work secret from the people closest to you. Choose 3:", + "misterio1": "an esposa or novio who asks too many questions", + "misterio2": "a niño who thinks you’re beyond reproach", + "misterio3": "an elderly madre or tio who relies on you financially", + "misterio4": "a prima who works in federal law enforcement", + "misterio5": "an old coworker who feels badly about your troubles", + "misterio6": "a community leader who feels responsible for you", + "la familia": "la familia", + "amor_y_matrimonio": "amor y matrimonio", + "amor_y_matrimonio_desc": "You are the only one who can be trusted to protect la familia. Take +1 ongoing when you try to get one of them to do the right thing.", + "me_lo_chingué": "me lo chingué", + "me_lo_chingué_desc": "When you reveal that you betrayed a lover or friend, tell them to fill their stress track; you clear one stress for each stress they mark. If their stress track is already full, they must immediately make a stress move; you clear one stress.", + "reina_del_drama": "reina del drama", + "reina_del_drama_desc": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to push your luck as if you rolled a 10+.", + "reina_del_drama_trigger": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to ***push your luck*** as if you rolled a 10+.", + "reina_del_drama_rollwith": "grit", + "reina_del_drama_hitresult": "On a 10+, fortune favors the bold.", + "perderse": "perderse", + "perderse_desc": "When you lose yourself in another person, roll with Face. On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly. On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "perderse_show_roll_button": "True", + "perderse_trigger": "When you lose yourself in another person, roll with Face.", + "perderse_rollwith": "face", + "perderse_hitresult": "On a hit, you find solace in their embrace; clear your stress track.", + "perderse_partialresult": "On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly.", + "perderse_missresult": "On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "comer_algo": "comer algo", + "comer_algo_desc": "When you share a meal with some-one, roll with Face. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:\n\n* What do you want from me / my family?* What threat do you pose to us / our life?\n* Who are you protecting / hunting?\n\nOn a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "comer_algo_show_roll_button": "True", + "comer_algo_trigger": "When you share a meal with some-one, roll with Face.", + "comer_algo_rollwith": "face", + "comer_algo_hitresult": "On a 10+, hold 2. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_partialresult": "On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_missresult": "On a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "obligation1": "pregnant/finalizing adoption", + "obligation2": "new baby", + "obligation3": "preschool child", + "obligation4": "high school student", + "obligation5": "stepchild", + "obligation6": "corporate job", + "obligation7": "established home business", + "obligation8": "starting a new business", + "obligation9": "real estate license", + "obligation10": "social service job", + "obligation11": "managing family finances", + "obligation12": "elderly grand-parent", + "obligation13": "troubled sibling", + "obligation14": "school association", + "obligation15": "nonprofit board", + "obligation16": "parish volunteer", + "obligation17": "dinner parties", + "obligation18": "gossip and rumors", + "push_your_luck": "push your luck", + "push_your_luck_html": "

When you push your luck, roll with Grit. On a 10+, fortune favors the bold. On a 7-9, things don't work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.

", + "push_your_luck_trigger": "When you ***push your luck***, roll with Grit.", + "push_your_luck_rollwith": "grit", + "push_your_luck_hitresult": "On a 10+, fortune favors the bold. ", + "push_your_luck_partialresult": "On a 7-9, things don’t work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.", + "get_the_truth": "get the truth", + "get_the_truth_html": "

When you try to get the truth out of someone, roll with Hustle. On a hit, clear one stress. On a 10+, pick 2. On a 7-9, pick 1.

  • they can't mislead you with the truth
  • they can't confuse you with falsehoods
  • they can't stonewall you with silenc
", + "get_the_truth_trigger": "When you try to ***get the truth out of someone***, roll with Hustle.", + "get_the_truth_rollwith": "hustle", + "get_the_truth_hitresult": "On a hit, clear one stress. On a 10+, pick 2. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "get_the_truth_partialresult": "On a hit, clear one stress. On a 7-9, pick 1. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "pressure_someone": "pressure someone", + "pressure_someone_html": "When you pressure someone to go along with you, roll with Hustle. On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "pressure_someone_trigger": "When you ***pressure someone*** to go along with you, roll with Hustle.", + "pressure_someone_rollwith": "hustle", + "pressure_someone_hitresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress.", + "pressure_someone_partialresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "size_someone_up": "size someone up", + "size_someone_up_html": "

When you size someone up, roll with Savagery. On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3. On a 7-9, ask 1.

  • what are your current weaknesses / strengths?
  • how can I show you dominance / submission?
  • what do you intend to do next?
  • what do you wish I'd do right now?
  • how could I get you to _________
", + "size_someone_up_trigger": "When you ***size someone up***, roll with Savagery.", + "size_someone_up_rollwith": "savagery", + "size_someone_up_hitresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________? ", + "size_someone_up_partialresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 7-9, ask 1.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________?", + "strain_your_finances": "strain your finances", + "strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "strain_your_finances_rollwith": "*dinero*", + "strain_your_finances_rollquery": "?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "help_or_interfere": "help or interfere", + "help_or_interfere_html": "

When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked. On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered. On a miss, mark the stress you wagered and prepare for the worst.

", + "help_or_interfere_trigger": "When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.", + "help_or_interfere_rollwith": "stress wagered", + "help_or_interfere_rollquery": "?{When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.|1|2|3}", + "help_or_interfere_hitresult": "On a hit, give them a +1 or -2 to their roll, your choice.", + "help_or_interfere_partialresult": "On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered.", + "help_or_interfere_missresult": "On a miss, mark the stress you wagered and prepare for the worst.", + "turn_to_violence": "turn to violence", + "turn_to_violence_html": "

When you turn to violence, roll with Savagery. On a hit, mark stress and trade harm as established. On a 10+, choose 3. On a 7-9, choose 2.

  • you inflict terrible harm
  • you suffer little harm
  • you resist marking stress
  • you avoid collateral damage
", + "turn_to_violence_trigger": "When you ***turn to violence***, roll with Savagery.", + "turn_to_violence_rollwith": "savagery", + "turn_to_violence_hitresult": "On a hit, mark stress and trade harm as established. On a 10+, choose 3.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "turn_to_violence_partialresult": "On a hit, mark stress and trade harm as established. On a 7-9, choose 2.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "heat moves": "heat moves", + "avoid_suspicion": "avoid suspicion", + "avoid_suspicion_html": "

When you try to avoid suspicion while handling business in public, roll with Heat. Add one for each:

  • you’re carrying a lot of drugs or money
  • you’re transporting at least one body, dead or alive
  • you’re equipped with military weaponry

On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.

", + "avoid_suspicion_trigger": "When you try to ***avoid suspicion while handling business in public***, roll with Heat.Add one for each:\n* you're carrying a lot of drugs or money \n* you're transporting at least one body, dead or alive \n* you're equipped with military weaponry", + "avoid_suspicion_rollwith": "heat & circumstances", + "avoid_suspicion_rollquery": "(@{heat} + ?{When you try to avoid suspicion while handling business in public, roll with Heat.Add one for each: 1- you're carrying a lot of drugs or money 2- you're transporting at least one body, dead or alive 3- you're equipped with military weaponry|0|1|2|3})", + "avoid_suspicion_hitresult": "On a 10+, someone dangerous has been looking for you. And here you are. *Mierda, cabrón.*", + "avoid_suspicion_partialresult": "On a 7-9, only the local *policia* take an interest; make a threat or flash some *dinero* to smooth things over.", + "avoid_suspicion_missresult": "On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.", + "leave_a_messy_crime_scene": "leave a messy crime scene", + "leave_a_messy_crime_scene_html": "When you try to leave a messy crime scene before the authorities arrive, roll with Heat. On a miss, you exit the scene; tell the MC what potentially in-criminating evidence you’ve left behind. On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive. On a 10+, la policia arrives in force...with los federales or an American in tow.", + "leave_a_messy_crime_scene_trigger": "When you try to ***leave a messy crime scene*** before the authorities arrive, roll with Heat.", + "leave_a_messy_crime_scene_rollwith": "heat", + "leave_a_messy_crime_scene_hitresult": "On a 10+, *la policia* arrives in force...with *los federales* or an American in tow.", + "leave_a_messy_crime_scene_partialresult": "On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive.", + "leave_a_messy_crime_scene_missresult": "On a miss, you exit the scene; tell the MC what potentially incriminating evidence you’ve left behind.", + "flee_from_los_federales": "flee from los federales", + "flee_from_los_federales_html": "When you flee from los federales, roll with Heat. On a miss, you get away clean. On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time. On a 10+, you’re fucked, güey: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_trigger": "When you ***flee from los federales***, roll with Heat.", + "flee_from_los_federales_rollwith": "heat", + "flee_from_los_federales_hitresult": "On a 10+, you’re fucked, *güey*: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_partialresult": "On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time.", + "flee_from_los_federales_missresult": "On a miss, you get away clean.", + "propose_a_deal": "propose a deal", + "propose_a_deal_html": "

When you propose a deal to get what you want, roll with Face. On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one:

  • impose a condition on your offer
  • adjust the price (+/-30%) and accept
  • point you at an interested party
", + "propose_a_deal_trigger": "When you ***propose a deal*** to get what you want, roll with Face. ", + "propose_a_deal_rollwith": "face", + "propose_a_deal_hitresult": "On a hit, they choose: take the deal or mark stress.", + "propose_a_deal_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "justify_your_behavior": "justify your behavior", + "justify_your_behavior_html": "

When you try to justify your behavior to someone, roll with Face. For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. For PCs: On a 10+, both. On a 7-9, choose 1:

  • if they accept your reasoning, they mark xp
  • if they keep their own counsel, they mark stress
", + "justify_your_behavior_trigger": "When you try to ***justify your behavior*** to someone, roll with Face.", + "justify_your_behavior_rollwith": "face", + "justify_your_behavior_hitresult": "For NPCs: On a hit, they accept your logic. \n\nFor PCs: On a 10+, both:\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "justify_your_behavior_partialresult": "For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. \n\nFor PCs: On a 7-9, choose 1: On a 10+, both:\n\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "stress & heat moves": "stress & heat moves", + "stress moves": "stress moves", + "stress_moves_description": "All sorts of fictional situations may cause stress–getting shot at, doing something horrific, fighting with a spouse–and the only way to keep that stress in check is through stress moves:", + "verbally_abuse_or_shame": "verbally abuse or shame", + "verbally_abuse_or_shame_html": "When you verbally abuse or shame someone you care about, roll with Face. On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track. On a 7-9, clear one stress. On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "verbally_abuse_or_shame_trigger": "When you **verbally abuse or shame someone** you care about, roll with Face.", + "verbally_abuse_or_shame_rollwith": "face", + "verbally_abuse_or_shame_hitresult": "On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track.", + "verbally_abuse_or_shame_partialresult": "On a hit, your words hit hard: tell them to mark stress. On a 7-9, clear one stress.", + "verbally_abuse_or_shame_missresult": "On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "lose_yourself_in_a_substance": "lose yourself in a substance", + "lose_yourself_in_a_substance_html": "When you lose yourself in a substance, roll with Grit. On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list. On a miss, you’re in deep. Buena suerte, cabrón.", + "lose_yourself_in_a_substance_trigger": "When you **lose yourself in a substance**, roll with Grit.", + "lose_yourself_in_a_substance_rollwith": "grit", + "lose_yourself_in_a_substance_hitresult": "On a hit, clear your stress track.", + "lose_yourself_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "lose_yourself_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "confess_your_sins": "confess your sins", + "confess_your_sins_html": "When you confess your sins to a priest, roll with Hustle. On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession. On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "confess_your_sins_trigger": "When you **confess your sins to a priest**, roll with Hustle.", + "confess_your_sins_rollwith": "hustle", + "confess_your_sins_hitresult": "On a hit, you find forgiveness; clear your stress track.", + "confess_your_sins_partialresult": "On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession.", + "confess_your_sins_missresult": "On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "dish_out_a_beatdown": "dish out a beatdown", + "dish_out_a_beatdown_html": "When you dish out a beatdown, roll with Savagery. On a 10+, you assert your dominance: clear your stress track. On a 7-9, you hurt them, but it’s not enough: clear one stress. On a miss, the violence gets out of hand. Enjoy the consequences, pendejo.", + "dish_out_a_beatdown_trigger": "When you **dish out a beatdown**, roll with Savagery.", + "dish_out_a_beatdown_rollwith": "savagery", + "dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "drug moves": "drug moves", + "drug moves description": "If the MC tells you to make a drug move, pick one:", + "cocaine": "cocaine", + "cocaine_move1": "start a fight with a mouthy pendejo or puta", + "cocaine_move2": "throw yourself at someone you shouldn’t", + "cocaine_move3": "spend your money stupidly or carelessly", + "heroin": "heroin", + "heroin_move1": "push someone who cares about you away", + "heroin_move2": "overlook a crucial deadline or event", + "heroin_move3": "steal funds in preparation for your next fix", + "crystal meth": "crystal meth", + "crystal meth_move1": "accuse a loved one of theft or betrayal", + "crystal meth_move2": "push a place you keep toward squalor", + "crystal meth_move3": "hurt yourself to keep your diablos at bay", + "alcohol": "alcohol", + "alcohol_move1": "make a scene about how you’ve been wronged", + "alcohol_move2": "let slip something to the wrong person", + "alcohol_move3": "wreck something meaningful, carelessly", + "hermanos": "hermanos", + "hermanos_desc": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle. On a 10+, all 3. On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers \n\nOn a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "hermanos_show_roll_button": "True", + "hermanos_rollwith": "hustle", + "hermanos_trigger": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle.", + "hermanos_hitresult": "On a 10+, all 3: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_partialresult": "On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_missresult": "On a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "mercado": "mercado", + "mercado_desc": "When you sell product on the street, roll with Hustle. On a 10+, sales are brisk; clear your stress track. On a 7-9, you make some money, but someone takes issue with your crew; clear one stress. On a miss, someone takes a run at you, and it probably isn’t the cops.", + "mercado_show_roll_button": "True", + "mercado_rollwith": "hustle", + "mercado_trigger": "When you sell product on the street, roll with Hustle.", + "mercado_hitresult": "On a 10+, sales are brisk; clear your stress track.", + "mercado_partialresult": "On a 7-9, you make some money, but someone takes issue with your crew; clear one stress.", + "mercado_missresult": "On a miss, someone takes a run at you, and it probably isn’t the cops.", + "bendito": "bendito", + "bendito_desc": "When you’re completely focused on escaping, push your luck with Hustle instead of Grit. Add +1 to your roll if you get fucking shot while trying to flee.", + "bendito_show_roll_button": "FALSE", + "vendedor": "vendedor", + "vendedor_desc": "When you propose a deal to someone and they pick an option off the 7-9 list you don’t like, mark stress to make them pick a different option off the list. You can do this multiple times, provided you can keep marking stress.", + "vendedor_show_roll_button": "FALSE", + "matador": "matador", + "matador_desc": "Fill your stress track—marking at least one stress—to turn to violence against an unsuspecting target as if you rolled a 10+.", + "matador_show_roll_button": "FALSE", + "la_plaza_desc": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_show_roll_button": "True", + "mandamás": "mandamás", + "mandamás_desc": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face. On a 10+, all 3. On a 7-9, choose 1. \n- they keep their wits and focus. \n- they minimize incriminating evidence. \n- they avoid collateral damage. On a miss, everything goes to shit, but it wasn't your people's fault. You know how it is, *jefe*: no plan survives contact with the enemy.", + "mandamás_show_roll_button": "True", + "mandamás_rollwith": "face", + "mandamás_trigger": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face.", + "mandamás_hitresult": "On a 10+, all 3: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_partialresult": "On a 7-9, choose 1: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_missresult": "On a miss, everything goes to shit, but it wasn’t your people’s fault. You know how it is, jefe: no plan survives contact with the enemy.", + "infiltrado": "infiltrado", + "infiltrado_desc": "At the start of session, roll with Grit. On a hit, you get wind of a development in the anti-cartel case before things get messy. On a 10+, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice. On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "infiltrado_show_roll_button": "True", + "infiltrado_rollwith": "grit", + "infiltrado_trigger": "At the start of session, roll with Grit. ", + "infiltrado_hitresult": "On a 10+, you get wind of a development in the anti-cartel case before things get messy. In fact, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice.", + "infiltrado_partialresult": "On a 7-9, you get wind of a development in the anti-cartel case before things get messy.", + "infiltrado_missresult": "On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "seguir": "seguir", + "seguir_desc": "When you follow someone through the streets, roll with Grit. On a hit, where they go, you follow. On a 7-9, you overstep; mark a stress to avoid being spotted. On a miss, you end up exposed without backup or cover. ¡Mierda!", + "seguir_show_roll_button": "True", + "seguir_rollwith": "grit", + "seguir_trigger": "When you follow someone through the streets, roll with Grit.", + "seguir_hitresult": "On a 10+, where they go, you follow.", + "seguir_partialresult": "On a 7-9, where they go, you follow...but you overstep; mark a stress to avoid being spotted.", + "seguir_missresult": "On a miss, you end up exposed without backup or cover. *¡Mierda!*", + "verdadero": "verdadero", + "verdadero_desc": "When you get the truth from someone during an official interrogation, pick an extra option, even on a miss.", + "verdadero_show_roll_button": "FALSE", + "siempre_listo": "siempre listo", + "siempre_listo_desc": "Mark stress to show up in a scene alongside *la policía* or *los federales*, assuming that you aren’t unavailable. Mark three stress to show up instead of the authorities; you’ll have a few minutes solo in the scene before anybody else arrives.", + "siempre_listo_show_roll_button": "FALSE", + "escolta": "escolta", + "escolta_desc": "When you draw attention away from someone, they can roll with your Heat instead of their own. On a 10+, they suffer the consequences...but you attract demasiada attention: raise your Heat by 1 until the end of the next session.", + "escolta_show_roll_button": "FALSE", + "entrenamiento": "entrenamiento", + "entrenamiento_desc": "When you turn to violence after declaring yourself as a federal, roll with Grit instead of Savagery. If you get shot as a result, take +1 forward.", + "entrenamiento_show_roll_button": "FALSE", + "conectada": "conectada", + "conectada_desc": "When you go looking for a cartel *güey* in la plaza to help with a problem, name them and roll with Face. On a hit, you track them down and they’ve got what you need. On a 7-9, pick 1. On a 10+, both. \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology\n\n On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "conectada_show_roll_button": "True", + "conectada_rollwith": "face", + "conectada_trigger": "When you go looking for a cartel güey in la plaza to help with a problem, name them and roll with Face.", + "conectada_hitresult": "On a 10+, you track them down and they've got what you need; you get both: \n- They aren't caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_partialresult": "On a 7-9, you track them down and they've got what you need; pick 1: \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_missresult": "On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "escapar": "escapar", + "escapar_desc": "When you try to exit a tense situation, roll with Face. On a 10+, you’re gone! On a 7-9, you leave something behind or take something with you, your choice. On a miss, you’re exposed por completo...", + "escapar_show_roll_button": "True", + "escapar_rollwith": "face", + "escapar_trigger": "When you try to exit a tense situation, roll with Face.", + "escapar_hitresult": "On a 10+, you’re gone! ", + "escapar_partialresult": "On a 7-9, you leave something behind or take something with you, your choice. ", + "escapar_missresult": "On a miss, you’re exposed por completo...", + "amante": "amante", + "amante_desc": "When you share a night of intimacy with a lover, roll with Face. On a hit, clear your stress track. On a 10+, ask 2.On a 7-9, ask 1. \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do? \n\nOn a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "amante_show_roll_button": "True", + "amante_rollwith": "face", + "amante_trigger": "When you share a night of intimacy with a lover, roll with Face.", + "amante_hitresult": "On a 10+, clear your stress track and ask 2: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_partialresult": "On a 7-9, clear your stress track and ask 1: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_missresult": "On a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "chimosa": "chimosa", + "chimosa_desc": "When you betray a friend or ally to the authorities, roll with Face. On a 10+, your treason is useful and valued: clear your stress track. On a 7-9, your handler is pleased...and demands more: clear one stress. On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "chimosa_show_roll_button": "True", + "chimosa_rollwith": "face", + "chimosa_trigger": "When you betray a friend or ally to the authorities, roll with Face.", + "chimosa_hitresult": "On a 10+, your treason is useful and valued: clear your stress track.", + "chimosa_partialresult": "On a 7-9, your handler is pleased...and demands more: clear one stress.", + "chimosa_missresult": "On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "mentirosa": "mentirosa", + "mentirosa_desc": "You get +1 Face (max+3).", + "mentirosa_show_roll_button": "FALSE", + "mirar": "mirar", + "mirar_desc": "When you read a charged situation, roll with Savagery. On a hit, ask the MC questions; take +1 when you act on the answers. On a 10+, ask 2. On a 7–9, ask 1: \n- where’s my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what’s my enemy’s true position? On a miss, ask one...but you reveal your position.", + "mirar_show_roll_button": "FALSE", + "mirar_rollwith": "savagery", + "mirar_trigger": "When you read a charged situation, roll with Savagery.", + "mirar_hitresult": "On a 10+, ask the MC 2 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_partialresult": "On a 7-9, ask the MC 1 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_missresult": "On a miss, ask one...but you reveal your position.", + "narcocorrido": "narcocorrido", + "narcocorrido_desc": "When you meet someone importante (your call), roll with Savagery. On a hit, they’ve heard of you. Say what they’ve heard, and they will act accordingly. On a 10+, you also take +1 forward to dealing with them. On a miss, your reputation convinces them that you’re something you’re not.", + "narcocorrido_show_roll_button": "True", + "narcocorrido_rollwith": "savagery", + "narcocorrido_trigger": "When you meet someone *importante* (your call), roll with Savagery.", + "narcocorrido_hitresult": "On a 10+, they've heard of you. Say what they've heard, and they will act accordingly; take +1 forward to dealing with them.", + "narcocorrido_partialresult": "On a 7-9, they've heard of you. Say what they've heard, and they will act accordingly.", + "narcocorrido_missresult": "On a miss, your reputation convinces them that you’re something you're not.", + "levantón": "levantón", + "levantón_desc": "When you track down an NPC, roll with Savagery. On a hit, you catch them exposed or vulnerable. On a 7-9, they have backup or it’s public. On a miss, someone you’re avoiding finds you first.", + "levantón_show_roll_button": "True", + "levantón_rollwith": "savagery", + "levantón_trigger": "When you track down an NPC, roll with Savagery.", + "levantón_hitresult": "On a 10+, you catch them exposed or vulnerable.", + "levantón_partialresult": "On a 7-9, you catch them exposed or vulnerable, but they have backup or it’s public.", + "levantón_missresult": "On a miss, someone you’re avoiding finds you first.", + "rematar": "rematar", + "rematar_desc": "You get +1 Savagery (max +3).", + "rematar_show_roll_button": "FALSE", + "encobijado": "encobijado", + "encobijado_desc": "When you ditch a body somewhere, roll with Savagery. On a hit, you lose the corpse, and it stays lost; clear one stress. On a 10+, dust to dust; clear your stress track. On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "encobijado_show_roll_button": "True", + "encobijado_rollwith": "savagery", + "encobijado_trigger": "When you ditch a body somewhere, roll with Savagery.", + "encobijado_hitresult": "On a 10+, you lose the corpse, and it stays lost; clear your stress track.", + "encobijado_partialresult": "On a 7-9, you lose the corpse, and it stays lost; clear one stress.", + "encobijado_missresult": "On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "duro": "duro", + "duro_desc": "When you get fucking shot, add +1 to your roll. On a miss, you have time for an act of ven- geance or kindness before you fall to your wounds.", + "duro_show_roll_button": "FALSE", + "notes": "notes" +} diff --git a/cartel/translations/ca.json b/cartel/translations/ca.json new file mode 100644 index 0000000000..c85da7a63a --- /dev/null +++ b/cartel/translations/ca.json @@ -0,0 +1,710 @@ +{ + "edit identity": "edit identity", + "character name": "character name", + "playbook": "playbook", + "el cocinero": "el cocinero", + "la esposa": "la esposa", + "el halcon": "el halcon", + "el narco": "el narco", + "la polizeta": "la polizeta", + "la rata": "la rata", + "la sicaria": "la sicaria", + "cocinero": "cocinero", + "esposa": "esposa", + "halcon": "halcon", + "narco": "narco", + "polizeta": "polizeta", + "rata": "rata", + "sicaria": "sicaria", + "look": "look", + "gear": "gear", + "lifestyle": "lifestyle", + "destitute": "destitute", + "destitute_desc": "nearly homeless, often unable to afford even basic staples, desperate", + "impoverished": "impoverished", + "impoverished_desc": "cash on hand for lodging and food, but little else, \"cash poor\"", + "stable": "stable", + "stable_desc": "relative comfort, regular lodging, enough resources to support a family", + "luxury": "luxury", + "luxury_desc": "wealth beyond most, able to put ten thousand dollars towards a problem", + "extravagant": "extravagant", + "extravagant_desc": "rich beyond measure, anything is accessible with enough patience", + "stats": "stats", + "character moves": "character moves", + "new character move": "new character move", + "click the pencil icon to edit your new move": "click the pencil icon to edit your new move", + "edit move": "edit move", + "basic moves": "basic moves", + "extras": "extras", + "stress": "stress", + "stress description": "Each session you start with two stress already marked, provided you didn't end the last section with more. If your stress track is ever filled, güey, you're in a bad spot.", + "reset": "reset", + "face": "face", + "grit": "grit", + "hustle": "hustle", + "savagery": "savagery", + "heat": "heat", + "tags": "tags", + "advancement": "advancement", + "advtxt1": "When you fill your xp track, select an advance from this list:", + "advtxt2": "After 5 advances, you can choose from this list instead:", + "los enlaces": "los enlaces", + "tus llaves": "tus llaves", + "move name": "move name", + "description": "description", + "show roll button?": "show roll button?", + "roll with": "roll with", + "is rolling with": "is rolling with", + "trigger": "trigger", + "el_cocinero-rel_text1": "_____ is familia. Close family. They don’t know what you do para el cartel, and you’re not sure you can keep your secrets for long.", + "el_cocinero-rel_text2": "_____ got you into this business to help you with your financial troubles but didn’t tell you the whole story. Now you’re both stuck.", + "el_cocinero-rel_text3": "You and _____ have an understanding. You need each other for now, but both of you know the current situation won’t last.", + "el_cocinero-adv1": "get +1 Grit (max+3)", + "el_cocinero-adv2": "get +1 Hustle (max+3)", + "el_cocinero-adv3": "get +1 Savagery (max+3)", + "el_cocinero-adv4": "choose a new laboratorio feature", + "el_cocinero-adv5": "get a new cocinero move", + "el_cocinero-adv6": "get a new cocinero move", + "el_cocinero-adv7": "get a move from another playbook", + "el_cocinero-adv8": "get a move from another playbook", + "el_cocinero-adv9": "get +1 to any stat (max+3)", + "el_cocinero-adv10": "resolve a laboratorio trouble", + "el_cocinero-adv11": "retire your character (to safety)", + "el_cocinero-adv12": "change your character to a new type", + "el_cocinero-adv13": "raise your lifestyle one level", + "la_esposa-rel_text1": "_____ and your spouse spend time together, but you’d prefer it if they weren’t in-volved in your life. Tell them what they did to anger you.", + "la_esposa-rel_text2": "_____ es familia. A sibling, maybe, or a cousin. Someone close. They mean well, but you worry about them. Tell them your fears.", + "la_esposa-rel_text3": "_____ and you were a thing back in the day, but it never went anywhere. Most people don’t know about it; you were young once también.", + "la_esposa-adv1": "get +1 Face (max+3)", + "la_esposa-adv2": "get +1 Grit (max+3)", + "la_esposa-adv3": "get +1 Hustle (max+3)", + "la_esposa-adv4": "change 2 obligations de la familia", + "la_esposa-adv5": "get a new esposa move", + "la_esposa-adv6": "get a new esposa move", + "la_esposa-adv7": "get a move from another playbook", + "la_esposa-adv8": "get a move from another playbook", + "la_esposa-adv9": "get +1 to any stat (max+3)", + "la_esposa-adv10": "permanently resolve a secret", + "la_esposa-adv11": "retire your character (to safety)", + "la_esposa-adv12": "change your character to a new type", + "la_esposa-adv13": "raise your spouse's lifestyle one level", + "spouse": "spouse", + "spouse-desc": "Ask everyone else “Who is willing to be my spouse?” Pick whomever you like. If no one volunteers, choose an NPC.", + "obligations-title": "Choose 5 obligations you perform for la familia:", + "secrets-title": "And choose 2 secrets you keep from la familia:", + "secret-nest_egg": "+nest egg: you put away some serious cash in a secret stash ($20,000!) for a rainy day.", + "secret-addiction": "+addiction: some nasty drug has a hold on you.", + "secret-affair": "+affair: you have another love...or at least another lover you spend time with.", + "secret-debt": "+debt: your spending has put you in a tough place, beyond what your family currently knows.", + "secret-lovechild": "+lovechild: you have a secret child that requires attention...and money.", + "la_familia": "la familia", + "la_familia_html": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle. On a 10+, you juggle your responsibilities with grace; clear your stress track. On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist. On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "la_familia_desc": "", + "la_familia_trigger": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle.", + "la_familia_rollwith": "hustle", + "la_familia_hitresult": "On a 10+, you juggle your responsibilities with grace; clear your stress track.", + "la_familia_partialresult": "On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist.", + "la_familia_missresult": "On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "el_halcon-rel_text1": "_____ gave you some new responsibilities lately, at your request. They have their doubts, but you’ll prove them wrong soon.", + "el_halcon-rel_text2": "_____ disapproves of your cartel work, and wants to get you out. You're not a niño; you can handle your own business.", + "el_halcon-rel_text3": "You and _____ have a plan to make some real money. They worry it’s not going to work, but you know it’s a sure thing, cabrón.", + "el_halcon-adv1": "get +1 Face (max+3)", + "el_halcon-adv2": "get +1 Grit (max+3)", + "el_halcon-adv3": "get +1 Hustle (max+3)", + "el_halcon-adv4": "choose a new pandilla feature", + "el_halcon-adv5": "get a new halcón move", + "el_halcon-adv6": "get a new halcón move", + "el_halcon-adv7": "get a move from another playbook", + "el_halcon-adv8": "get a move from another playbook", + "el_halcon-adv9": "get +1 to any stat (max+3)", + "el_halcon-adv10": "resolve a pandilla vulnerability", + "el_halcon-adv11": "retire your character (to safety)", + "el_halcon-adv12": "change your character to a new type", + "el_halcon-adv13": "raise your lifestyle one level", + "tu pandilla": "tu pandilla", + "amigos:": "amigos:", + "pandilla-amigos_description": "By default, your pandilla has three loyal amigos you’ve known a while. Give them names:", + "pandilla-amigos_names_list": "Azul, Blanco, Calaca, Charo, Chino, Flaco, Gordo, Lola, Moco, Nacho, Paco, Raki, Torpe, Zanahoria", + "pandilla-question_amigo1": "Who is there to cheer you up when mierda gets tough?", + "pandilla-question_amigo2": "Who is a real pendejo, but you just can't cut them loose?", + "pandilla-question_amigo3": "Who is truly solid, ready to entrarle and get things done when you need them?", + "choose 2 features:": "choose 2 features:", + "pandilla_feature1": "your crew has crews that work for you, cabrón. Your crew becomes a gang (small untrained unequipped).", + "pandilla_feature2": "your crew is down for a fiesta. Roll with Hustle instead of Grit when you get all get lost in a substance juntos.", + "pandilla_feature3": "your crew is down for a fight. Roll with Hustle instead of Savagery when you dish out a beatdown as a crew.", + "pandilla_feature4": "your crew is in touch with high-level smugglers and producers from other cartels. It gets +connected.", + "pandilla_feature5": "your crew is employed outside the cartel, officially or unofficially. Take +1 when you strain your finances.", + "choose 2 vulnerabilities:": "choose 2 vulnerabilities:", + "pandilla_vulnerability1": "your crew is on la policía's radar: +known.", + "pandilla_vulnerability2": "your crew is into heavy stuff: +addiction.", + "pandilla_vulnerability3": "your crew owes favors to someone: +obligation.", + "pandilla_vulnerability4": "your crew has enemies, cabrón: +turf war.", + "pandilla-get_lost_in_a_substance": "get lost in a substance", + "pandilla-get_lost_in_a_substance_trigger": "your crew is down for a *fiesta*. Roll with Hustle instead of Grit when you get all ***get lost in a substance*** *juntos*.", + "pandilla-get_lost_in_a_substance_rollwith": "hustle", + "pandilla-get_lost_in_a_substance_hitresult": "On a hit, clear your stress track.", + "pandilla-get_lost_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "pandilla-get_lost_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "pandilla-dish_out_a_beatdown": "dish out a beatdown", + "pandilla-dish_out_a_beatdown_trigger": "your crew is down for a fight. Roll with Hustle instead of Savagery when you ***dish out a beatdown*** as a crew.", + "pandilla-dish_out_a_beatdown_rollwith": "hustle", + "pandilla-dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "pandilla-dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "pandilla-dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "pandilla-strain_your_finances": "strain your finances", + "pandilla-strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "pandilla-strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "pandilla-strain_your_finances_rollwith": "*dinero*", + "pandilla-strain_your_finances_rollquery": "1[pandilla] + ?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "pandilla-strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "pandilla-strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "pandilla-strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "el_narco-rel_text1": "_____ is familia, but you’ve tried to shield them from the worst of the cartel. Tell them what they know about your dealings.", + "el_narco-rel_text2": "You're sure _____ is up to something, maybe with another cartel or los federales. Keep your eyes open, cabrón. Trust no one.", + "el_narco-relktext3": "You’ve taken _____ under your wing. You respect their skills and talents, and you want to see them thrive. ¡Qué generoso!", + "el_narco-adv1": "get +1 Face (max+3)", + "el_narco-adv2": "get +1 Hustle (max+3)", + "el_narco-adv3": "get +1 Savagery (max+3)", + "el_narco-adv4": "get +1 Control (max +3)", + "el_narco-adv5": "choose a new plaza feature", + "el_narco-adv6": "choose a new plaza feature", + "el_narco-adv7": "get a move from another playbook", + "el_narco-adv8": "get a move from another playbook", + "el_narco-adv9": "get +1 to any stat except Control (max+3)", + "el_narco-adv10": "permanently resolve a plaza trouble", + "el_narco-adv11": "permanently resolve a plaza trouble", + "el_narco-adv12": "retire your character (to safety)", + "el_narco-adv13": "change your character to a new type", + "el jefe de jefes": "el jefe de jefes", + "el_jefe_description": "You run la plaza, a pathway for narcos hoping to move product across the border and a lucrative area for local drug sales. The city of Durango is yours as long as you hold it, jefe.", + "contact": "contact", + "el_jefe_contact_description": "When you took control, the cartel gave you a contact who collects what you owe them, usually once a month. You only know their nickname, so you can’t sell them out if you get flipped by los federales (pick one):", + "la_plaza": "la plaza", + "la_plaza_html": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_trigger": "At the beginning of the session, roll with Control.", + "la_plaza_rollwith": "control", + "la_plaza_hitresult": "On a 10+, you get an opportunity to engage one your troubles (your choice) on your terms.", + "la_plaza_partialresult": "On a 7-9, you get an opportunity to engage one your troubles (your choice) on your terms, but the opportunity is short-lived and risky: act quickly or you may find that you miss your moment.", + "la_plaza_missresult": "On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "control": "control", + "troubles": "troubles", + "by default you've got:": "by default you've got:", + "la_plaza_bullet1": "a staff of unsophisticated narcos, coordinated via a network of burner phones (trouble: +los federales)", + "la_plaza_bullet2": "a mix of protection rackets and smuggling operations (lifestyle: stable)", + "la_plaza_bullet3": "5-10 loyal enforcers (gang small untrained impatient) and 1 or 2 corrupt cops (greedy informed)", + "la_plaza_bullet4": "a few halcones to keep you informed about what goes on in your city (Control = +1)", + "choose 4 features:": "choose 4 features", + "la_plaza_feature1": "your plaza is profitable, bringing in substantial, obvious sums. Lifestyle: +1 level & trouble: +robberies.", + "la_plaza_feature2": "for income, add kidnapping. Lifestyle: +1 level & trouble: +vigilantes.", + "la_plaza_feature3": "your enforcers have access to military weaponry and body armor. Add armored and armed to your gang.", + "la_plaza_feature4": "you have a reputation for violence. Roll with Face instead of Hustle when you pressure someone by threatening their life, limbs, or loved ones.", + "la_plaza_feature5": "your enforcers have extensive military training. Drop untrained and add savage. Take +1 when you order kidnappings or ambushes.", + "la_plaza_feature6": "your enforcers recruit heavily from the local population, making them a medium gang (10-20) instead of small.", + "la_plaza_feature7": "you have halcones at all chokepoints and smuggling roads. +1 Control.", + "la_plaza_feature8": "only a few know your real name and appearance. Take -2 heat; describe the business that you use as a cover for your activities.", + "choose 2 troubles:": "choose 2 troubles:", + "la_plaza_trouble1": "you are in the middle of a violent dispute with another cartel, probably Los Zetas. Trouble: +gang war.", + "la_plaza_trouble2": "your plaza has been recently infiltrated by someone working for los federales or the CIA/DEA. Trouble: +mole", + "la_plaza_trouble3": "The narcos you displaced to take control of la plaza remain at large. - 1 Control. Trouble: +rivals.", + "la_plaza_trouble4": "greedy agents of the Mex-ican tax authority (SHCP) are bleeding you dry with increasingly expensive demands for bribes and mordidas . -1 lifestyle.", + "la_polizeta-rel_text1": "You grew up with _____ on the streets of Durango. You still have a beer after work if you’re both free; it’s nice to know someone who isn’t involved with either side of your double life.", + "la_polizeta-rel_text2": "_____ is the target of an active investigation. You're not the lead investigator, but you’re regularly briefed on the case.", + "la_polizeta-rel_text3": "_____ is your main contact in the cartel. Tell them where you two go to speak directly when you need a face-to-face meeting.", + "la_polizeta-adv1": "get +1 Face (max+3)", + "la_polizeta-adv2": "get +1 Hustle (max+3)", + "la_polizeta-adv3": "get +1 Savagery (max+3)", + "la_polizeta-adv4": "get +1 Control (max +3)", + "la_polizeta-adv5": "choose a new plaza feature", + "la_polizeta-adv6": "choose a new plaza feature", + "la_polizeta-adv7": "get a move from another playbook", + "la_polizeta-adv8": "get a move from another playbook ", + "la_polizeta-adv9": "get +1 to any stat except Control (max+3)", + "la_polizeta-adv10": "permanently resolve a plaza trouble", + "la_polizeta-adv11": "permanently resolve a plaza trouble", + "la_polizeta-adv12": "retire your character (to safety)", + "la_polizeta-adv13": "change your character to a new type", + "You work closely with 5 NPCs (at least) in the unit:": "You work closely with 5 NPCs (at least) in the unit:", + "Who is your new partner?": "Who is your new partner?", + "Who is suspicious of you?": "Who is suspicious of you?", + "You also end up working with a few NPCs from the cartel:": "You also end up working with a few NPCs from the cartel:", + "Who almost gave you away?": "Who almost gave you away?", + "Who offered to scam el narco?": "Who offered to scam el narco?", + "task_force_equipment": "Your department has some new toys—¡gracias, Calderón!—you can use, provided you have some \"official\" business (pick 2):", + "task_force_equip1": "military-grade body armor (resilient bulky)", + "task_force_equip2": "full-scale surveillance van (hi-tech expensive)", + "task_force_equip3": "tracking devices or bugs (hi-tech concealable)", + "task_force_equip4": "court-approved wiretap (hi-tech persistent)", + "task_force_equip5": "network of criminal informants (informed costly)", + "la_rata-rel_text1": "You and _____ started sleeping together a few weeks ago. Tell them why you haven't been able to end things, despite the dangers. ", + "la_rata-adv1": "get +1 Face (max+3)", + "la_rata-adv2": "get +1 Grit (max+3)", + "la_rata-adv3": "get +1 Savagery (max+3)", + "la_rata-adv4": "get an NPC ally (detail with MC)", + "la_rata-adv5": "get a new rata move", + "la_rata-adv6": "get a new rata move", + "la_rata-adv7": "get a move from another playbook", + "la_rata-adv8": "get a move from another playbook", + "la_rata-adv9": "get +1 to any stat (max+3)", + "la_rata-adv10": "get 4 weapons y 4 gear (La Sicaria)", + "la_rata-adv11": "retire your character (to safety)", + "la_rata-adv12": "change your character to a new type", + "la_rata-adv13": "raise your lifestyle one level", + "el trabajo sucio": "el trabajo sucio", + "el trabajo sucio-description": "You are one of el narco's trusted lieutenants...but you’ve decided to betray the cartel. Choose a reason:", + "trabajo_sucio1": "you’re tired of the killing and death.", + "trabajo_sucio2": "you lost family or a loved one to el narco.", + "trabajo_sucio3": "you want to move up in the organization.", + "trabajo_sucio4": "you were arrested and flipped to avoid jail.", + "trabajo_sucio5": "you're an undercover cop on assignment.", + "supervivencia": "supervivencia", + "supervivencia_html": "

You are a survivor, a rata who will not be drowned just because this sinking ship of a plaza is finally dragged beneath the surface of the drug war.

You can mark stress to:

  • take a 10+ instead of rolling when you interfere with someone trying to get the truth out of you.
  • offer a PC an xp to accept your reasoning when you justify your behavior, even on a miss.
  • take +1 when you get fucking shot by another narco who suspects your treachery.
", + "la_sicaria-rel_text1": "_____ fucked up something crucial; you had to clean up the mess before things got messy with los federales or a rival drug cartel.", + "la_sicaria-adv1": "get +1 Grit (max+3)", + "la_sicaria-adv2": "get +1 Hustle (max+3)", + "la_sicaria-adv3": "get +1 Savagery (max+3)", + "la_sicaria-adv4": "choose 2 new weapons", + "la_sicaria-adv5": "get a new sicaria move", + "la_sicaria-adv6": "get a new sicaria move", + "la_sicaria-adv7": "get a move from another playbook", + "la_sicaria-adv8": "get a move from another playbook", + "la_sicaria-adv9": "get +1 to any stat (max+3)", + "la_sicaria-adv10": "choose 2 new pieces of gear or 2 new weapons", + "la_sicaria-adv11": "retire your character (to safety)", + "la_sicaria-adv12": "change your character to a new type", + "la_sicaria-adv13": "raise your lifestyle one level", + "weapons (choose 4)": "weapons (choose 4)", + "sicaria_weapon1": "sniper rifle (far hi-tech loud)", + "sicaria_weapon2": "assault rifle (close loud autofire)", + "sicaria_weapon3": "grenade launcher (close area messy)", + "sicaria_weapon4": "shotgun (close messy)", + "sicaria_weapon5": "submachine gun (close area loud)", + "sicaria_weapon6": "magnum (close reload loud)", + "sicaria_weapon7": "9mm (close loud)", + "sicaria_weapon8": "stun gun (close reload)", + "sicaria_weapon9": "fireman’s axe (close messy)", + "sicaria_weapon10": "machete (hand messy)", + "sicaria_weapon11": "garrote (hand grapple)", + "sicaria_weapon12": "knives (hand infinite)", + "gear (choose 4)": "gear (choose 4)", + "sicaria_gear1": "Armor Piercing Ammo (+ap to all weapons): Sometimes putos wear vests. Gotta be ready.", + "sicaria_gear2": "Body Armor (+armored): You want to live, right? Put on the fucking vest, pendeja.", + "sicaria_gear3": "Explosives Kit (close loud area reload): You can create improvised explosive devices (IEDs) if you’ve got time.", + "sicaria_gear4": "Tracking Device (hi-tech far concealable): They can’t hide if you plant this somewhere on them.", + "sicaria_gear5": "Secure Police Scanner (hi-tech hand): You can listen in even when they try to keep you out.", + "sicaria_gear6": "Silencer (remove +loud from any weapon): Quiet as a mouse. Dead as a doornail. Eh, cabrona?", + "sicaria_gear7": "Surveillance Gear (hi-tech close concealable): You can install cameras somewhere and watch all you want.", + "sicaria_gear8": "Police Uniform (official wearable stolen): Who is who anymore? You look like them and they look like you.", + "-- select a key --": "-- select a key --", + "ambition": "ambition", + "ambition_text": "Mark xp when you get someone important to let you handle some business on their behalf. Clear this key and advance when you seize the day and ask for forgiveness instead of permission.", + "arrogance": "arrogance", + "arrogance_text": "Mark xp when you use your superior knowledge or experience to verbally shame or abuse someone you care about. Clear this key and advance when you admit to a loved one that you're in over your head and urgently need help.", + "daring": "daring", + "daring_text": "Mark xp when you willingly enter a perilous situation without precautions or deception. Clear this key and advance when you retreat from a messy situation instead of risking further failure.", + "debt": "debt", + "debt_text": "Mark xp when you take on a new loan or strain your finances to meet your family's needs. Clear this key and advance when you find a way --legal or illegal--out from under your obligations.", + "dirty_hands": "dirty hands", + "dirty_hands_text": "Mark xp when you personally tackle a messy problem instead of sending goons. Clear this key and advance when you send someone to deal with a problem you should have attended to directly.", + "duty": "duty", + "duty_text": "Mark xp when you complete a task or assign-ment for your superiors or colleagues. Clear this key and advance when you intentionally thwart the goals of your organization or employer.", + "family": "family", + "family_text": "Mark xp when you violate your family members’ boundaries to protect them. Clear this key and advance when you allow one of them to be harmed when you could have intervened.", + "guilt": "guilt", + "guilt_text": "Mark xp when you confess a recent betrayal or deception to someone you shouldn’t trust. Clear this key and advance when you use a moment of intimacy to trick someone into advancing your schemes.", + "indomitable": "indomitable", + "indomitable_text": "Mark xp when you go into battle significantly outgunned or outmanned. Clear this key and advance when you surrender to your enemies instead of fighting your way out of a messy situation.", + "loyalty": "loyalty", + "loyalty_text": "Mark xp when you accept the lies or half-truths of a trusted friend or lover. Clear this key and advance when you confront a loved one with evidence of their betrayals and deceptions.", + "mercy": "mercy", + "mercy_text": "Mark xp when you try to head off a violent encounter with negotation or persuasion. Clear this key and advance when you greatly injure or kill someone who is defenseless or unaware.", + "paranoia": "paranoia", + "paranoia_text": "Mark xp when you try to get the truth out of someone about their true loyalties. Clear this key and advance when you expose someone’s betrayal to their family or employer.", + "pride": "pride", + "pride_text": "Mark xp when you claim an asset on the grounds that you or your family deserves it. Clear this key and advance when you give up something to keep yourself or a loved one safe from harm.", + "schemes": "schemes", + "schemes_text": "Mark xp when you take advantage of someone who believes you’re working on their behalf. Clear this key and advance when you openly choose one of your loyalties over the other.", + "secrets": "secrets", + "secrets_text": "Mark xp when you lie to someone close to you about your illicit activities. Clear this key and advance when you finally come clean to someone who trusts you about your lies and decepeptions.", + "default_hitresult": "¡Órale, amigo! Looks like things worked out. Don't get cocky! The MC will tell you what happens next.", + "default_partialresult": "Not bad, güey. Things could be better, but they could be worse too! The MC's going to tell you what's in store for you now.", + "default_missresult": "¡Ay diós, cabrón! Sometimes shit gets real. The MC will tell you what happens next.", + "---": "", + "---_desc": "", + "---_trigger": "", + "---_rollwith": "", + "---_hitresult": "", + "---_partialresult": "", + "---_missresult": "", + "cocinar": "cocinar", + "cocinar_desc": "If you’re fully stocked and cooking, at the start of session, roll with Grit. On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself. On a 7-9, your investment in the operation causes someone close to you to grow suspicious. On a miss, one of your lab’s problems comes to bear con todo.", + "cocinar_show_roll_button": "True", + "cocinar_trigger": "If you’re fully stocked and cooking, at the start of session, roll with Grit.", + "cocinar_rollwith": "grit", + "cocinar_hitresult": "On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself.", + "cocinar_partialresult": "On a hit, you make enough to meet your commitments. On a 7-9, your investment in the operation causes someone close to you to grow suspicious.", + "cocinar_missresult": "On a miss, one of your lab’s problems comes to bear con todo.", + "ciencia,_cabrón": "ciencia, cabrón", + "ciencia,_cabrón_show_roll_button": "True", + "ciencia,_cabrón_desc": "When you try to juryrig some-thing with science, roll with Grit. On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress. On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "ciencia,_cabrón_trigger": "When you try to juryrig some-thing with science, roll with Grit.", + "ciencia,_cabrón_rollwith": "grit", + "ciencia,_cabrón_hitresult": "On a hit, you create an opportunity or buy yourself some time.", + "ciencia,_cabrón_partialresult": "On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress.", + "ciencia,_cabrón_missresult": "On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "chillón": "chillón", + "chillón_desc": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_show_roll_button": "True", + "chillón_trigger": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_rollwith": "grit", + "chillón_hitresult": "For NPCs: On a hit, they accept your logic.", + "chillón_partialresult": "On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty.", + "de_calidad": "de calidad", + "de_calidad_show_roll_button": "True", + "de_calidad_desc": "When you propose a deal that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_trigger": "When you ***propose a deal*** that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_rollwith": "grit", + "de_calidad_hitresult": "On a hit, they choose: take the deal or mark stress.", + "de_calidad_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "afortunado": "afortunado", + "afortunado_desc": "You get +1 Grit (max+3)", + "pozolero": "pozolero", + "pozolero_desc": "When you get rid of a body using chemicals in your lab, roll with Grit. On a 10+, all 3. On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n* you aren’t missing any supplies or equipment.\n* you aren't interrupted getting it done.\n\nOn a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "pozolero_show_roll_button": "True", + "pozolero_trigger": "When you get rid of a body using chemicals in your lab, roll with Grit.", + "pozolero_rollwith": "grit", + "pozolero_hitresult": "On a 10+, all 3.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_partialresult": "On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_missresult": "On a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "tu laboratorio": "tu laboratorio", + "lab_tags": "small, fixed, unstable, indebted", + "tu laboratorio-desc": "By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.", + "choose 2 features": "choose 2 features", + "lab_feature1": "your lab is a food truck or RV. Replace fixed with mobile.", + "lab_feature2": "your lab has professional equipment, capable of larger cooks. raise your lifestyle; change small to medium.", + "lab_feature3": "your lab has equipment designed to dispose of dangerous chemicals. Remove unstable.", + "lab_feature4": "you have an assistant who prepares the chemicals in advance for your cooks. Take +1 to Cocinar; add payroll.", + "choose 2 troubles": "choose 2 troubles", + "lab_trouble1": "your lab is sometimes inaccessible. Add inconvenient.", + "lab_trouble2": "your lab gives off a byproduct or odor that makes it easy to uncover and report. Add detectable.", + "lab_trouble3": "your lab is poorly secured or locked down against intruders and thieves. Add exposed.", + "lab_trouble4": "your lab relies on uncommon chemicals. Add shortages.", + "tus misterios": "tus misterios", + "misterios_description": "You've fallen on hard times. Now you must keep your work secret from the people closest to you. Choose 3:", + "misterio1": "an esposa or novio who asks too many questions", + "misterio2": "a niño who thinks you’re beyond reproach", + "misterio3": "an elderly madre or tio who relies on you financially", + "misterio4": "a prima who works in federal law enforcement", + "misterio5": "an old coworker who feels badly about your troubles", + "misterio6": "a community leader who feels responsible for you", + "la familia": "la familia", + "amor_y_matrimonio": "amor y matrimonio", + "amor_y_matrimonio_desc": "You are the only one who can be trusted to protect la familia. Take +1 ongoing when you try to get one of them to do the right thing.", + "me_lo_chingué": "me lo chingué", + "me_lo_chingué_desc": "When you reveal that you betrayed a lover or friend, tell them to fill their stress track; you clear one stress for each stress they mark. If their stress track is already full, they must immediately make a stress move; you clear one stress.", + "reina_del_drama": "reina del drama", + "reina_del_drama_desc": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to push your luck as if you rolled a 10+.", + "reina_del_drama_trigger": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to ***push your luck*** as if you rolled a 10+.", + "reina_del_drama_rollwith": "grit", + "reina_del_drama_hitresult": "On a 10+, fortune favors the bold.", + "perderse": "perderse", + "perderse_desc": "When you lose yourself in another person, roll with Face. On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly. On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "perderse_show_roll_button": "True", + "perderse_trigger": "When you lose yourself in another person, roll with Face.", + "perderse_rollwith": "face", + "perderse_hitresult": "On a hit, you find solace in their embrace; clear your stress track.", + "perderse_partialresult": "On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly.", + "perderse_missresult": "On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "comer_algo": "comer algo", + "comer_algo_desc": "When you share a meal with some-one, roll with Face. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:\n\n* What do you want from me / my family?* What threat do you pose to us / our life?\n* Who are you protecting / hunting?\n\nOn a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "comer_algo_show_roll_button": "True", + "comer_algo_trigger": "When you share a meal with some-one, roll with Face.", + "comer_algo_rollwith": "face", + "comer_algo_hitresult": "On a 10+, hold 2. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_partialresult": "On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_missresult": "On a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "obligation1": "pregnant/finalizing adoption", + "obligation2": "new baby", + "obligation3": "preschool child", + "obligation4": "high school student", + "obligation5": "stepchild", + "obligation6": "corporate job", + "obligation7": "established home business", + "obligation8": "starting a new business", + "obligation9": "real estate license", + "obligation10": "social service job", + "obligation11": "managing family finances", + "obligation12": "elderly grand-parent", + "obligation13": "troubled sibling", + "obligation14": "school association", + "obligation15": "nonprofit board", + "obligation16": "parish volunteer", + "obligation17": "dinner parties", + "obligation18": "gossip and rumors", + "push_your_luck": "push your luck", + "push_your_luck_html": "

When you push your luck, roll with Grit. On a 10+, fortune favors the bold. On a 7-9, things don't work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.

", + "push_your_luck_trigger": "When you ***push your luck***, roll with Grit.", + "push_your_luck_rollwith": "grit", + "push_your_luck_hitresult": "On a 10+, fortune favors the bold. ", + "push_your_luck_partialresult": "On a 7-9, things don’t work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.", + "get_the_truth": "get the truth", + "get_the_truth_html": "

When you try to get the truth out of someone, roll with Hustle. On a hit, clear one stress. On a 10+, pick 2. On a 7-9, pick 1.

  • they can't mislead you with the truth
  • they can't confuse you with falsehoods
  • they can't stonewall you with silenc
", + "get_the_truth_trigger": "When you try to ***get the truth out of someone***, roll with Hustle.", + "get_the_truth_rollwith": "hustle", + "get_the_truth_hitresult": "On a hit, clear one stress. On a 10+, pick 2. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "get_the_truth_partialresult": "On a hit, clear one stress. On a 7-9, pick 1. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "pressure_someone": "pressure someone", + "pressure_someone_html": "When you pressure someone to go along with you, roll with Hustle. On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "pressure_someone_trigger": "When you ***pressure someone*** to go along with you, roll with Hustle.", + "pressure_someone_rollwith": "hustle", + "pressure_someone_hitresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress.", + "pressure_someone_partialresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "size_someone_up": "size someone up", + "size_someone_up_html": "

When you size someone up, roll with Savagery. On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3. On a 7-9, ask 1.

  • what are your current weaknesses / strengths?
  • how can I show you dominance / submission?
  • what do you intend to do next?
  • what do you wish I'd do right now?
  • how could I get you to _________
", + "size_someone_up_trigger": "When you ***size someone up***, roll with Savagery.", + "size_someone_up_rollwith": "savagery", + "size_someone_up_hitresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________? ", + "size_someone_up_partialresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 7-9, ask 1.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________?", + "strain_your_finances": "strain your finances", + "strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "strain_your_finances_rollwith": "*dinero*", + "strain_your_finances_rollquery": "?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "help_or_interfere": "help or interfere", + "help_or_interfere_html": "

When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked. On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered. On a miss, mark the stress you wagered and prepare for the worst.

", + "help_or_interfere_trigger": "When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.", + "help_or_interfere_rollwith": "stress wagered", + "help_or_interfere_rollquery": "?{When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.|1|2|3}", + "help_or_interfere_hitresult": "On a hit, give them a +1 or -2 to their roll, your choice.", + "help_or_interfere_partialresult": "On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered.", + "help_or_interfere_missresult": "On a miss, mark the stress you wagered and prepare for the worst.", + "turn_to_violence": "turn to violence", + "turn_to_violence_html": "

When you turn to violence, roll with Savagery. On a hit, mark stress and trade harm as established. On a 10+, choose 3. On a 7-9, choose 2.

  • you inflict terrible harm
  • you suffer little harm
  • you resist marking stress
  • you avoid collateral damage
", + "turn_to_violence_trigger": "When you ***turn to violence***, roll with Savagery.", + "turn_to_violence_rollwith": "savagery", + "turn_to_violence_hitresult": "On a hit, mark stress and trade harm as established. On a 10+, choose 3.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "turn_to_violence_partialresult": "On a hit, mark stress and trade harm as established. On a 7-9, choose 2.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "heat moves": "heat moves", + "avoid_suspicion": "avoid suspicion", + "avoid_suspicion_html": "

When you try to avoid suspicion while handling business in public, roll with Heat. Add one for each:

  • you’re carrying a lot of drugs or money
  • you’re transporting at least one body, dead or alive
  • you’re equipped with military weaponry

On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.

", + "avoid_suspicion_trigger": "When you try to ***avoid suspicion while handling business in public***, roll with Heat.Add one for each:\n* you're carrying a lot of drugs or money \n* you're transporting at least one body, dead or alive \n* you're equipped with military weaponry", + "avoid_suspicion_rollwith": "heat & circumstances", + "avoid_suspicion_rollquery": "(@{heat} + ?{When you try to avoid suspicion while handling business in public, roll with Heat.Add one for each: 1- you're carrying a lot of drugs or money 2- you're transporting at least one body, dead or alive 3- you're equipped with military weaponry|0|1|2|3})", + "avoid_suspicion_hitresult": "On a 10+, someone dangerous has been looking for you. And here you are. *Mierda, cabrón.*", + "avoid_suspicion_partialresult": "On a 7-9, only the local *policia* take an interest; make a threat or flash some *dinero* to smooth things over.", + "avoid_suspicion_missresult": "On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.", + "leave_a_messy_crime_scene": "leave a messy crime scene", + "leave_a_messy_crime_scene_html": "When you try to leave a messy crime scene before the authorities arrive, roll with Heat. On a miss, you exit the scene; tell the MC what potentially in-criminating evidence you’ve left behind. On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive. On a 10+, la policia arrives in force...with los federales or an American in tow.", + "leave_a_messy_crime_scene_trigger": "When you try to ***leave a messy crime scene*** before the authorities arrive, roll with Heat.", + "leave_a_messy_crime_scene_rollwith": "heat", + "leave_a_messy_crime_scene_hitresult": "On a 10+, *la policia* arrives in force...with *los federales* or an American in tow.", + "leave_a_messy_crime_scene_partialresult": "On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive.", + "leave_a_messy_crime_scene_missresult": "On a miss, you exit the scene; tell the MC what potentially incriminating evidence you’ve left behind.", + "flee_from_los_federales": "flee from los federales", + "flee_from_los_federales_html": "When you flee from los federales, roll with Heat. On a miss, you get away clean. On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time. On a 10+, you’re fucked, güey: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_trigger": "When you ***flee from los federales***, roll with Heat.", + "flee_from_los_federales_rollwith": "heat", + "flee_from_los_federales_hitresult": "On a 10+, you’re fucked, *güey*: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_partialresult": "On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time.", + "flee_from_los_federales_missresult": "On a miss, you get away clean.", + "propose_a_deal": "propose a deal", + "propose_a_deal_html": "

When you propose a deal to get what you want, roll with Face. On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one:

  • impose a condition on your offer
  • adjust the price (+/-30%) and accept
  • point you at an interested party
", + "propose_a_deal_trigger": "When you ***propose a deal*** to get what you want, roll with Face. ", + "propose_a_deal_rollwith": "face", + "propose_a_deal_hitresult": "On a hit, they choose: take the deal or mark stress.", + "propose_a_deal_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "justify_your_behavior": "justify your behavior", + "justify_your_behavior_html": "

When you try to justify your behavior to someone, roll with Face. For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. For PCs: On a 10+, both. On a 7-9, choose 1:

  • if they accept your reasoning, they mark xp
  • if they keep their own counsel, they mark stress
", + "justify_your_behavior_trigger": "When you try to ***justify your behavior*** to someone, roll with Face.", + "justify_your_behavior_rollwith": "face", + "justify_your_behavior_hitresult": "For NPCs: On a hit, they accept your logic. \n\nFor PCs: On a 10+, both:\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "justify_your_behavior_partialresult": "For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. \n\nFor PCs: On a 7-9, choose 1: On a 10+, both:\n\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "stress & heat moves": "stress & heat moves", + "stress moves": "stress moves", + "stress_moves_description": "All sorts of fictional situations may cause stress–getting shot at, doing something horrific, fighting with a spouse–and the only way to keep that stress in check is through stress moves:", + "verbally_abuse_or_shame": "verbally abuse or shame", + "verbally_abuse_or_shame_html": "When you verbally abuse or shame someone you care about, roll with Face. On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track. On a 7-9, clear one stress. On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "verbally_abuse_or_shame_trigger": "When you **verbally abuse or shame someone** you care about, roll with Face.", + "verbally_abuse_or_shame_rollwith": "face", + "verbally_abuse_or_shame_hitresult": "On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track.", + "verbally_abuse_or_shame_partialresult": "On a hit, your words hit hard: tell them to mark stress. On a 7-9, clear one stress.", + "verbally_abuse_or_shame_missresult": "On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "lose_yourself_in_a_substance": "lose yourself in a substance", + "lose_yourself_in_a_substance_html": "When you lose yourself in a substance, roll with Grit. On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list. On a miss, you’re in deep. Buena suerte, cabrón.", + "lose_yourself_in_a_substance_trigger": "When you **lose yourself in a substance**, roll with Grit.", + "lose_yourself_in_a_substance_rollwith": "grit", + "lose_yourself_in_a_substance_hitresult": "On a hit, clear your stress track.", + "lose_yourself_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "lose_yourself_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "confess_your_sins": "confess your sins", + "confess_your_sins_html": "When you confess your sins to a priest, roll with Hustle. On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession. On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "confess_your_sins_trigger": "When you **confess your sins to a priest**, roll with Hustle.", + "confess_your_sins_rollwith": "hustle", + "confess_your_sins_hitresult": "On a hit, you find forgiveness; clear your stress track.", + "confess_your_sins_partialresult": "On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession.", + "confess_your_sins_missresult": "On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "dish_out_a_beatdown": "dish out a beatdown", + "dish_out_a_beatdown_html": "When you dish out a beatdown, roll with Savagery. On a 10+, you assert your dominance: clear your stress track. On a 7-9, you hurt them, but it’s not enough: clear one stress. On a miss, the violence gets out of hand. Enjoy the consequences, pendejo.", + "dish_out_a_beatdown_trigger": "When you **dish out a beatdown**, roll with Savagery.", + "dish_out_a_beatdown_rollwith": "savagery", + "dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "drug moves": "drug moves", + "drug moves description": "If the MC tells you to make a drug move, pick one:", + "cocaine": "cocaine", + "cocaine_move1": "start a fight with a mouthy pendejo or puta", + "cocaine_move2": "throw yourself at someone you shouldn’t", + "cocaine_move3": "spend your money stupidly or carelessly", + "heroin": "heroin", + "heroin_move1": "push someone who cares about you away", + "heroin_move2": "overlook a crucial deadline or event", + "heroin_move3": "steal funds in preparation for your next fix", + "crystal meth": "crystal meth", + "crystal meth_move1": "accuse a loved one of theft or betrayal", + "crystal meth_move2": "push a place you keep toward squalor", + "crystal meth_move3": "hurt yourself to keep your diablos at bay", + "alcohol": "alcohol", + "alcohol_move1": "make a scene about how you’ve been wronged", + "alcohol_move2": "let slip something to the wrong person", + "alcohol_move3": "wreck something meaningful, carelessly", + "hermanos": "hermanos", + "hermanos_desc": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle. On a 10+, all 3. On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers \n\nOn a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "hermanos_show_roll_button": "True", + "hermanos_rollwith": "hustle", + "hermanos_trigger": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle.", + "hermanos_hitresult": "On a 10+, all 3: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_partialresult": "On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_missresult": "On a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "mercado": "mercado", + "mercado_desc": "When you sell product on the street, roll with Hustle. On a 10+, sales are brisk; clear your stress track. On a 7-9, you make some money, but someone takes issue with your crew; clear one stress. On a miss, someone takes a run at you, and it probably isn’t the cops.", + "mercado_show_roll_button": "True", + "mercado_rollwith": "hustle", + "mercado_trigger": "When you sell product on the street, roll with Hustle.", + "mercado_hitresult": "On a 10+, sales are brisk; clear your stress track.", + "mercado_partialresult": "On a 7-9, you make some money, but someone takes issue with your crew; clear one stress.", + "mercado_missresult": "On a miss, someone takes a run at you, and it probably isn’t the cops.", + "bendito": "bendito", + "bendito_desc": "When you’re completely focused on escaping, push your luck with Hustle instead of Grit. Add +1 to your roll if you get fucking shot while trying to flee.", + "bendito_show_roll_button": "FALSE", + "vendedor": "vendedor", + "vendedor_desc": "When you propose a deal to someone and they pick an option off the 7-9 list you don’t like, mark stress to make them pick a different option off the list. You can do this multiple times, provided you can keep marking stress.", + "vendedor_show_roll_button": "FALSE", + "matador": "matador", + "matador_desc": "Fill your stress track—marking at least one stress—to turn to violence against an unsuspecting target as if you rolled a 10+.", + "matador_show_roll_button": "FALSE", + "la_plaza_desc": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_show_roll_button": "True", + "mandamás": "mandamás", + "mandamás_desc": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face. On a 10+, all 3. On a 7-9, choose 1. \n- they keep their wits and focus. \n- they minimize incriminating evidence. \n- they avoid collateral damage. On a miss, everything goes to shit, but it wasn't your people's fault. You know how it is, *jefe*: no plan survives contact with the enemy.", + "mandamás_show_roll_button": "True", + "mandamás_rollwith": "face", + "mandamás_trigger": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face.", + "mandamás_hitresult": "On a 10+, all 3: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_partialresult": "On a 7-9, choose 1: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_missresult": "On a miss, everything goes to shit, but it wasn’t your people’s fault. You know how it is, jefe: no plan survives contact with the enemy.", + "infiltrado": "infiltrado", + "infiltrado_desc": "At the start of session, roll with Grit. On a hit, you get wind of a development in the anti-cartel case before things get messy. On a 10+, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice. On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "infiltrado_show_roll_button": "True", + "infiltrado_rollwith": "grit", + "infiltrado_trigger": "At the start of session, roll with Grit. ", + "infiltrado_hitresult": "On a 10+, you get wind of a development in the anti-cartel case before things get messy. In fact, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice.", + "infiltrado_partialresult": "On a 7-9, you get wind of a development in the anti-cartel case before things get messy.", + "infiltrado_missresult": "On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "seguir": "seguir", + "seguir_desc": "When you follow someone through the streets, roll with Grit. On a hit, where they go, you follow. On a 7-9, you overstep; mark a stress to avoid being spotted. On a miss, you end up exposed without backup or cover. ¡Mierda!", + "seguir_show_roll_button": "True", + "seguir_rollwith": "grit", + "seguir_trigger": "When you follow someone through the streets, roll with Grit.", + "seguir_hitresult": "On a 10+, where they go, you follow.", + "seguir_partialresult": "On a 7-9, where they go, you follow...but you overstep; mark a stress to avoid being spotted.", + "seguir_missresult": "On a miss, you end up exposed without backup or cover. *¡Mierda!*", + "verdadero": "verdadero", + "verdadero_desc": "When you get the truth from someone during an official interrogation, pick an extra option, even on a miss.", + "verdadero_show_roll_button": "FALSE", + "siempre_listo": "siempre listo", + "siempre_listo_desc": "Mark stress to show up in a scene alongside *la policía* or *los federales*, assuming that you aren’t unavailable. Mark three stress to show up instead of the authorities; you’ll have a few minutes solo in the scene before anybody else arrives.", + "siempre_listo_show_roll_button": "FALSE", + "escolta": "escolta", + "escolta_desc": "When you draw attention away from someone, they can roll with your Heat instead of their own. On a 10+, they suffer the consequences...but you attract demasiada attention: raise your Heat by 1 until the end of the next session.", + "escolta_show_roll_button": "FALSE", + "entrenamiento": "entrenamiento", + "entrenamiento_desc": "When you turn to violence after declaring yourself as a federal, roll with Grit instead of Savagery. If you get shot as a result, take +1 forward.", + "entrenamiento_show_roll_button": "FALSE", + "conectada": "conectada", + "conectada_desc": "When you go looking for a cartel *güey* in la plaza to help with a problem, name them and roll with Face. On a hit, you track them down and they’ve got what you need. On a 7-9, pick 1. On a 10+, both. \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology\n\n On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "conectada_show_roll_button": "True", + "conectada_rollwith": "face", + "conectada_trigger": "When you go looking for a cartel güey in la plaza to help with a problem, name them and roll with Face.", + "conectada_hitresult": "On a 10+, you track them down and they've got what you need; you get both: \n- They aren't caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_partialresult": "On a 7-9, you track them down and they've got what you need; pick 1: \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_missresult": "On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "escapar": "escapar", + "escapar_desc": "When you try to exit a tense situation, roll with Face. On a 10+, you’re gone! On a 7-9, you leave something behind or take something with you, your choice. On a miss, you’re exposed por completo...", + "escapar_show_roll_button": "True", + "escapar_rollwith": "face", + "escapar_trigger": "When you try to exit a tense situation, roll with Face.", + "escapar_hitresult": "On a 10+, you’re gone! ", + "escapar_partialresult": "On a 7-9, you leave something behind or take something with you, your choice. ", + "escapar_missresult": "On a miss, you’re exposed por completo...", + "amante": "amante", + "amante_desc": "When you share a night of intimacy with a lover, roll with Face. On a hit, clear your stress track. On a 10+, ask 2.On a 7-9, ask 1. \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do? \n\nOn a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "amante_show_roll_button": "True", + "amante_rollwith": "face", + "amante_trigger": "When you share a night of intimacy with a lover, roll with Face.", + "amante_hitresult": "On a 10+, clear your stress track and ask 2: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_partialresult": "On a 7-9, clear your stress track and ask 1: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_missresult": "On a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "chimosa": "chimosa", + "chimosa_desc": "When you betray a friend or ally to the authorities, roll with Face. On a 10+, your treason is useful and valued: clear your stress track. On a 7-9, your handler is pleased...and demands more: clear one stress. On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "chimosa_show_roll_button": "True", + "chimosa_rollwith": "face", + "chimosa_trigger": "When you betray a friend or ally to the authorities, roll with Face.", + "chimosa_hitresult": "On a 10+, your treason is useful and valued: clear your stress track.", + "chimosa_partialresult": "On a 7-9, your handler is pleased...and demands more: clear one stress.", + "chimosa_missresult": "On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "mentirosa": "mentirosa", + "mentirosa_desc": "You get +1 Face (max+3).", + "mentirosa_show_roll_button": "FALSE", + "mirar": "mirar", + "mirar_desc": "When you read a charged situation, roll with Savagery. On a hit, ask the MC questions; take +1 when you act on the answers. On a 10+, ask 2. On a 7–9, ask 1: \n- where’s my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what’s my enemy’s true position? On a miss, ask one...but you reveal your position.", + "mirar_show_roll_button": "FALSE", + "mirar_rollwith": "savagery", + "mirar_trigger": "When you read a charged situation, roll with Savagery.", + "mirar_hitresult": "On a 10+, ask the MC 2 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_partialresult": "On a 7-9, ask the MC 1 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_missresult": "On a miss, ask one...but you reveal your position.", + "narcocorrido": "narcocorrido", + "narcocorrido_desc": "When you meet someone importante (your call), roll with Savagery. On a hit, they’ve heard of you. Say what they’ve heard, and they will act accordingly. On a 10+, you also take +1 forward to dealing with them. On a miss, your reputation convinces them that you’re something you’re not.", + "narcocorrido_show_roll_button": "True", + "narcocorrido_rollwith": "savagery", + "narcocorrido_trigger": "When you meet someone *importante* (your call), roll with Savagery.", + "narcocorrido_hitresult": "On a 10+, they've heard of you. Say what they've heard, and they will act accordingly; take +1 forward to dealing with them.", + "narcocorrido_partialresult": "On a 7-9, they've heard of you. Say what they've heard, and they will act accordingly.", + "narcocorrido_missresult": "On a miss, your reputation convinces them that you’re something you're not.", + "levantón": "levantón", + "levantón_desc": "When you track down an NPC, roll with Savagery. On a hit, you catch them exposed or vulnerable. On a 7-9, they have backup or it’s public. On a miss, someone you’re avoiding finds you first.", + "levantón_show_roll_button": "True", + "levantón_rollwith": "savagery", + "levantón_trigger": "When you track down an NPC, roll with Savagery.", + "levantón_hitresult": "On a 10+, you catch them exposed or vulnerable.", + "levantón_partialresult": "On a 7-9, you catch them exposed or vulnerable, but they have backup or it’s public.", + "levantón_missresult": "On a miss, someone you’re avoiding finds you first.", + "rematar": "rematar", + "rematar_desc": "You get +1 Savagery (max +3).", + "rematar_show_roll_button": "FALSE", + "encobijado": "encobijado", + "encobijado_desc": "When you ditch a body somewhere, roll with Savagery. On a hit, you lose the corpse, and it stays lost; clear one stress. On a 10+, dust to dust; clear your stress track. On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "encobijado_show_roll_button": "True", + "encobijado_rollwith": "savagery", + "encobijado_trigger": "When you ditch a body somewhere, roll with Savagery.", + "encobijado_hitresult": "On a 10+, you lose the corpse, and it stays lost; clear your stress track.", + "encobijado_partialresult": "On a 7-9, you lose the corpse, and it stays lost; clear one stress.", + "encobijado_missresult": "On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "duro": "duro", + "duro_desc": "When you get fucking shot, add +1 to your roll. On a miss, you have time for an act of ven- geance or kindness before you fall to your wounds.", + "duro_show_roll_button": "FALSE", + "notes": "notes" +} diff --git a/cartel/translations/cs.json b/cartel/translations/cs.json new file mode 100644 index 0000000000..c85da7a63a --- /dev/null +++ b/cartel/translations/cs.json @@ -0,0 +1,710 @@ +{ + "edit identity": "edit identity", + "character name": "character name", + "playbook": "playbook", + "el cocinero": "el cocinero", + "la esposa": "la esposa", + "el halcon": "el halcon", + "el narco": "el narco", + "la polizeta": "la polizeta", + "la rata": "la rata", + "la sicaria": "la sicaria", + "cocinero": "cocinero", + "esposa": "esposa", + "halcon": "halcon", + "narco": "narco", + "polizeta": "polizeta", + "rata": "rata", + "sicaria": "sicaria", + "look": "look", + "gear": "gear", + "lifestyle": "lifestyle", + "destitute": "destitute", + "destitute_desc": "nearly homeless, often unable to afford even basic staples, desperate", + "impoverished": "impoverished", + "impoverished_desc": "cash on hand for lodging and food, but little else, \"cash poor\"", + "stable": "stable", + "stable_desc": "relative comfort, regular lodging, enough resources to support a family", + "luxury": "luxury", + "luxury_desc": "wealth beyond most, able to put ten thousand dollars towards a problem", + "extravagant": "extravagant", + "extravagant_desc": "rich beyond measure, anything is accessible with enough patience", + "stats": "stats", + "character moves": "character moves", + "new character move": "new character move", + "click the pencil icon to edit your new move": "click the pencil icon to edit your new move", + "edit move": "edit move", + "basic moves": "basic moves", + "extras": "extras", + "stress": "stress", + "stress description": "Each session you start with two stress already marked, provided you didn't end the last section with more. If your stress track is ever filled, güey, you're in a bad spot.", + "reset": "reset", + "face": "face", + "grit": "grit", + "hustle": "hustle", + "savagery": "savagery", + "heat": "heat", + "tags": "tags", + "advancement": "advancement", + "advtxt1": "When you fill your xp track, select an advance from this list:", + "advtxt2": "After 5 advances, you can choose from this list instead:", + "los enlaces": "los enlaces", + "tus llaves": "tus llaves", + "move name": "move name", + "description": "description", + "show roll button?": "show roll button?", + "roll with": "roll with", + "is rolling with": "is rolling with", + "trigger": "trigger", + "el_cocinero-rel_text1": "_____ is familia. Close family. They don’t know what you do para el cartel, and you’re not sure you can keep your secrets for long.", + "el_cocinero-rel_text2": "_____ got you into this business to help you with your financial troubles but didn’t tell you the whole story. Now you’re both stuck.", + "el_cocinero-rel_text3": "You and _____ have an understanding. You need each other for now, but both of you know the current situation won’t last.", + "el_cocinero-adv1": "get +1 Grit (max+3)", + "el_cocinero-adv2": "get +1 Hustle (max+3)", + "el_cocinero-adv3": "get +1 Savagery (max+3)", + "el_cocinero-adv4": "choose a new laboratorio feature", + "el_cocinero-adv5": "get a new cocinero move", + "el_cocinero-adv6": "get a new cocinero move", + "el_cocinero-adv7": "get a move from another playbook", + "el_cocinero-adv8": "get a move from another playbook", + "el_cocinero-adv9": "get +1 to any stat (max+3)", + "el_cocinero-adv10": "resolve a laboratorio trouble", + "el_cocinero-adv11": "retire your character (to safety)", + "el_cocinero-adv12": "change your character to a new type", + "el_cocinero-adv13": "raise your lifestyle one level", + "la_esposa-rel_text1": "_____ and your spouse spend time together, but you’d prefer it if they weren’t in-volved in your life. Tell them what they did to anger you.", + "la_esposa-rel_text2": "_____ es familia. A sibling, maybe, or a cousin. Someone close. They mean well, but you worry about them. Tell them your fears.", + "la_esposa-rel_text3": "_____ and you were a thing back in the day, but it never went anywhere. Most people don’t know about it; you were young once también.", + "la_esposa-adv1": "get +1 Face (max+3)", + "la_esposa-adv2": "get +1 Grit (max+3)", + "la_esposa-adv3": "get +1 Hustle (max+3)", + "la_esposa-adv4": "change 2 obligations de la familia", + "la_esposa-adv5": "get a new esposa move", + "la_esposa-adv6": "get a new esposa move", + "la_esposa-adv7": "get a move from another playbook", + "la_esposa-adv8": "get a move from another playbook", + "la_esposa-adv9": "get +1 to any stat (max+3)", + "la_esposa-adv10": "permanently resolve a secret", + "la_esposa-adv11": "retire your character (to safety)", + "la_esposa-adv12": "change your character to a new type", + "la_esposa-adv13": "raise your spouse's lifestyle one level", + "spouse": "spouse", + "spouse-desc": "Ask everyone else “Who is willing to be my spouse?” Pick whomever you like. If no one volunteers, choose an NPC.", + "obligations-title": "Choose 5 obligations you perform for la familia:", + "secrets-title": "And choose 2 secrets you keep from la familia:", + "secret-nest_egg": "+nest egg: you put away some serious cash in a secret stash ($20,000!) for a rainy day.", + "secret-addiction": "+addiction: some nasty drug has a hold on you.", + "secret-affair": "+affair: you have another love...or at least another lover you spend time with.", + "secret-debt": "+debt: your spending has put you in a tough place, beyond what your family currently knows.", + "secret-lovechild": "+lovechild: you have a secret child that requires attention...and money.", + "la_familia": "la familia", + "la_familia_html": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle. On a 10+, you juggle your responsibilities with grace; clear your stress track. On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist. On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "la_familia_desc": "", + "la_familia_trigger": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle.", + "la_familia_rollwith": "hustle", + "la_familia_hitresult": "On a 10+, you juggle your responsibilities with grace; clear your stress track.", + "la_familia_partialresult": "On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist.", + "la_familia_missresult": "On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "el_halcon-rel_text1": "_____ gave you some new responsibilities lately, at your request. They have their doubts, but you’ll prove them wrong soon.", + "el_halcon-rel_text2": "_____ disapproves of your cartel work, and wants to get you out. You're not a niño; you can handle your own business.", + "el_halcon-rel_text3": "You and _____ have a plan to make some real money. They worry it’s not going to work, but you know it’s a sure thing, cabrón.", + "el_halcon-adv1": "get +1 Face (max+3)", + "el_halcon-adv2": "get +1 Grit (max+3)", + "el_halcon-adv3": "get +1 Hustle (max+3)", + "el_halcon-adv4": "choose a new pandilla feature", + "el_halcon-adv5": "get a new halcón move", + "el_halcon-adv6": "get a new halcón move", + "el_halcon-adv7": "get a move from another playbook", + "el_halcon-adv8": "get a move from another playbook", + "el_halcon-adv9": "get +1 to any stat (max+3)", + "el_halcon-adv10": "resolve a pandilla vulnerability", + "el_halcon-adv11": "retire your character (to safety)", + "el_halcon-adv12": "change your character to a new type", + "el_halcon-adv13": "raise your lifestyle one level", + "tu pandilla": "tu pandilla", + "amigos:": "amigos:", + "pandilla-amigos_description": "By default, your pandilla has three loyal amigos you’ve known a while. Give them names:", + "pandilla-amigos_names_list": "Azul, Blanco, Calaca, Charo, Chino, Flaco, Gordo, Lola, Moco, Nacho, Paco, Raki, Torpe, Zanahoria", + "pandilla-question_amigo1": "Who is there to cheer you up when mierda gets tough?", + "pandilla-question_amigo2": "Who is a real pendejo, but you just can't cut them loose?", + "pandilla-question_amigo3": "Who is truly solid, ready to entrarle and get things done when you need them?", + "choose 2 features:": "choose 2 features:", + "pandilla_feature1": "your crew has crews that work for you, cabrón. Your crew becomes a gang (small untrained unequipped).", + "pandilla_feature2": "your crew is down for a fiesta. Roll with Hustle instead of Grit when you get all get lost in a substance juntos.", + "pandilla_feature3": "your crew is down for a fight. Roll with Hustle instead of Savagery when you dish out a beatdown as a crew.", + "pandilla_feature4": "your crew is in touch with high-level smugglers and producers from other cartels. It gets +connected.", + "pandilla_feature5": "your crew is employed outside the cartel, officially or unofficially. Take +1 when you strain your finances.", + "choose 2 vulnerabilities:": "choose 2 vulnerabilities:", + "pandilla_vulnerability1": "your crew is on la policía's radar: +known.", + "pandilla_vulnerability2": "your crew is into heavy stuff: +addiction.", + "pandilla_vulnerability3": "your crew owes favors to someone: +obligation.", + "pandilla_vulnerability4": "your crew has enemies, cabrón: +turf war.", + "pandilla-get_lost_in_a_substance": "get lost in a substance", + "pandilla-get_lost_in_a_substance_trigger": "your crew is down for a *fiesta*. Roll with Hustle instead of Grit when you get all ***get lost in a substance*** *juntos*.", + "pandilla-get_lost_in_a_substance_rollwith": "hustle", + "pandilla-get_lost_in_a_substance_hitresult": "On a hit, clear your stress track.", + "pandilla-get_lost_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "pandilla-get_lost_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "pandilla-dish_out_a_beatdown": "dish out a beatdown", + "pandilla-dish_out_a_beatdown_trigger": "your crew is down for a fight. Roll with Hustle instead of Savagery when you ***dish out a beatdown*** as a crew.", + "pandilla-dish_out_a_beatdown_rollwith": "hustle", + "pandilla-dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "pandilla-dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "pandilla-dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "pandilla-strain_your_finances": "strain your finances", + "pandilla-strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "pandilla-strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "pandilla-strain_your_finances_rollwith": "*dinero*", + "pandilla-strain_your_finances_rollquery": "1[pandilla] + ?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "pandilla-strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "pandilla-strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "pandilla-strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "el_narco-rel_text1": "_____ is familia, but you’ve tried to shield them from the worst of the cartel. Tell them what they know about your dealings.", + "el_narco-rel_text2": "You're sure _____ is up to something, maybe with another cartel or los federales. Keep your eyes open, cabrón. Trust no one.", + "el_narco-relktext3": "You’ve taken _____ under your wing. You respect their skills and talents, and you want to see them thrive. ¡Qué generoso!", + "el_narco-adv1": "get +1 Face (max+3)", + "el_narco-adv2": "get +1 Hustle (max+3)", + "el_narco-adv3": "get +1 Savagery (max+3)", + "el_narco-adv4": "get +1 Control (max +3)", + "el_narco-adv5": "choose a new plaza feature", + "el_narco-adv6": "choose a new plaza feature", + "el_narco-adv7": "get a move from another playbook", + "el_narco-adv8": "get a move from another playbook", + "el_narco-adv9": "get +1 to any stat except Control (max+3)", + "el_narco-adv10": "permanently resolve a plaza trouble", + "el_narco-adv11": "permanently resolve a plaza trouble", + "el_narco-adv12": "retire your character (to safety)", + "el_narco-adv13": "change your character to a new type", + "el jefe de jefes": "el jefe de jefes", + "el_jefe_description": "You run la plaza, a pathway for narcos hoping to move product across the border and a lucrative area for local drug sales. The city of Durango is yours as long as you hold it, jefe.", + "contact": "contact", + "el_jefe_contact_description": "When you took control, the cartel gave you a contact who collects what you owe them, usually once a month. You only know their nickname, so you can’t sell them out if you get flipped by los federales (pick one):", + "la_plaza": "la plaza", + "la_plaza_html": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_trigger": "At the beginning of the session, roll with Control.", + "la_plaza_rollwith": "control", + "la_plaza_hitresult": "On a 10+, you get an opportunity to engage one your troubles (your choice) on your terms.", + "la_plaza_partialresult": "On a 7-9, you get an opportunity to engage one your troubles (your choice) on your terms, but the opportunity is short-lived and risky: act quickly or you may find that you miss your moment.", + "la_plaza_missresult": "On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "control": "control", + "troubles": "troubles", + "by default you've got:": "by default you've got:", + "la_plaza_bullet1": "a staff of unsophisticated narcos, coordinated via a network of burner phones (trouble: +los federales)", + "la_plaza_bullet2": "a mix of protection rackets and smuggling operations (lifestyle: stable)", + "la_plaza_bullet3": "5-10 loyal enforcers (gang small untrained impatient) and 1 or 2 corrupt cops (greedy informed)", + "la_plaza_bullet4": "a few halcones to keep you informed about what goes on in your city (Control = +1)", + "choose 4 features:": "choose 4 features", + "la_plaza_feature1": "your plaza is profitable, bringing in substantial, obvious sums. Lifestyle: +1 level & trouble: +robberies.", + "la_plaza_feature2": "for income, add kidnapping. Lifestyle: +1 level & trouble: +vigilantes.", + "la_plaza_feature3": "your enforcers have access to military weaponry and body armor. Add armored and armed to your gang.", + "la_plaza_feature4": "you have a reputation for violence. Roll with Face instead of Hustle when you pressure someone by threatening their life, limbs, or loved ones.", + "la_plaza_feature5": "your enforcers have extensive military training. Drop untrained and add savage. Take +1 when you order kidnappings or ambushes.", + "la_plaza_feature6": "your enforcers recruit heavily from the local population, making them a medium gang (10-20) instead of small.", + "la_plaza_feature7": "you have halcones at all chokepoints and smuggling roads. +1 Control.", + "la_plaza_feature8": "only a few know your real name and appearance. Take -2 heat; describe the business that you use as a cover for your activities.", + "choose 2 troubles:": "choose 2 troubles:", + "la_plaza_trouble1": "you are in the middle of a violent dispute with another cartel, probably Los Zetas. Trouble: +gang war.", + "la_plaza_trouble2": "your plaza has been recently infiltrated by someone working for los federales or the CIA/DEA. Trouble: +mole", + "la_plaza_trouble3": "The narcos you displaced to take control of la plaza remain at large. - 1 Control. Trouble: +rivals.", + "la_plaza_trouble4": "greedy agents of the Mex-ican tax authority (SHCP) are bleeding you dry with increasingly expensive demands for bribes and mordidas . -1 lifestyle.", + "la_polizeta-rel_text1": "You grew up with _____ on the streets of Durango. You still have a beer after work if you’re both free; it’s nice to know someone who isn’t involved with either side of your double life.", + "la_polizeta-rel_text2": "_____ is the target of an active investigation. You're not the lead investigator, but you’re regularly briefed on the case.", + "la_polizeta-rel_text3": "_____ is your main contact in the cartel. Tell them where you two go to speak directly when you need a face-to-face meeting.", + "la_polizeta-adv1": "get +1 Face (max+3)", + "la_polizeta-adv2": "get +1 Hustle (max+3)", + "la_polizeta-adv3": "get +1 Savagery (max+3)", + "la_polizeta-adv4": "get +1 Control (max +3)", + "la_polizeta-adv5": "choose a new plaza feature", + "la_polizeta-adv6": "choose a new plaza feature", + "la_polizeta-adv7": "get a move from another playbook", + "la_polizeta-adv8": "get a move from another playbook ", + "la_polizeta-adv9": "get +1 to any stat except Control (max+3)", + "la_polizeta-adv10": "permanently resolve a plaza trouble", + "la_polizeta-adv11": "permanently resolve a plaza trouble", + "la_polizeta-adv12": "retire your character (to safety)", + "la_polizeta-adv13": "change your character to a new type", + "You work closely with 5 NPCs (at least) in the unit:": "You work closely with 5 NPCs (at least) in the unit:", + "Who is your new partner?": "Who is your new partner?", + "Who is suspicious of you?": "Who is suspicious of you?", + "You also end up working with a few NPCs from the cartel:": "You also end up working with a few NPCs from the cartel:", + "Who almost gave you away?": "Who almost gave you away?", + "Who offered to scam el narco?": "Who offered to scam el narco?", + "task_force_equipment": "Your department has some new toys—¡gracias, Calderón!—you can use, provided you have some \"official\" business (pick 2):", + "task_force_equip1": "military-grade body armor (resilient bulky)", + "task_force_equip2": "full-scale surveillance van (hi-tech expensive)", + "task_force_equip3": "tracking devices or bugs (hi-tech concealable)", + "task_force_equip4": "court-approved wiretap (hi-tech persistent)", + "task_force_equip5": "network of criminal informants (informed costly)", + "la_rata-rel_text1": "You and _____ started sleeping together a few weeks ago. Tell them why you haven't been able to end things, despite the dangers. ", + "la_rata-adv1": "get +1 Face (max+3)", + "la_rata-adv2": "get +1 Grit (max+3)", + "la_rata-adv3": "get +1 Savagery (max+3)", + "la_rata-adv4": "get an NPC ally (detail with MC)", + "la_rata-adv5": "get a new rata move", + "la_rata-adv6": "get a new rata move", + "la_rata-adv7": "get a move from another playbook", + "la_rata-adv8": "get a move from another playbook", + "la_rata-adv9": "get +1 to any stat (max+3)", + "la_rata-adv10": "get 4 weapons y 4 gear (La Sicaria)", + "la_rata-adv11": "retire your character (to safety)", + "la_rata-adv12": "change your character to a new type", + "la_rata-adv13": "raise your lifestyle one level", + "el trabajo sucio": "el trabajo sucio", + "el trabajo sucio-description": "You are one of el narco's trusted lieutenants...but you’ve decided to betray the cartel. Choose a reason:", + "trabajo_sucio1": "you’re tired of the killing and death.", + "trabajo_sucio2": "you lost family or a loved one to el narco.", + "trabajo_sucio3": "you want to move up in the organization.", + "trabajo_sucio4": "you were arrested and flipped to avoid jail.", + "trabajo_sucio5": "you're an undercover cop on assignment.", + "supervivencia": "supervivencia", + "supervivencia_html": "

You are a survivor, a rata who will not be drowned just because this sinking ship of a plaza is finally dragged beneath the surface of the drug war.

You can mark stress to:

  • take a 10+ instead of rolling when you interfere with someone trying to get the truth out of you.
  • offer a PC an xp to accept your reasoning when you justify your behavior, even on a miss.
  • take +1 when you get fucking shot by another narco who suspects your treachery.
", + "la_sicaria-rel_text1": "_____ fucked up something crucial; you had to clean up the mess before things got messy with los federales or a rival drug cartel.", + "la_sicaria-adv1": "get +1 Grit (max+3)", + "la_sicaria-adv2": "get +1 Hustle (max+3)", + "la_sicaria-adv3": "get +1 Savagery (max+3)", + "la_sicaria-adv4": "choose 2 new weapons", + "la_sicaria-adv5": "get a new sicaria move", + "la_sicaria-adv6": "get a new sicaria move", + "la_sicaria-adv7": "get a move from another playbook", + "la_sicaria-adv8": "get a move from another playbook", + "la_sicaria-adv9": "get +1 to any stat (max+3)", + "la_sicaria-adv10": "choose 2 new pieces of gear or 2 new weapons", + "la_sicaria-adv11": "retire your character (to safety)", + "la_sicaria-adv12": "change your character to a new type", + "la_sicaria-adv13": "raise your lifestyle one level", + "weapons (choose 4)": "weapons (choose 4)", + "sicaria_weapon1": "sniper rifle (far hi-tech loud)", + "sicaria_weapon2": "assault rifle (close loud autofire)", + "sicaria_weapon3": "grenade launcher (close area messy)", + "sicaria_weapon4": "shotgun (close messy)", + "sicaria_weapon5": "submachine gun (close area loud)", + "sicaria_weapon6": "magnum (close reload loud)", + "sicaria_weapon7": "9mm (close loud)", + "sicaria_weapon8": "stun gun (close reload)", + "sicaria_weapon9": "fireman’s axe (close messy)", + "sicaria_weapon10": "machete (hand messy)", + "sicaria_weapon11": "garrote (hand grapple)", + "sicaria_weapon12": "knives (hand infinite)", + "gear (choose 4)": "gear (choose 4)", + "sicaria_gear1": "Armor Piercing Ammo (+ap to all weapons): Sometimes putos wear vests. Gotta be ready.", + "sicaria_gear2": "Body Armor (+armored): You want to live, right? Put on the fucking vest, pendeja.", + "sicaria_gear3": "Explosives Kit (close loud area reload): You can create improvised explosive devices (IEDs) if you’ve got time.", + "sicaria_gear4": "Tracking Device (hi-tech far concealable): They can’t hide if you plant this somewhere on them.", + "sicaria_gear5": "Secure Police Scanner (hi-tech hand): You can listen in even when they try to keep you out.", + "sicaria_gear6": "Silencer (remove +loud from any weapon): Quiet as a mouse. Dead as a doornail. Eh, cabrona?", + "sicaria_gear7": "Surveillance Gear (hi-tech close concealable): You can install cameras somewhere and watch all you want.", + "sicaria_gear8": "Police Uniform (official wearable stolen): Who is who anymore? You look like them and they look like you.", + "-- select a key --": "-- select a key --", + "ambition": "ambition", + "ambition_text": "Mark xp when you get someone important to let you handle some business on their behalf. Clear this key and advance when you seize the day and ask for forgiveness instead of permission.", + "arrogance": "arrogance", + "arrogance_text": "Mark xp when you use your superior knowledge or experience to verbally shame or abuse someone you care about. Clear this key and advance when you admit to a loved one that you're in over your head and urgently need help.", + "daring": "daring", + "daring_text": "Mark xp when you willingly enter a perilous situation without precautions or deception. Clear this key and advance when you retreat from a messy situation instead of risking further failure.", + "debt": "debt", + "debt_text": "Mark xp when you take on a new loan or strain your finances to meet your family's needs. Clear this key and advance when you find a way --legal or illegal--out from under your obligations.", + "dirty_hands": "dirty hands", + "dirty_hands_text": "Mark xp when you personally tackle a messy problem instead of sending goons. Clear this key and advance when you send someone to deal with a problem you should have attended to directly.", + "duty": "duty", + "duty_text": "Mark xp when you complete a task or assign-ment for your superiors or colleagues. Clear this key and advance when you intentionally thwart the goals of your organization or employer.", + "family": "family", + "family_text": "Mark xp when you violate your family members’ boundaries to protect them. Clear this key and advance when you allow one of them to be harmed when you could have intervened.", + "guilt": "guilt", + "guilt_text": "Mark xp when you confess a recent betrayal or deception to someone you shouldn’t trust. Clear this key and advance when you use a moment of intimacy to trick someone into advancing your schemes.", + "indomitable": "indomitable", + "indomitable_text": "Mark xp when you go into battle significantly outgunned or outmanned. Clear this key and advance when you surrender to your enemies instead of fighting your way out of a messy situation.", + "loyalty": "loyalty", + "loyalty_text": "Mark xp when you accept the lies or half-truths of a trusted friend or lover. Clear this key and advance when you confront a loved one with evidence of their betrayals and deceptions.", + "mercy": "mercy", + "mercy_text": "Mark xp when you try to head off a violent encounter with negotation or persuasion. Clear this key and advance when you greatly injure or kill someone who is defenseless or unaware.", + "paranoia": "paranoia", + "paranoia_text": "Mark xp when you try to get the truth out of someone about their true loyalties. Clear this key and advance when you expose someone’s betrayal to their family or employer.", + "pride": "pride", + "pride_text": "Mark xp when you claim an asset on the grounds that you or your family deserves it. Clear this key and advance when you give up something to keep yourself or a loved one safe from harm.", + "schemes": "schemes", + "schemes_text": "Mark xp when you take advantage of someone who believes you’re working on their behalf. Clear this key and advance when you openly choose one of your loyalties over the other.", + "secrets": "secrets", + "secrets_text": "Mark xp when you lie to someone close to you about your illicit activities. Clear this key and advance when you finally come clean to someone who trusts you about your lies and decepeptions.", + "default_hitresult": "¡Órale, amigo! Looks like things worked out. Don't get cocky! The MC will tell you what happens next.", + "default_partialresult": "Not bad, güey. Things could be better, but they could be worse too! The MC's going to tell you what's in store for you now.", + "default_missresult": "¡Ay diós, cabrón! Sometimes shit gets real. The MC will tell you what happens next.", + "---": "", + "---_desc": "", + "---_trigger": "", + "---_rollwith": "", + "---_hitresult": "", + "---_partialresult": "", + "---_missresult": "", + "cocinar": "cocinar", + "cocinar_desc": "If you’re fully stocked and cooking, at the start of session, roll with Grit. On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself. On a 7-9, your investment in the operation causes someone close to you to grow suspicious. On a miss, one of your lab’s problems comes to bear con todo.", + "cocinar_show_roll_button": "True", + "cocinar_trigger": "If you’re fully stocked and cooking, at the start of session, roll with Grit.", + "cocinar_rollwith": "grit", + "cocinar_hitresult": "On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself.", + "cocinar_partialresult": "On a hit, you make enough to meet your commitments. On a 7-9, your investment in the operation causes someone close to you to grow suspicious.", + "cocinar_missresult": "On a miss, one of your lab’s problems comes to bear con todo.", + "ciencia,_cabrón": "ciencia, cabrón", + "ciencia,_cabrón_show_roll_button": "True", + "ciencia,_cabrón_desc": "When you try to juryrig some-thing with science, roll with Grit. On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress. On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "ciencia,_cabrón_trigger": "When you try to juryrig some-thing with science, roll with Grit.", + "ciencia,_cabrón_rollwith": "grit", + "ciencia,_cabrón_hitresult": "On a hit, you create an opportunity or buy yourself some time.", + "ciencia,_cabrón_partialresult": "On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress.", + "ciencia,_cabrón_missresult": "On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "chillón": "chillón", + "chillón_desc": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_show_roll_button": "True", + "chillón_trigger": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_rollwith": "grit", + "chillón_hitresult": "For NPCs: On a hit, they accept your logic.", + "chillón_partialresult": "On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty.", + "de_calidad": "de calidad", + "de_calidad_show_roll_button": "True", + "de_calidad_desc": "When you propose a deal that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_trigger": "When you ***propose a deal*** that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_rollwith": "grit", + "de_calidad_hitresult": "On a hit, they choose: take the deal or mark stress.", + "de_calidad_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "afortunado": "afortunado", + "afortunado_desc": "You get +1 Grit (max+3)", + "pozolero": "pozolero", + "pozolero_desc": "When you get rid of a body using chemicals in your lab, roll with Grit. On a 10+, all 3. On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n* you aren’t missing any supplies or equipment.\n* you aren't interrupted getting it done.\n\nOn a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "pozolero_show_roll_button": "True", + "pozolero_trigger": "When you get rid of a body using chemicals in your lab, roll with Grit.", + "pozolero_rollwith": "grit", + "pozolero_hitresult": "On a 10+, all 3.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_partialresult": "On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_missresult": "On a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "tu laboratorio": "tu laboratorio", + "lab_tags": "small, fixed, unstable, indebted", + "tu laboratorio-desc": "By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.", + "choose 2 features": "choose 2 features", + "lab_feature1": "your lab is a food truck or RV. Replace fixed with mobile.", + "lab_feature2": "your lab has professional equipment, capable of larger cooks. raise your lifestyle; change small to medium.", + "lab_feature3": "your lab has equipment designed to dispose of dangerous chemicals. Remove unstable.", + "lab_feature4": "you have an assistant who prepares the chemicals in advance for your cooks. Take +1 to Cocinar; add payroll.", + "choose 2 troubles": "choose 2 troubles", + "lab_trouble1": "your lab is sometimes inaccessible. Add inconvenient.", + "lab_trouble2": "your lab gives off a byproduct or odor that makes it easy to uncover and report. Add detectable.", + "lab_trouble3": "your lab is poorly secured or locked down against intruders and thieves. Add exposed.", + "lab_trouble4": "your lab relies on uncommon chemicals. Add shortages.", + "tus misterios": "tus misterios", + "misterios_description": "You've fallen on hard times. Now you must keep your work secret from the people closest to you. Choose 3:", + "misterio1": "an esposa or novio who asks too many questions", + "misterio2": "a niño who thinks you’re beyond reproach", + "misterio3": "an elderly madre or tio who relies on you financially", + "misterio4": "a prima who works in federal law enforcement", + "misterio5": "an old coworker who feels badly about your troubles", + "misterio6": "a community leader who feels responsible for you", + "la familia": "la familia", + "amor_y_matrimonio": "amor y matrimonio", + "amor_y_matrimonio_desc": "You are the only one who can be trusted to protect la familia. Take +1 ongoing when you try to get one of them to do the right thing.", + "me_lo_chingué": "me lo chingué", + "me_lo_chingué_desc": "When you reveal that you betrayed a lover or friend, tell them to fill their stress track; you clear one stress for each stress they mark. If their stress track is already full, they must immediately make a stress move; you clear one stress.", + "reina_del_drama": "reina del drama", + "reina_del_drama_desc": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to push your luck as if you rolled a 10+.", + "reina_del_drama_trigger": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to ***push your luck*** as if you rolled a 10+.", + "reina_del_drama_rollwith": "grit", + "reina_del_drama_hitresult": "On a 10+, fortune favors the bold.", + "perderse": "perderse", + "perderse_desc": "When you lose yourself in another person, roll with Face. On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly. On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "perderse_show_roll_button": "True", + "perderse_trigger": "When you lose yourself in another person, roll with Face.", + "perderse_rollwith": "face", + "perderse_hitresult": "On a hit, you find solace in their embrace; clear your stress track.", + "perderse_partialresult": "On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly.", + "perderse_missresult": "On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "comer_algo": "comer algo", + "comer_algo_desc": "When you share a meal with some-one, roll with Face. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:\n\n* What do you want from me / my family?* What threat do you pose to us / our life?\n* Who are you protecting / hunting?\n\nOn a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "comer_algo_show_roll_button": "True", + "comer_algo_trigger": "When you share a meal with some-one, roll with Face.", + "comer_algo_rollwith": "face", + "comer_algo_hitresult": "On a 10+, hold 2. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_partialresult": "On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_missresult": "On a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "obligation1": "pregnant/finalizing adoption", + "obligation2": "new baby", + "obligation3": "preschool child", + "obligation4": "high school student", + "obligation5": "stepchild", + "obligation6": "corporate job", + "obligation7": "established home business", + "obligation8": "starting a new business", + "obligation9": "real estate license", + "obligation10": "social service job", + "obligation11": "managing family finances", + "obligation12": "elderly grand-parent", + "obligation13": "troubled sibling", + "obligation14": "school association", + "obligation15": "nonprofit board", + "obligation16": "parish volunteer", + "obligation17": "dinner parties", + "obligation18": "gossip and rumors", + "push_your_luck": "push your luck", + "push_your_luck_html": "

When you push your luck, roll with Grit. On a 10+, fortune favors the bold. On a 7-9, things don't work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.

", + "push_your_luck_trigger": "When you ***push your luck***, roll with Grit.", + "push_your_luck_rollwith": "grit", + "push_your_luck_hitresult": "On a 10+, fortune favors the bold. ", + "push_your_luck_partialresult": "On a 7-9, things don’t work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.", + "get_the_truth": "get the truth", + "get_the_truth_html": "

When you try to get the truth out of someone, roll with Hustle. On a hit, clear one stress. On a 10+, pick 2. On a 7-9, pick 1.

  • they can't mislead you with the truth
  • they can't confuse you with falsehoods
  • they can't stonewall you with silenc
", + "get_the_truth_trigger": "When you try to ***get the truth out of someone***, roll with Hustle.", + "get_the_truth_rollwith": "hustle", + "get_the_truth_hitresult": "On a hit, clear one stress. On a 10+, pick 2. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "get_the_truth_partialresult": "On a hit, clear one stress. On a 7-9, pick 1. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "pressure_someone": "pressure someone", + "pressure_someone_html": "When you pressure someone to go along with you, roll with Hustle. On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "pressure_someone_trigger": "When you ***pressure someone*** to go along with you, roll with Hustle.", + "pressure_someone_rollwith": "hustle", + "pressure_someone_hitresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress.", + "pressure_someone_partialresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "size_someone_up": "size someone up", + "size_someone_up_html": "

When you size someone up, roll with Savagery. On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3. On a 7-9, ask 1.

  • what are your current weaknesses / strengths?
  • how can I show you dominance / submission?
  • what do you intend to do next?
  • what do you wish I'd do right now?
  • how could I get you to _________
", + "size_someone_up_trigger": "When you ***size someone up***, roll with Savagery.", + "size_someone_up_rollwith": "savagery", + "size_someone_up_hitresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________? ", + "size_someone_up_partialresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 7-9, ask 1.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________?", + "strain_your_finances": "strain your finances", + "strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "strain_your_finances_rollwith": "*dinero*", + "strain_your_finances_rollquery": "?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "help_or_interfere": "help or interfere", + "help_or_interfere_html": "

When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked. On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered. On a miss, mark the stress you wagered and prepare for the worst.

", + "help_or_interfere_trigger": "When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.", + "help_or_interfere_rollwith": "stress wagered", + "help_or_interfere_rollquery": "?{When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.|1|2|3}", + "help_or_interfere_hitresult": "On a hit, give them a +1 or -2 to their roll, your choice.", + "help_or_interfere_partialresult": "On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered.", + "help_or_interfere_missresult": "On a miss, mark the stress you wagered and prepare for the worst.", + "turn_to_violence": "turn to violence", + "turn_to_violence_html": "

When you turn to violence, roll with Savagery. On a hit, mark stress and trade harm as established. On a 10+, choose 3. On a 7-9, choose 2.

  • you inflict terrible harm
  • you suffer little harm
  • you resist marking stress
  • you avoid collateral damage
", + "turn_to_violence_trigger": "When you ***turn to violence***, roll with Savagery.", + "turn_to_violence_rollwith": "savagery", + "turn_to_violence_hitresult": "On a hit, mark stress and trade harm as established. On a 10+, choose 3.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "turn_to_violence_partialresult": "On a hit, mark stress and trade harm as established. On a 7-9, choose 2.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "heat moves": "heat moves", + "avoid_suspicion": "avoid suspicion", + "avoid_suspicion_html": "

When you try to avoid suspicion while handling business in public, roll with Heat. Add one for each:

  • you’re carrying a lot of drugs or money
  • you’re transporting at least one body, dead or alive
  • you’re equipped with military weaponry

On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.

", + "avoid_suspicion_trigger": "When you try to ***avoid suspicion while handling business in public***, roll with Heat.Add one for each:\n* you're carrying a lot of drugs or money \n* you're transporting at least one body, dead or alive \n* you're equipped with military weaponry", + "avoid_suspicion_rollwith": "heat & circumstances", + "avoid_suspicion_rollquery": "(@{heat} + ?{When you try to avoid suspicion while handling business in public, roll with Heat.Add one for each: 1- you're carrying a lot of drugs or money 2- you're transporting at least one body, dead or alive 3- you're equipped with military weaponry|0|1|2|3})", + "avoid_suspicion_hitresult": "On a 10+, someone dangerous has been looking for you. And here you are. *Mierda, cabrón.*", + "avoid_suspicion_partialresult": "On a 7-9, only the local *policia* take an interest; make a threat or flash some *dinero* to smooth things over.", + "avoid_suspicion_missresult": "On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.", + "leave_a_messy_crime_scene": "leave a messy crime scene", + "leave_a_messy_crime_scene_html": "When you try to leave a messy crime scene before the authorities arrive, roll with Heat. On a miss, you exit the scene; tell the MC what potentially in-criminating evidence you’ve left behind. On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive. On a 10+, la policia arrives in force...with los federales or an American in tow.", + "leave_a_messy_crime_scene_trigger": "When you try to ***leave a messy crime scene*** before the authorities arrive, roll with Heat.", + "leave_a_messy_crime_scene_rollwith": "heat", + "leave_a_messy_crime_scene_hitresult": "On a 10+, *la policia* arrives in force...with *los federales* or an American in tow.", + "leave_a_messy_crime_scene_partialresult": "On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive.", + "leave_a_messy_crime_scene_missresult": "On a miss, you exit the scene; tell the MC what potentially incriminating evidence you’ve left behind.", + "flee_from_los_federales": "flee from los federales", + "flee_from_los_federales_html": "When you flee from los federales, roll with Heat. On a miss, you get away clean. On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time. On a 10+, you’re fucked, güey: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_trigger": "When you ***flee from los federales***, roll with Heat.", + "flee_from_los_federales_rollwith": "heat", + "flee_from_los_federales_hitresult": "On a 10+, you’re fucked, *güey*: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_partialresult": "On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time.", + "flee_from_los_federales_missresult": "On a miss, you get away clean.", + "propose_a_deal": "propose a deal", + "propose_a_deal_html": "

When you propose a deal to get what you want, roll with Face. On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one:

  • impose a condition on your offer
  • adjust the price (+/-30%) and accept
  • point you at an interested party
", + "propose_a_deal_trigger": "When you ***propose a deal*** to get what you want, roll with Face. ", + "propose_a_deal_rollwith": "face", + "propose_a_deal_hitresult": "On a hit, they choose: take the deal or mark stress.", + "propose_a_deal_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "justify_your_behavior": "justify your behavior", + "justify_your_behavior_html": "

When you try to justify your behavior to someone, roll with Face. For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. For PCs: On a 10+, both. On a 7-9, choose 1:

  • if they accept your reasoning, they mark xp
  • if they keep their own counsel, they mark stress
", + "justify_your_behavior_trigger": "When you try to ***justify your behavior*** to someone, roll with Face.", + "justify_your_behavior_rollwith": "face", + "justify_your_behavior_hitresult": "For NPCs: On a hit, they accept your logic. \n\nFor PCs: On a 10+, both:\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "justify_your_behavior_partialresult": "For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. \n\nFor PCs: On a 7-9, choose 1: On a 10+, both:\n\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "stress & heat moves": "stress & heat moves", + "stress moves": "stress moves", + "stress_moves_description": "All sorts of fictional situations may cause stress–getting shot at, doing something horrific, fighting with a spouse–and the only way to keep that stress in check is through stress moves:", + "verbally_abuse_or_shame": "verbally abuse or shame", + "verbally_abuse_or_shame_html": "When you verbally abuse or shame someone you care about, roll with Face. On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track. On a 7-9, clear one stress. On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "verbally_abuse_or_shame_trigger": "When you **verbally abuse or shame someone** you care about, roll with Face.", + "verbally_abuse_or_shame_rollwith": "face", + "verbally_abuse_or_shame_hitresult": "On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track.", + "verbally_abuse_or_shame_partialresult": "On a hit, your words hit hard: tell them to mark stress. On a 7-9, clear one stress.", + "verbally_abuse_or_shame_missresult": "On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "lose_yourself_in_a_substance": "lose yourself in a substance", + "lose_yourself_in_a_substance_html": "When you lose yourself in a substance, roll with Grit. On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list. On a miss, you’re in deep. Buena suerte, cabrón.", + "lose_yourself_in_a_substance_trigger": "When you **lose yourself in a substance**, roll with Grit.", + "lose_yourself_in_a_substance_rollwith": "grit", + "lose_yourself_in_a_substance_hitresult": "On a hit, clear your stress track.", + "lose_yourself_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "lose_yourself_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "confess_your_sins": "confess your sins", + "confess_your_sins_html": "When you confess your sins to a priest, roll with Hustle. On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession. On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "confess_your_sins_trigger": "When you **confess your sins to a priest**, roll with Hustle.", + "confess_your_sins_rollwith": "hustle", + "confess_your_sins_hitresult": "On a hit, you find forgiveness; clear your stress track.", + "confess_your_sins_partialresult": "On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession.", + "confess_your_sins_missresult": "On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "dish_out_a_beatdown": "dish out a beatdown", + "dish_out_a_beatdown_html": "When you dish out a beatdown, roll with Savagery. On a 10+, you assert your dominance: clear your stress track. On a 7-9, you hurt them, but it’s not enough: clear one stress. On a miss, the violence gets out of hand. Enjoy the consequences, pendejo.", + "dish_out_a_beatdown_trigger": "When you **dish out a beatdown**, roll with Savagery.", + "dish_out_a_beatdown_rollwith": "savagery", + "dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "drug moves": "drug moves", + "drug moves description": "If the MC tells you to make a drug move, pick one:", + "cocaine": "cocaine", + "cocaine_move1": "start a fight with a mouthy pendejo or puta", + "cocaine_move2": "throw yourself at someone you shouldn’t", + "cocaine_move3": "spend your money stupidly or carelessly", + "heroin": "heroin", + "heroin_move1": "push someone who cares about you away", + "heroin_move2": "overlook a crucial deadline or event", + "heroin_move3": "steal funds in preparation for your next fix", + "crystal meth": "crystal meth", + "crystal meth_move1": "accuse a loved one of theft or betrayal", + "crystal meth_move2": "push a place you keep toward squalor", + "crystal meth_move3": "hurt yourself to keep your diablos at bay", + "alcohol": "alcohol", + "alcohol_move1": "make a scene about how you’ve been wronged", + "alcohol_move2": "let slip something to the wrong person", + "alcohol_move3": "wreck something meaningful, carelessly", + "hermanos": "hermanos", + "hermanos_desc": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle. On a 10+, all 3. On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers \n\nOn a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "hermanos_show_roll_button": "True", + "hermanos_rollwith": "hustle", + "hermanos_trigger": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle.", + "hermanos_hitresult": "On a 10+, all 3: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_partialresult": "On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_missresult": "On a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "mercado": "mercado", + "mercado_desc": "When you sell product on the street, roll with Hustle. On a 10+, sales are brisk; clear your stress track. On a 7-9, you make some money, but someone takes issue with your crew; clear one stress. On a miss, someone takes a run at you, and it probably isn’t the cops.", + "mercado_show_roll_button": "True", + "mercado_rollwith": "hustle", + "mercado_trigger": "When you sell product on the street, roll with Hustle.", + "mercado_hitresult": "On a 10+, sales are brisk; clear your stress track.", + "mercado_partialresult": "On a 7-9, you make some money, but someone takes issue with your crew; clear one stress.", + "mercado_missresult": "On a miss, someone takes a run at you, and it probably isn’t the cops.", + "bendito": "bendito", + "bendito_desc": "When you’re completely focused on escaping, push your luck with Hustle instead of Grit. Add +1 to your roll if you get fucking shot while trying to flee.", + "bendito_show_roll_button": "FALSE", + "vendedor": "vendedor", + "vendedor_desc": "When you propose a deal to someone and they pick an option off the 7-9 list you don’t like, mark stress to make them pick a different option off the list. You can do this multiple times, provided you can keep marking stress.", + "vendedor_show_roll_button": "FALSE", + "matador": "matador", + "matador_desc": "Fill your stress track—marking at least one stress—to turn to violence against an unsuspecting target as if you rolled a 10+.", + "matador_show_roll_button": "FALSE", + "la_plaza_desc": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_show_roll_button": "True", + "mandamás": "mandamás", + "mandamás_desc": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face. On a 10+, all 3. On a 7-9, choose 1. \n- they keep their wits and focus. \n- they minimize incriminating evidence. \n- they avoid collateral damage. On a miss, everything goes to shit, but it wasn't your people's fault. You know how it is, *jefe*: no plan survives contact with the enemy.", + "mandamás_show_roll_button": "True", + "mandamás_rollwith": "face", + "mandamás_trigger": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face.", + "mandamás_hitresult": "On a 10+, all 3: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_partialresult": "On a 7-9, choose 1: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_missresult": "On a miss, everything goes to shit, but it wasn’t your people’s fault. You know how it is, jefe: no plan survives contact with the enemy.", + "infiltrado": "infiltrado", + "infiltrado_desc": "At the start of session, roll with Grit. On a hit, you get wind of a development in the anti-cartel case before things get messy. On a 10+, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice. On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "infiltrado_show_roll_button": "True", + "infiltrado_rollwith": "grit", + "infiltrado_trigger": "At the start of session, roll with Grit. ", + "infiltrado_hitresult": "On a 10+, you get wind of a development in the anti-cartel case before things get messy. In fact, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice.", + "infiltrado_partialresult": "On a 7-9, you get wind of a development in the anti-cartel case before things get messy.", + "infiltrado_missresult": "On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "seguir": "seguir", + "seguir_desc": "When you follow someone through the streets, roll with Grit. On a hit, where they go, you follow. On a 7-9, you overstep; mark a stress to avoid being spotted. On a miss, you end up exposed without backup or cover. ¡Mierda!", + "seguir_show_roll_button": "True", + "seguir_rollwith": "grit", + "seguir_trigger": "When you follow someone through the streets, roll with Grit.", + "seguir_hitresult": "On a 10+, where they go, you follow.", + "seguir_partialresult": "On a 7-9, where they go, you follow...but you overstep; mark a stress to avoid being spotted.", + "seguir_missresult": "On a miss, you end up exposed without backup or cover. *¡Mierda!*", + "verdadero": "verdadero", + "verdadero_desc": "When you get the truth from someone during an official interrogation, pick an extra option, even on a miss.", + "verdadero_show_roll_button": "FALSE", + "siempre_listo": "siempre listo", + "siempre_listo_desc": "Mark stress to show up in a scene alongside *la policía* or *los federales*, assuming that you aren’t unavailable. Mark three stress to show up instead of the authorities; you’ll have a few minutes solo in the scene before anybody else arrives.", + "siempre_listo_show_roll_button": "FALSE", + "escolta": "escolta", + "escolta_desc": "When you draw attention away from someone, they can roll with your Heat instead of their own. On a 10+, they suffer the consequences...but you attract demasiada attention: raise your Heat by 1 until the end of the next session.", + "escolta_show_roll_button": "FALSE", + "entrenamiento": "entrenamiento", + "entrenamiento_desc": "When you turn to violence after declaring yourself as a federal, roll with Grit instead of Savagery. If you get shot as a result, take +1 forward.", + "entrenamiento_show_roll_button": "FALSE", + "conectada": "conectada", + "conectada_desc": "When you go looking for a cartel *güey* in la plaza to help with a problem, name them and roll with Face. On a hit, you track them down and they’ve got what you need. On a 7-9, pick 1. On a 10+, both. \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology\n\n On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "conectada_show_roll_button": "True", + "conectada_rollwith": "face", + "conectada_trigger": "When you go looking for a cartel güey in la plaza to help with a problem, name them and roll with Face.", + "conectada_hitresult": "On a 10+, you track them down and they've got what you need; you get both: \n- They aren't caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_partialresult": "On a 7-9, you track them down and they've got what you need; pick 1: \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_missresult": "On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "escapar": "escapar", + "escapar_desc": "When you try to exit a tense situation, roll with Face. On a 10+, you’re gone! On a 7-9, you leave something behind or take something with you, your choice. On a miss, you’re exposed por completo...", + "escapar_show_roll_button": "True", + "escapar_rollwith": "face", + "escapar_trigger": "When you try to exit a tense situation, roll with Face.", + "escapar_hitresult": "On a 10+, you’re gone! ", + "escapar_partialresult": "On a 7-9, you leave something behind or take something with you, your choice. ", + "escapar_missresult": "On a miss, you’re exposed por completo...", + "amante": "amante", + "amante_desc": "When you share a night of intimacy with a lover, roll with Face. On a hit, clear your stress track. On a 10+, ask 2.On a 7-9, ask 1. \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do? \n\nOn a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "amante_show_roll_button": "True", + "amante_rollwith": "face", + "amante_trigger": "When you share a night of intimacy with a lover, roll with Face.", + "amante_hitresult": "On a 10+, clear your stress track and ask 2: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_partialresult": "On a 7-9, clear your stress track and ask 1: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_missresult": "On a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "chimosa": "chimosa", + "chimosa_desc": "When you betray a friend or ally to the authorities, roll with Face. On a 10+, your treason is useful and valued: clear your stress track. On a 7-9, your handler is pleased...and demands more: clear one stress. On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "chimosa_show_roll_button": "True", + "chimosa_rollwith": "face", + "chimosa_trigger": "When you betray a friend or ally to the authorities, roll with Face.", + "chimosa_hitresult": "On a 10+, your treason is useful and valued: clear your stress track.", + "chimosa_partialresult": "On a 7-9, your handler is pleased...and demands more: clear one stress.", + "chimosa_missresult": "On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "mentirosa": "mentirosa", + "mentirosa_desc": "You get +1 Face (max+3).", + "mentirosa_show_roll_button": "FALSE", + "mirar": "mirar", + "mirar_desc": "When you read a charged situation, roll with Savagery. On a hit, ask the MC questions; take +1 when you act on the answers. On a 10+, ask 2. On a 7–9, ask 1: \n- where’s my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what’s my enemy’s true position? On a miss, ask one...but you reveal your position.", + "mirar_show_roll_button": "FALSE", + "mirar_rollwith": "savagery", + "mirar_trigger": "When you read a charged situation, roll with Savagery.", + "mirar_hitresult": "On a 10+, ask the MC 2 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_partialresult": "On a 7-9, ask the MC 1 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_missresult": "On a miss, ask one...but you reveal your position.", + "narcocorrido": "narcocorrido", + "narcocorrido_desc": "When you meet someone importante (your call), roll with Savagery. On a hit, they’ve heard of you. Say what they’ve heard, and they will act accordingly. On a 10+, you also take +1 forward to dealing with them. On a miss, your reputation convinces them that you’re something you’re not.", + "narcocorrido_show_roll_button": "True", + "narcocorrido_rollwith": "savagery", + "narcocorrido_trigger": "When you meet someone *importante* (your call), roll with Savagery.", + "narcocorrido_hitresult": "On a 10+, they've heard of you. Say what they've heard, and they will act accordingly; take +1 forward to dealing with them.", + "narcocorrido_partialresult": "On a 7-9, they've heard of you. Say what they've heard, and they will act accordingly.", + "narcocorrido_missresult": "On a miss, your reputation convinces them that you’re something you're not.", + "levantón": "levantón", + "levantón_desc": "When you track down an NPC, roll with Savagery. On a hit, you catch them exposed or vulnerable. On a 7-9, they have backup or it’s public. On a miss, someone you’re avoiding finds you first.", + "levantón_show_roll_button": "True", + "levantón_rollwith": "savagery", + "levantón_trigger": "When you track down an NPC, roll with Savagery.", + "levantón_hitresult": "On a 10+, you catch them exposed or vulnerable.", + "levantón_partialresult": "On a 7-9, you catch them exposed or vulnerable, but they have backup or it’s public.", + "levantón_missresult": "On a miss, someone you’re avoiding finds you first.", + "rematar": "rematar", + "rematar_desc": "You get +1 Savagery (max +3).", + "rematar_show_roll_button": "FALSE", + "encobijado": "encobijado", + "encobijado_desc": "When you ditch a body somewhere, roll with Savagery. On a hit, you lose the corpse, and it stays lost; clear one stress. On a 10+, dust to dust; clear your stress track. On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "encobijado_show_roll_button": "True", + "encobijado_rollwith": "savagery", + "encobijado_trigger": "When you ditch a body somewhere, roll with Savagery.", + "encobijado_hitresult": "On a 10+, you lose the corpse, and it stays lost; clear your stress track.", + "encobijado_partialresult": "On a 7-9, you lose the corpse, and it stays lost; clear one stress.", + "encobijado_missresult": "On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "duro": "duro", + "duro_desc": "When you get fucking shot, add +1 to your roll. On a miss, you have time for an act of ven- geance or kindness before you fall to your wounds.", + "duro_show_roll_button": "FALSE", + "notes": "notes" +} diff --git a/cartel/translations/da.json b/cartel/translations/da.json new file mode 100644 index 0000000000..c85da7a63a --- /dev/null +++ b/cartel/translations/da.json @@ -0,0 +1,710 @@ +{ + "edit identity": "edit identity", + "character name": "character name", + "playbook": "playbook", + "el cocinero": "el cocinero", + "la esposa": "la esposa", + "el halcon": "el halcon", + "el narco": "el narco", + "la polizeta": "la polizeta", + "la rata": "la rata", + "la sicaria": "la sicaria", + "cocinero": "cocinero", + "esposa": "esposa", + "halcon": "halcon", + "narco": "narco", + "polizeta": "polizeta", + "rata": "rata", + "sicaria": "sicaria", + "look": "look", + "gear": "gear", + "lifestyle": "lifestyle", + "destitute": "destitute", + "destitute_desc": "nearly homeless, often unable to afford even basic staples, desperate", + "impoverished": "impoverished", + "impoverished_desc": "cash on hand for lodging and food, but little else, \"cash poor\"", + "stable": "stable", + "stable_desc": "relative comfort, regular lodging, enough resources to support a family", + "luxury": "luxury", + "luxury_desc": "wealth beyond most, able to put ten thousand dollars towards a problem", + "extravagant": "extravagant", + "extravagant_desc": "rich beyond measure, anything is accessible with enough patience", + "stats": "stats", + "character moves": "character moves", + "new character move": "new character move", + "click the pencil icon to edit your new move": "click the pencil icon to edit your new move", + "edit move": "edit move", + "basic moves": "basic moves", + "extras": "extras", + "stress": "stress", + "stress description": "Each session you start with two stress already marked, provided you didn't end the last section with more. If your stress track is ever filled, güey, you're in a bad spot.", + "reset": "reset", + "face": "face", + "grit": "grit", + "hustle": "hustle", + "savagery": "savagery", + "heat": "heat", + "tags": "tags", + "advancement": "advancement", + "advtxt1": "When you fill your xp track, select an advance from this list:", + "advtxt2": "After 5 advances, you can choose from this list instead:", + "los enlaces": "los enlaces", + "tus llaves": "tus llaves", + "move name": "move name", + "description": "description", + "show roll button?": "show roll button?", + "roll with": "roll with", + "is rolling with": "is rolling with", + "trigger": "trigger", + "el_cocinero-rel_text1": "_____ is familia. Close family. They don’t know what you do para el cartel, and you’re not sure you can keep your secrets for long.", + "el_cocinero-rel_text2": "_____ got you into this business to help you with your financial troubles but didn’t tell you the whole story. Now you’re both stuck.", + "el_cocinero-rel_text3": "You and _____ have an understanding. You need each other for now, but both of you know the current situation won’t last.", + "el_cocinero-adv1": "get +1 Grit (max+3)", + "el_cocinero-adv2": "get +1 Hustle (max+3)", + "el_cocinero-adv3": "get +1 Savagery (max+3)", + "el_cocinero-adv4": "choose a new laboratorio feature", + "el_cocinero-adv5": "get a new cocinero move", + "el_cocinero-adv6": "get a new cocinero move", + "el_cocinero-adv7": "get a move from another playbook", + "el_cocinero-adv8": "get a move from another playbook", + "el_cocinero-adv9": "get +1 to any stat (max+3)", + "el_cocinero-adv10": "resolve a laboratorio trouble", + "el_cocinero-adv11": "retire your character (to safety)", + "el_cocinero-adv12": "change your character to a new type", + "el_cocinero-adv13": "raise your lifestyle one level", + "la_esposa-rel_text1": "_____ and your spouse spend time together, but you’d prefer it if they weren’t in-volved in your life. Tell them what they did to anger you.", + "la_esposa-rel_text2": "_____ es familia. A sibling, maybe, or a cousin. Someone close. They mean well, but you worry about them. Tell them your fears.", + "la_esposa-rel_text3": "_____ and you were a thing back in the day, but it never went anywhere. Most people don’t know about it; you were young once también.", + "la_esposa-adv1": "get +1 Face (max+3)", + "la_esposa-adv2": "get +1 Grit (max+3)", + "la_esposa-adv3": "get +1 Hustle (max+3)", + "la_esposa-adv4": "change 2 obligations de la familia", + "la_esposa-adv5": "get a new esposa move", + "la_esposa-adv6": "get a new esposa move", + "la_esposa-adv7": "get a move from another playbook", + "la_esposa-adv8": "get a move from another playbook", + "la_esposa-adv9": "get +1 to any stat (max+3)", + "la_esposa-adv10": "permanently resolve a secret", + "la_esposa-adv11": "retire your character (to safety)", + "la_esposa-adv12": "change your character to a new type", + "la_esposa-adv13": "raise your spouse's lifestyle one level", + "spouse": "spouse", + "spouse-desc": "Ask everyone else “Who is willing to be my spouse?” Pick whomever you like. If no one volunteers, choose an NPC.", + "obligations-title": "Choose 5 obligations you perform for la familia:", + "secrets-title": "And choose 2 secrets you keep from la familia:", + "secret-nest_egg": "+nest egg: you put away some serious cash in a secret stash ($20,000!) for a rainy day.", + "secret-addiction": "+addiction: some nasty drug has a hold on you.", + "secret-affair": "+affair: you have another love...or at least another lover you spend time with.", + "secret-debt": "+debt: your spending has put you in a tough place, beyond what your family currently knows.", + "secret-lovechild": "+lovechild: you have a secret child that requires attention...and money.", + "la_familia": "la familia", + "la_familia_html": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle. On a 10+, you juggle your responsibilities with grace; clear your stress track. On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist. On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "la_familia_desc": "", + "la_familia_trigger": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle.", + "la_familia_rollwith": "hustle", + "la_familia_hitresult": "On a 10+, you juggle your responsibilities with grace; clear your stress track.", + "la_familia_partialresult": "On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist.", + "la_familia_missresult": "On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "el_halcon-rel_text1": "_____ gave you some new responsibilities lately, at your request. They have their doubts, but you’ll prove them wrong soon.", + "el_halcon-rel_text2": "_____ disapproves of your cartel work, and wants to get you out. You're not a niño; you can handle your own business.", + "el_halcon-rel_text3": "You and _____ have a plan to make some real money. They worry it’s not going to work, but you know it’s a sure thing, cabrón.", + "el_halcon-adv1": "get +1 Face (max+3)", + "el_halcon-adv2": "get +1 Grit (max+3)", + "el_halcon-adv3": "get +1 Hustle (max+3)", + "el_halcon-adv4": "choose a new pandilla feature", + "el_halcon-adv5": "get a new halcón move", + "el_halcon-adv6": "get a new halcón move", + "el_halcon-adv7": "get a move from another playbook", + "el_halcon-adv8": "get a move from another playbook", + "el_halcon-adv9": "get +1 to any stat (max+3)", + "el_halcon-adv10": "resolve a pandilla vulnerability", + "el_halcon-adv11": "retire your character (to safety)", + "el_halcon-adv12": "change your character to a new type", + "el_halcon-adv13": "raise your lifestyle one level", + "tu pandilla": "tu pandilla", + "amigos:": "amigos:", + "pandilla-amigos_description": "By default, your pandilla has three loyal amigos you’ve known a while. Give them names:", + "pandilla-amigos_names_list": "Azul, Blanco, Calaca, Charo, Chino, Flaco, Gordo, Lola, Moco, Nacho, Paco, Raki, Torpe, Zanahoria", + "pandilla-question_amigo1": "Who is there to cheer you up when mierda gets tough?", + "pandilla-question_amigo2": "Who is a real pendejo, but you just can't cut them loose?", + "pandilla-question_amigo3": "Who is truly solid, ready to entrarle and get things done when you need them?", + "choose 2 features:": "choose 2 features:", + "pandilla_feature1": "your crew has crews that work for you, cabrón. Your crew becomes a gang (small untrained unequipped).", + "pandilla_feature2": "your crew is down for a fiesta. Roll with Hustle instead of Grit when you get all get lost in a substance juntos.", + "pandilla_feature3": "your crew is down for a fight. Roll with Hustle instead of Savagery when you dish out a beatdown as a crew.", + "pandilla_feature4": "your crew is in touch with high-level smugglers and producers from other cartels. It gets +connected.", + "pandilla_feature5": "your crew is employed outside the cartel, officially or unofficially. Take +1 when you strain your finances.", + "choose 2 vulnerabilities:": "choose 2 vulnerabilities:", + "pandilla_vulnerability1": "your crew is on la policía's radar: +known.", + "pandilla_vulnerability2": "your crew is into heavy stuff: +addiction.", + "pandilla_vulnerability3": "your crew owes favors to someone: +obligation.", + "pandilla_vulnerability4": "your crew has enemies, cabrón: +turf war.", + "pandilla-get_lost_in_a_substance": "get lost in a substance", + "pandilla-get_lost_in_a_substance_trigger": "your crew is down for a *fiesta*. Roll with Hustle instead of Grit when you get all ***get lost in a substance*** *juntos*.", + "pandilla-get_lost_in_a_substance_rollwith": "hustle", + "pandilla-get_lost_in_a_substance_hitresult": "On a hit, clear your stress track.", + "pandilla-get_lost_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "pandilla-get_lost_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "pandilla-dish_out_a_beatdown": "dish out a beatdown", + "pandilla-dish_out_a_beatdown_trigger": "your crew is down for a fight. Roll with Hustle instead of Savagery when you ***dish out a beatdown*** as a crew.", + "pandilla-dish_out_a_beatdown_rollwith": "hustle", + "pandilla-dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "pandilla-dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "pandilla-dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "pandilla-strain_your_finances": "strain your finances", + "pandilla-strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "pandilla-strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "pandilla-strain_your_finances_rollwith": "*dinero*", + "pandilla-strain_your_finances_rollquery": "1[pandilla] + ?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "pandilla-strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "pandilla-strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "pandilla-strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "el_narco-rel_text1": "_____ is familia, but you’ve tried to shield them from the worst of the cartel. Tell them what they know about your dealings.", + "el_narco-rel_text2": "You're sure _____ is up to something, maybe with another cartel or los federales. Keep your eyes open, cabrón. Trust no one.", + "el_narco-relktext3": "You’ve taken _____ under your wing. You respect their skills and talents, and you want to see them thrive. ¡Qué generoso!", + "el_narco-adv1": "get +1 Face (max+3)", + "el_narco-adv2": "get +1 Hustle (max+3)", + "el_narco-adv3": "get +1 Savagery (max+3)", + "el_narco-adv4": "get +1 Control (max +3)", + "el_narco-adv5": "choose a new plaza feature", + "el_narco-adv6": "choose a new plaza feature", + "el_narco-adv7": "get a move from another playbook", + "el_narco-adv8": "get a move from another playbook", + "el_narco-adv9": "get +1 to any stat except Control (max+3)", + "el_narco-adv10": "permanently resolve a plaza trouble", + "el_narco-adv11": "permanently resolve a plaza trouble", + "el_narco-adv12": "retire your character (to safety)", + "el_narco-adv13": "change your character to a new type", + "el jefe de jefes": "el jefe de jefes", + "el_jefe_description": "You run la plaza, a pathway for narcos hoping to move product across the border and a lucrative area for local drug sales. The city of Durango is yours as long as you hold it, jefe.", + "contact": "contact", + "el_jefe_contact_description": "When you took control, the cartel gave you a contact who collects what you owe them, usually once a month. You only know their nickname, so you can’t sell them out if you get flipped by los federales (pick one):", + "la_plaza": "la plaza", + "la_plaza_html": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_trigger": "At the beginning of the session, roll with Control.", + "la_plaza_rollwith": "control", + "la_plaza_hitresult": "On a 10+, you get an opportunity to engage one your troubles (your choice) on your terms.", + "la_plaza_partialresult": "On a 7-9, you get an opportunity to engage one your troubles (your choice) on your terms, but the opportunity is short-lived and risky: act quickly or you may find that you miss your moment.", + "la_plaza_missresult": "On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "control": "control", + "troubles": "troubles", + "by default you've got:": "by default you've got:", + "la_plaza_bullet1": "a staff of unsophisticated narcos, coordinated via a network of burner phones (trouble: +los federales)", + "la_plaza_bullet2": "a mix of protection rackets and smuggling operations (lifestyle: stable)", + "la_plaza_bullet3": "5-10 loyal enforcers (gang small untrained impatient) and 1 or 2 corrupt cops (greedy informed)", + "la_plaza_bullet4": "a few halcones to keep you informed about what goes on in your city (Control = +1)", + "choose 4 features:": "choose 4 features", + "la_plaza_feature1": "your plaza is profitable, bringing in substantial, obvious sums. Lifestyle: +1 level & trouble: +robberies.", + "la_plaza_feature2": "for income, add kidnapping. Lifestyle: +1 level & trouble: +vigilantes.", + "la_plaza_feature3": "your enforcers have access to military weaponry and body armor. Add armored and armed to your gang.", + "la_plaza_feature4": "you have a reputation for violence. Roll with Face instead of Hustle when you pressure someone by threatening their life, limbs, or loved ones.", + "la_plaza_feature5": "your enforcers have extensive military training. Drop untrained and add savage. Take +1 when you order kidnappings or ambushes.", + "la_plaza_feature6": "your enforcers recruit heavily from the local population, making them a medium gang (10-20) instead of small.", + "la_plaza_feature7": "you have halcones at all chokepoints and smuggling roads. +1 Control.", + "la_plaza_feature8": "only a few know your real name and appearance. Take -2 heat; describe the business that you use as a cover for your activities.", + "choose 2 troubles:": "choose 2 troubles:", + "la_plaza_trouble1": "you are in the middle of a violent dispute with another cartel, probably Los Zetas. Trouble: +gang war.", + "la_plaza_trouble2": "your plaza has been recently infiltrated by someone working for los federales or the CIA/DEA. Trouble: +mole", + "la_plaza_trouble3": "The narcos you displaced to take control of la plaza remain at large. - 1 Control. Trouble: +rivals.", + "la_plaza_trouble4": "greedy agents of the Mex-ican tax authority (SHCP) are bleeding you dry with increasingly expensive demands for bribes and mordidas . -1 lifestyle.", + "la_polizeta-rel_text1": "You grew up with _____ on the streets of Durango. You still have a beer after work if you’re both free; it’s nice to know someone who isn’t involved with either side of your double life.", + "la_polizeta-rel_text2": "_____ is the target of an active investigation. You're not the lead investigator, but you’re regularly briefed on the case.", + "la_polizeta-rel_text3": "_____ is your main contact in the cartel. Tell them where you two go to speak directly when you need a face-to-face meeting.", + "la_polizeta-adv1": "get +1 Face (max+3)", + "la_polizeta-adv2": "get +1 Hustle (max+3)", + "la_polizeta-adv3": "get +1 Savagery (max+3)", + "la_polizeta-adv4": "get +1 Control (max +3)", + "la_polizeta-adv5": "choose a new plaza feature", + "la_polizeta-adv6": "choose a new plaza feature", + "la_polizeta-adv7": "get a move from another playbook", + "la_polizeta-adv8": "get a move from another playbook ", + "la_polizeta-adv9": "get +1 to any stat except Control (max+3)", + "la_polizeta-adv10": "permanently resolve a plaza trouble", + "la_polizeta-adv11": "permanently resolve a plaza trouble", + "la_polizeta-adv12": "retire your character (to safety)", + "la_polizeta-adv13": "change your character to a new type", + "You work closely with 5 NPCs (at least) in the unit:": "You work closely with 5 NPCs (at least) in the unit:", + "Who is your new partner?": "Who is your new partner?", + "Who is suspicious of you?": "Who is suspicious of you?", + "You also end up working with a few NPCs from the cartel:": "You also end up working with a few NPCs from the cartel:", + "Who almost gave you away?": "Who almost gave you away?", + "Who offered to scam el narco?": "Who offered to scam el narco?", + "task_force_equipment": "Your department has some new toys—¡gracias, Calderón!—you can use, provided you have some \"official\" business (pick 2):", + "task_force_equip1": "military-grade body armor (resilient bulky)", + "task_force_equip2": "full-scale surveillance van (hi-tech expensive)", + "task_force_equip3": "tracking devices or bugs (hi-tech concealable)", + "task_force_equip4": "court-approved wiretap (hi-tech persistent)", + "task_force_equip5": "network of criminal informants (informed costly)", + "la_rata-rel_text1": "You and _____ started sleeping together a few weeks ago. Tell them why you haven't been able to end things, despite the dangers. ", + "la_rata-adv1": "get +1 Face (max+3)", + "la_rata-adv2": "get +1 Grit (max+3)", + "la_rata-adv3": "get +1 Savagery (max+3)", + "la_rata-adv4": "get an NPC ally (detail with MC)", + "la_rata-adv5": "get a new rata move", + "la_rata-adv6": "get a new rata move", + "la_rata-adv7": "get a move from another playbook", + "la_rata-adv8": "get a move from another playbook", + "la_rata-adv9": "get +1 to any stat (max+3)", + "la_rata-adv10": "get 4 weapons y 4 gear (La Sicaria)", + "la_rata-adv11": "retire your character (to safety)", + "la_rata-adv12": "change your character to a new type", + "la_rata-adv13": "raise your lifestyle one level", + "el trabajo sucio": "el trabajo sucio", + "el trabajo sucio-description": "You are one of el narco's trusted lieutenants...but you’ve decided to betray the cartel. Choose a reason:", + "trabajo_sucio1": "you’re tired of the killing and death.", + "trabajo_sucio2": "you lost family or a loved one to el narco.", + "trabajo_sucio3": "you want to move up in the organization.", + "trabajo_sucio4": "you were arrested and flipped to avoid jail.", + "trabajo_sucio5": "you're an undercover cop on assignment.", + "supervivencia": "supervivencia", + "supervivencia_html": "

You are a survivor, a rata who will not be drowned just because this sinking ship of a plaza is finally dragged beneath the surface of the drug war.

You can mark stress to:

  • take a 10+ instead of rolling when you interfere with someone trying to get the truth out of you.
  • offer a PC an xp to accept your reasoning when you justify your behavior, even on a miss.
  • take +1 when you get fucking shot by another narco who suspects your treachery.
", + "la_sicaria-rel_text1": "_____ fucked up something crucial; you had to clean up the mess before things got messy with los federales or a rival drug cartel.", + "la_sicaria-adv1": "get +1 Grit (max+3)", + "la_sicaria-adv2": "get +1 Hustle (max+3)", + "la_sicaria-adv3": "get +1 Savagery (max+3)", + "la_sicaria-adv4": "choose 2 new weapons", + "la_sicaria-adv5": "get a new sicaria move", + "la_sicaria-adv6": "get a new sicaria move", + "la_sicaria-adv7": "get a move from another playbook", + "la_sicaria-adv8": "get a move from another playbook", + "la_sicaria-adv9": "get +1 to any stat (max+3)", + "la_sicaria-adv10": "choose 2 new pieces of gear or 2 new weapons", + "la_sicaria-adv11": "retire your character (to safety)", + "la_sicaria-adv12": "change your character to a new type", + "la_sicaria-adv13": "raise your lifestyle one level", + "weapons (choose 4)": "weapons (choose 4)", + "sicaria_weapon1": "sniper rifle (far hi-tech loud)", + "sicaria_weapon2": "assault rifle (close loud autofire)", + "sicaria_weapon3": "grenade launcher (close area messy)", + "sicaria_weapon4": "shotgun (close messy)", + "sicaria_weapon5": "submachine gun (close area loud)", + "sicaria_weapon6": "magnum (close reload loud)", + "sicaria_weapon7": "9mm (close loud)", + "sicaria_weapon8": "stun gun (close reload)", + "sicaria_weapon9": "fireman’s axe (close messy)", + "sicaria_weapon10": "machete (hand messy)", + "sicaria_weapon11": "garrote (hand grapple)", + "sicaria_weapon12": "knives (hand infinite)", + "gear (choose 4)": "gear (choose 4)", + "sicaria_gear1": "Armor Piercing Ammo (+ap to all weapons): Sometimes putos wear vests. Gotta be ready.", + "sicaria_gear2": "Body Armor (+armored): You want to live, right? Put on the fucking vest, pendeja.", + "sicaria_gear3": "Explosives Kit (close loud area reload): You can create improvised explosive devices (IEDs) if you’ve got time.", + "sicaria_gear4": "Tracking Device (hi-tech far concealable): They can’t hide if you plant this somewhere on them.", + "sicaria_gear5": "Secure Police Scanner (hi-tech hand): You can listen in even when they try to keep you out.", + "sicaria_gear6": "Silencer (remove +loud from any weapon): Quiet as a mouse. Dead as a doornail. Eh, cabrona?", + "sicaria_gear7": "Surveillance Gear (hi-tech close concealable): You can install cameras somewhere and watch all you want.", + "sicaria_gear8": "Police Uniform (official wearable stolen): Who is who anymore? You look like them and they look like you.", + "-- select a key --": "-- select a key --", + "ambition": "ambition", + "ambition_text": "Mark xp when you get someone important to let you handle some business on their behalf. Clear this key and advance when you seize the day and ask for forgiveness instead of permission.", + "arrogance": "arrogance", + "arrogance_text": "Mark xp when you use your superior knowledge or experience to verbally shame or abuse someone you care about. Clear this key and advance when you admit to a loved one that you're in over your head and urgently need help.", + "daring": "daring", + "daring_text": "Mark xp when you willingly enter a perilous situation without precautions or deception. Clear this key and advance when you retreat from a messy situation instead of risking further failure.", + "debt": "debt", + "debt_text": "Mark xp when you take on a new loan or strain your finances to meet your family's needs. Clear this key and advance when you find a way --legal or illegal--out from under your obligations.", + "dirty_hands": "dirty hands", + "dirty_hands_text": "Mark xp when you personally tackle a messy problem instead of sending goons. Clear this key and advance when you send someone to deal with a problem you should have attended to directly.", + "duty": "duty", + "duty_text": "Mark xp when you complete a task or assign-ment for your superiors or colleagues. Clear this key and advance when you intentionally thwart the goals of your organization or employer.", + "family": "family", + "family_text": "Mark xp when you violate your family members’ boundaries to protect them. Clear this key and advance when you allow one of them to be harmed when you could have intervened.", + "guilt": "guilt", + "guilt_text": "Mark xp when you confess a recent betrayal or deception to someone you shouldn’t trust. Clear this key and advance when you use a moment of intimacy to trick someone into advancing your schemes.", + "indomitable": "indomitable", + "indomitable_text": "Mark xp when you go into battle significantly outgunned or outmanned. Clear this key and advance when you surrender to your enemies instead of fighting your way out of a messy situation.", + "loyalty": "loyalty", + "loyalty_text": "Mark xp when you accept the lies or half-truths of a trusted friend or lover. Clear this key and advance when you confront a loved one with evidence of their betrayals and deceptions.", + "mercy": "mercy", + "mercy_text": "Mark xp when you try to head off a violent encounter with negotation or persuasion. Clear this key and advance when you greatly injure or kill someone who is defenseless or unaware.", + "paranoia": "paranoia", + "paranoia_text": "Mark xp when you try to get the truth out of someone about their true loyalties. Clear this key and advance when you expose someone’s betrayal to their family or employer.", + "pride": "pride", + "pride_text": "Mark xp when you claim an asset on the grounds that you or your family deserves it. Clear this key and advance when you give up something to keep yourself or a loved one safe from harm.", + "schemes": "schemes", + "schemes_text": "Mark xp when you take advantage of someone who believes you’re working on their behalf. Clear this key and advance when you openly choose one of your loyalties over the other.", + "secrets": "secrets", + "secrets_text": "Mark xp when you lie to someone close to you about your illicit activities. Clear this key and advance when you finally come clean to someone who trusts you about your lies and decepeptions.", + "default_hitresult": "¡Órale, amigo! Looks like things worked out. Don't get cocky! The MC will tell you what happens next.", + "default_partialresult": "Not bad, güey. Things could be better, but they could be worse too! The MC's going to tell you what's in store for you now.", + "default_missresult": "¡Ay diós, cabrón! Sometimes shit gets real. The MC will tell you what happens next.", + "---": "", + "---_desc": "", + "---_trigger": "", + "---_rollwith": "", + "---_hitresult": "", + "---_partialresult": "", + "---_missresult": "", + "cocinar": "cocinar", + "cocinar_desc": "If you’re fully stocked and cooking, at the start of session, roll with Grit. On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself. On a 7-9, your investment in the operation causes someone close to you to grow suspicious. On a miss, one of your lab’s problems comes to bear con todo.", + "cocinar_show_roll_button": "True", + "cocinar_trigger": "If you’re fully stocked and cooking, at the start of session, roll with Grit.", + "cocinar_rollwith": "grit", + "cocinar_hitresult": "On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself.", + "cocinar_partialresult": "On a hit, you make enough to meet your commitments. On a 7-9, your investment in the operation causes someone close to you to grow suspicious.", + "cocinar_missresult": "On a miss, one of your lab’s problems comes to bear con todo.", + "ciencia,_cabrón": "ciencia, cabrón", + "ciencia,_cabrón_show_roll_button": "True", + "ciencia,_cabrón_desc": "When you try to juryrig some-thing with science, roll with Grit. On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress. On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "ciencia,_cabrón_trigger": "When you try to juryrig some-thing with science, roll with Grit.", + "ciencia,_cabrón_rollwith": "grit", + "ciencia,_cabrón_hitresult": "On a hit, you create an opportunity or buy yourself some time.", + "ciencia,_cabrón_partialresult": "On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress.", + "ciencia,_cabrón_missresult": "On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "chillón": "chillón", + "chillón_desc": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_show_roll_button": "True", + "chillón_trigger": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_rollwith": "grit", + "chillón_hitresult": "For NPCs: On a hit, they accept your logic.", + "chillón_partialresult": "On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty.", + "de_calidad": "de calidad", + "de_calidad_show_roll_button": "True", + "de_calidad_desc": "When you propose a deal that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_trigger": "When you ***propose a deal*** that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_rollwith": "grit", + "de_calidad_hitresult": "On a hit, they choose: take the deal or mark stress.", + "de_calidad_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "afortunado": "afortunado", + "afortunado_desc": "You get +1 Grit (max+3)", + "pozolero": "pozolero", + "pozolero_desc": "When you get rid of a body using chemicals in your lab, roll with Grit. On a 10+, all 3. On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n* you aren’t missing any supplies or equipment.\n* you aren't interrupted getting it done.\n\nOn a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "pozolero_show_roll_button": "True", + "pozolero_trigger": "When you get rid of a body using chemicals in your lab, roll with Grit.", + "pozolero_rollwith": "grit", + "pozolero_hitresult": "On a 10+, all 3.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_partialresult": "On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_missresult": "On a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "tu laboratorio": "tu laboratorio", + "lab_tags": "small, fixed, unstable, indebted", + "tu laboratorio-desc": "By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.", + "choose 2 features": "choose 2 features", + "lab_feature1": "your lab is a food truck or RV. Replace fixed with mobile.", + "lab_feature2": "your lab has professional equipment, capable of larger cooks. raise your lifestyle; change small to medium.", + "lab_feature3": "your lab has equipment designed to dispose of dangerous chemicals. Remove unstable.", + "lab_feature4": "you have an assistant who prepares the chemicals in advance for your cooks. Take +1 to Cocinar; add payroll.", + "choose 2 troubles": "choose 2 troubles", + "lab_trouble1": "your lab is sometimes inaccessible. Add inconvenient.", + "lab_trouble2": "your lab gives off a byproduct or odor that makes it easy to uncover and report. Add detectable.", + "lab_trouble3": "your lab is poorly secured or locked down against intruders and thieves. Add exposed.", + "lab_trouble4": "your lab relies on uncommon chemicals. Add shortages.", + "tus misterios": "tus misterios", + "misterios_description": "You've fallen on hard times. Now you must keep your work secret from the people closest to you. Choose 3:", + "misterio1": "an esposa or novio who asks too many questions", + "misterio2": "a niño who thinks you’re beyond reproach", + "misterio3": "an elderly madre or tio who relies on you financially", + "misterio4": "a prima who works in federal law enforcement", + "misterio5": "an old coworker who feels badly about your troubles", + "misterio6": "a community leader who feels responsible for you", + "la familia": "la familia", + "amor_y_matrimonio": "amor y matrimonio", + "amor_y_matrimonio_desc": "You are the only one who can be trusted to protect la familia. Take +1 ongoing when you try to get one of them to do the right thing.", + "me_lo_chingué": "me lo chingué", + "me_lo_chingué_desc": "When you reveal that you betrayed a lover or friend, tell them to fill their stress track; you clear one stress for each stress they mark. If their stress track is already full, they must immediately make a stress move; you clear one stress.", + "reina_del_drama": "reina del drama", + "reina_del_drama_desc": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to push your luck as if you rolled a 10+.", + "reina_del_drama_trigger": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to ***push your luck*** as if you rolled a 10+.", + "reina_del_drama_rollwith": "grit", + "reina_del_drama_hitresult": "On a 10+, fortune favors the bold.", + "perderse": "perderse", + "perderse_desc": "When you lose yourself in another person, roll with Face. On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly. On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "perderse_show_roll_button": "True", + "perderse_trigger": "When you lose yourself in another person, roll with Face.", + "perderse_rollwith": "face", + "perderse_hitresult": "On a hit, you find solace in their embrace; clear your stress track.", + "perderse_partialresult": "On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly.", + "perderse_missresult": "On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "comer_algo": "comer algo", + "comer_algo_desc": "When you share a meal with some-one, roll with Face. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:\n\n* What do you want from me / my family?* What threat do you pose to us / our life?\n* Who are you protecting / hunting?\n\nOn a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "comer_algo_show_roll_button": "True", + "comer_algo_trigger": "When you share a meal with some-one, roll with Face.", + "comer_algo_rollwith": "face", + "comer_algo_hitresult": "On a 10+, hold 2. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_partialresult": "On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_missresult": "On a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "obligation1": "pregnant/finalizing adoption", + "obligation2": "new baby", + "obligation3": "preschool child", + "obligation4": "high school student", + "obligation5": "stepchild", + "obligation6": "corporate job", + "obligation7": "established home business", + "obligation8": "starting a new business", + "obligation9": "real estate license", + "obligation10": "social service job", + "obligation11": "managing family finances", + "obligation12": "elderly grand-parent", + "obligation13": "troubled sibling", + "obligation14": "school association", + "obligation15": "nonprofit board", + "obligation16": "parish volunteer", + "obligation17": "dinner parties", + "obligation18": "gossip and rumors", + "push_your_luck": "push your luck", + "push_your_luck_html": "

When you push your luck, roll with Grit. On a 10+, fortune favors the bold. On a 7-9, things don't work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.

", + "push_your_luck_trigger": "When you ***push your luck***, roll with Grit.", + "push_your_luck_rollwith": "grit", + "push_your_luck_hitresult": "On a 10+, fortune favors the bold. ", + "push_your_luck_partialresult": "On a 7-9, things don’t work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.", + "get_the_truth": "get the truth", + "get_the_truth_html": "

When you try to get the truth out of someone, roll with Hustle. On a hit, clear one stress. On a 10+, pick 2. On a 7-9, pick 1.

  • they can't mislead you with the truth
  • they can't confuse you with falsehoods
  • they can't stonewall you with silenc
", + "get_the_truth_trigger": "When you try to ***get the truth out of someone***, roll with Hustle.", + "get_the_truth_rollwith": "hustle", + "get_the_truth_hitresult": "On a hit, clear one stress. On a 10+, pick 2. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "get_the_truth_partialresult": "On a hit, clear one stress. On a 7-9, pick 1. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "pressure_someone": "pressure someone", + "pressure_someone_html": "When you pressure someone to go along with you, roll with Hustle. On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "pressure_someone_trigger": "When you ***pressure someone*** to go along with you, roll with Hustle.", + "pressure_someone_rollwith": "hustle", + "pressure_someone_hitresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress.", + "pressure_someone_partialresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "size_someone_up": "size someone up", + "size_someone_up_html": "

When you size someone up, roll with Savagery. On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3. On a 7-9, ask 1.

  • what are your current weaknesses / strengths?
  • how can I show you dominance / submission?
  • what do you intend to do next?
  • what do you wish I'd do right now?
  • how could I get you to _________
", + "size_someone_up_trigger": "When you ***size someone up***, roll with Savagery.", + "size_someone_up_rollwith": "savagery", + "size_someone_up_hitresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________? ", + "size_someone_up_partialresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 7-9, ask 1.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________?", + "strain_your_finances": "strain your finances", + "strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "strain_your_finances_rollwith": "*dinero*", + "strain_your_finances_rollquery": "?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "help_or_interfere": "help or interfere", + "help_or_interfere_html": "

When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked. On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered. On a miss, mark the stress you wagered and prepare for the worst.

", + "help_or_interfere_trigger": "When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.", + "help_or_interfere_rollwith": "stress wagered", + "help_or_interfere_rollquery": "?{When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.|1|2|3}", + "help_or_interfere_hitresult": "On a hit, give them a +1 or -2 to their roll, your choice.", + "help_or_interfere_partialresult": "On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered.", + "help_or_interfere_missresult": "On a miss, mark the stress you wagered and prepare for the worst.", + "turn_to_violence": "turn to violence", + "turn_to_violence_html": "

When you turn to violence, roll with Savagery. On a hit, mark stress and trade harm as established. On a 10+, choose 3. On a 7-9, choose 2.

  • you inflict terrible harm
  • you suffer little harm
  • you resist marking stress
  • you avoid collateral damage
", + "turn_to_violence_trigger": "When you ***turn to violence***, roll with Savagery.", + "turn_to_violence_rollwith": "savagery", + "turn_to_violence_hitresult": "On a hit, mark stress and trade harm as established. On a 10+, choose 3.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "turn_to_violence_partialresult": "On a hit, mark stress and trade harm as established. On a 7-9, choose 2.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "heat moves": "heat moves", + "avoid_suspicion": "avoid suspicion", + "avoid_suspicion_html": "

When you try to avoid suspicion while handling business in public, roll with Heat. Add one for each:

  • you’re carrying a lot of drugs or money
  • you’re transporting at least one body, dead or alive
  • you’re equipped with military weaponry

On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.

", + "avoid_suspicion_trigger": "When you try to ***avoid suspicion while handling business in public***, roll with Heat.Add one for each:\n* you're carrying a lot of drugs or money \n* you're transporting at least one body, dead or alive \n* you're equipped with military weaponry", + "avoid_suspicion_rollwith": "heat & circumstances", + "avoid_suspicion_rollquery": "(@{heat} + ?{When you try to avoid suspicion while handling business in public, roll with Heat.Add one for each: 1- you're carrying a lot of drugs or money 2- you're transporting at least one body, dead or alive 3- you're equipped with military weaponry|0|1|2|3})", + "avoid_suspicion_hitresult": "On a 10+, someone dangerous has been looking for you. And here you are. *Mierda, cabrón.*", + "avoid_suspicion_partialresult": "On a 7-9, only the local *policia* take an interest; make a threat or flash some *dinero* to smooth things over.", + "avoid_suspicion_missresult": "On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.", + "leave_a_messy_crime_scene": "leave a messy crime scene", + "leave_a_messy_crime_scene_html": "When you try to leave a messy crime scene before the authorities arrive, roll with Heat. On a miss, you exit the scene; tell the MC what potentially in-criminating evidence you’ve left behind. On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive. On a 10+, la policia arrives in force...with los federales or an American in tow.", + "leave_a_messy_crime_scene_trigger": "When you try to ***leave a messy crime scene*** before the authorities arrive, roll with Heat.", + "leave_a_messy_crime_scene_rollwith": "heat", + "leave_a_messy_crime_scene_hitresult": "On a 10+, *la policia* arrives in force...with *los federales* or an American in tow.", + "leave_a_messy_crime_scene_partialresult": "On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive.", + "leave_a_messy_crime_scene_missresult": "On a miss, you exit the scene; tell the MC what potentially incriminating evidence you’ve left behind.", + "flee_from_los_federales": "flee from los federales", + "flee_from_los_federales_html": "When you flee from los federales, roll with Heat. On a miss, you get away clean. On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time. On a 10+, you’re fucked, güey: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_trigger": "When you ***flee from los federales***, roll with Heat.", + "flee_from_los_federales_rollwith": "heat", + "flee_from_los_federales_hitresult": "On a 10+, you’re fucked, *güey*: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_partialresult": "On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time.", + "flee_from_los_federales_missresult": "On a miss, you get away clean.", + "propose_a_deal": "propose a deal", + "propose_a_deal_html": "

When you propose a deal to get what you want, roll with Face. On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one:

  • impose a condition on your offer
  • adjust the price (+/-30%) and accept
  • point you at an interested party
", + "propose_a_deal_trigger": "When you ***propose a deal*** to get what you want, roll with Face. ", + "propose_a_deal_rollwith": "face", + "propose_a_deal_hitresult": "On a hit, they choose: take the deal or mark stress.", + "propose_a_deal_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "justify_your_behavior": "justify your behavior", + "justify_your_behavior_html": "

When you try to justify your behavior to someone, roll with Face. For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. For PCs: On a 10+, both. On a 7-9, choose 1:

  • if they accept your reasoning, they mark xp
  • if they keep their own counsel, they mark stress
", + "justify_your_behavior_trigger": "When you try to ***justify your behavior*** to someone, roll with Face.", + "justify_your_behavior_rollwith": "face", + "justify_your_behavior_hitresult": "For NPCs: On a hit, they accept your logic. \n\nFor PCs: On a 10+, both:\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "justify_your_behavior_partialresult": "For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. \n\nFor PCs: On a 7-9, choose 1: On a 10+, both:\n\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "stress & heat moves": "stress & heat moves", + "stress moves": "stress moves", + "stress_moves_description": "All sorts of fictional situations may cause stress–getting shot at, doing something horrific, fighting with a spouse–and the only way to keep that stress in check is through stress moves:", + "verbally_abuse_or_shame": "verbally abuse or shame", + "verbally_abuse_or_shame_html": "When you verbally abuse or shame someone you care about, roll with Face. On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track. On a 7-9, clear one stress. On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "verbally_abuse_or_shame_trigger": "When you **verbally abuse or shame someone** you care about, roll with Face.", + "verbally_abuse_or_shame_rollwith": "face", + "verbally_abuse_or_shame_hitresult": "On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track.", + "verbally_abuse_or_shame_partialresult": "On a hit, your words hit hard: tell them to mark stress. On a 7-9, clear one stress.", + "verbally_abuse_or_shame_missresult": "On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "lose_yourself_in_a_substance": "lose yourself in a substance", + "lose_yourself_in_a_substance_html": "When you lose yourself in a substance, roll with Grit. On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list. On a miss, you’re in deep. Buena suerte, cabrón.", + "lose_yourself_in_a_substance_trigger": "When you **lose yourself in a substance**, roll with Grit.", + "lose_yourself_in_a_substance_rollwith": "grit", + "lose_yourself_in_a_substance_hitresult": "On a hit, clear your stress track.", + "lose_yourself_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "lose_yourself_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "confess_your_sins": "confess your sins", + "confess_your_sins_html": "When you confess your sins to a priest, roll with Hustle. On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession. On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "confess_your_sins_trigger": "When you **confess your sins to a priest**, roll with Hustle.", + "confess_your_sins_rollwith": "hustle", + "confess_your_sins_hitresult": "On a hit, you find forgiveness; clear your stress track.", + "confess_your_sins_partialresult": "On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession.", + "confess_your_sins_missresult": "On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "dish_out_a_beatdown": "dish out a beatdown", + "dish_out_a_beatdown_html": "When you dish out a beatdown, roll with Savagery. On a 10+, you assert your dominance: clear your stress track. On a 7-9, you hurt them, but it’s not enough: clear one stress. On a miss, the violence gets out of hand. Enjoy the consequences, pendejo.", + "dish_out_a_beatdown_trigger": "When you **dish out a beatdown**, roll with Savagery.", + "dish_out_a_beatdown_rollwith": "savagery", + "dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "drug moves": "drug moves", + "drug moves description": "If the MC tells you to make a drug move, pick one:", + "cocaine": "cocaine", + "cocaine_move1": "start a fight with a mouthy pendejo or puta", + "cocaine_move2": "throw yourself at someone you shouldn’t", + "cocaine_move3": "spend your money stupidly or carelessly", + "heroin": "heroin", + "heroin_move1": "push someone who cares about you away", + "heroin_move2": "overlook a crucial deadline or event", + "heroin_move3": "steal funds in preparation for your next fix", + "crystal meth": "crystal meth", + "crystal meth_move1": "accuse a loved one of theft or betrayal", + "crystal meth_move2": "push a place you keep toward squalor", + "crystal meth_move3": "hurt yourself to keep your diablos at bay", + "alcohol": "alcohol", + "alcohol_move1": "make a scene about how you’ve been wronged", + "alcohol_move2": "let slip something to the wrong person", + "alcohol_move3": "wreck something meaningful, carelessly", + "hermanos": "hermanos", + "hermanos_desc": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle. On a 10+, all 3. On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers \n\nOn a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "hermanos_show_roll_button": "True", + "hermanos_rollwith": "hustle", + "hermanos_trigger": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle.", + "hermanos_hitresult": "On a 10+, all 3: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_partialresult": "On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_missresult": "On a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "mercado": "mercado", + "mercado_desc": "When you sell product on the street, roll with Hustle. On a 10+, sales are brisk; clear your stress track. On a 7-9, you make some money, but someone takes issue with your crew; clear one stress. On a miss, someone takes a run at you, and it probably isn’t the cops.", + "mercado_show_roll_button": "True", + "mercado_rollwith": "hustle", + "mercado_trigger": "When you sell product on the street, roll with Hustle.", + "mercado_hitresult": "On a 10+, sales are brisk; clear your stress track.", + "mercado_partialresult": "On a 7-9, you make some money, but someone takes issue with your crew; clear one stress.", + "mercado_missresult": "On a miss, someone takes a run at you, and it probably isn’t the cops.", + "bendito": "bendito", + "bendito_desc": "When you’re completely focused on escaping, push your luck with Hustle instead of Grit. Add +1 to your roll if you get fucking shot while trying to flee.", + "bendito_show_roll_button": "FALSE", + "vendedor": "vendedor", + "vendedor_desc": "When you propose a deal to someone and they pick an option off the 7-9 list you don’t like, mark stress to make them pick a different option off the list. You can do this multiple times, provided you can keep marking stress.", + "vendedor_show_roll_button": "FALSE", + "matador": "matador", + "matador_desc": "Fill your stress track—marking at least one stress—to turn to violence against an unsuspecting target as if you rolled a 10+.", + "matador_show_roll_button": "FALSE", + "la_plaza_desc": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_show_roll_button": "True", + "mandamás": "mandamás", + "mandamás_desc": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face. On a 10+, all 3. On a 7-9, choose 1. \n- they keep their wits and focus. \n- they minimize incriminating evidence. \n- they avoid collateral damage. On a miss, everything goes to shit, but it wasn't your people's fault. You know how it is, *jefe*: no plan survives contact with the enemy.", + "mandamás_show_roll_button": "True", + "mandamás_rollwith": "face", + "mandamás_trigger": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face.", + "mandamás_hitresult": "On a 10+, all 3: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_partialresult": "On a 7-9, choose 1: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_missresult": "On a miss, everything goes to shit, but it wasn’t your people’s fault. You know how it is, jefe: no plan survives contact with the enemy.", + "infiltrado": "infiltrado", + "infiltrado_desc": "At the start of session, roll with Grit. On a hit, you get wind of a development in the anti-cartel case before things get messy. On a 10+, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice. On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "infiltrado_show_roll_button": "True", + "infiltrado_rollwith": "grit", + "infiltrado_trigger": "At the start of session, roll with Grit. ", + "infiltrado_hitresult": "On a 10+, you get wind of a development in the anti-cartel case before things get messy. In fact, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice.", + "infiltrado_partialresult": "On a 7-9, you get wind of a development in the anti-cartel case before things get messy.", + "infiltrado_missresult": "On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "seguir": "seguir", + "seguir_desc": "When you follow someone through the streets, roll with Grit. On a hit, where they go, you follow. On a 7-9, you overstep; mark a stress to avoid being spotted. On a miss, you end up exposed without backup or cover. ¡Mierda!", + "seguir_show_roll_button": "True", + "seguir_rollwith": "grit", + "seguir_trigger": "When you follow someone through the streets, roll with Grit.", + "seguir_hitresult": "On a 10+, where they go, you follow.", + "seguir_partialresult": "On a 7-9, where they go, you follow...but you overstep; mark a stress to avoid being spotted.", + "seguir_missresult": "On a miss, you end up exposed without backup or cover. *¡Mierda!*", + "verdadero": "verdadero", + "verdadero_desc": "When you get the truth from someone during an official interrogation, pick an extra option, even on a miss.", + "verdadero_show_roll_button": "FALSE", + "siempre_listo": "siempre listo", + "siempre_listo_desc": "Mark stress to show up in a scene alongside *la policía* or *los federales*, assuming that you aren’t unavailable. Mark three stress to show up instead of the authorities; you’ll have a few minutes solo in the scene before anybody else arrives.", + "siempre_listo_show_roll_button": "FALSE", + "escolta": "escolta", + "escolta_desc": "When you draw attention away from someone, they can roll with your Heat instead of their own. On a 10+, they suffer the consequences...but you attract demasiada attention: raise your Heat by 1 until the end of the next session.", + "escolta_show_roll_button": "FALSE", + "entrenamiento": "entrenamiento", + "entrenamiento_desc": "When you turn to violence after declaring yourself as a federal, roll with Grit instead of Savagery. If you get shot as a result, take +1 forward.", + "entrenamiento_show_roll_button": "FALSE", + "conectada": "conectada", + "conectada_desc": "When you go looking for a cartel *güey* in la plaza to help with a problem, name them and roll with Face. On a hit, you track them down and they’ve got what you need. On a 7-9, pick 1. On a 10+, both. \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology\n\n On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "conectada_show_roll_button": "True", + "conectada_rollwith": "face", + "conectada_trigger": "When you go looking for a cartel güey in la plaza to help with a problem, name them and roll with Face.", + "conectada_hitresult": "On a 10+, you track them down and they've got what you need; you get both: \n- They aren't caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_partialresult": "On a 7-9, you track them down and they've got what you need; pick 1: \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_missresult": "On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "escapar": "escapar", + "escapar_desc": "When you try to exit a tense situation, roll with Face. On a 10+, you’re gone! On a 7-9, you leave something behind or take something with you, your choice. On a miss, you’re exposed por completo...", + "escapar_show_roll_button": "True", + "escapar_rollwith": "face", + "escapar_trigger": "When you try to exit a tense situation, roll with Face.", + "escapar_hitresult": "On a 10+, you’re gone! ", + "escapar_partialresult": "On a 7-9, you leave something behind or take something with you, your choice. ", + "escapar_missresult": "On a miss, you’re exposed por completo...", + "amante": "amante", + "amante_desc": "When you share a night of intimacy with a lover, roll with Face. On a hit, clear your stress track. On a 10+, ask 2.On a 7-9, ask 1. \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do? \n\nOn a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "amante_show_roll_button": "True", + "amante_rollwith": "face", + "amante_trigger": "When you share a night of intimacy with a lover, roll with Face.", + "amante_hitresult": "On a 10+, clear your stress track and ask 2: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_partialresult": "On a 7-9, clear your stress track and ask 1: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_missresult": "On a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "chimosa": "chimosa", + "chimosa_desc": "When you betray a friend or ally to the authorities, roll with Face. On a 10+, your treason is useful and valued: clear your stress track. On a 7-9, your handler is pleased...and demands more: clear one stress. On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "chimosa_show_roll_button": "True", + "chimosa_rollwith": "face", + "chimosa_trigger": "When you betray a friend or ally to the authorities, roll with Face.", + "chimosa_hitresult": "On a 10+, your treason is useful and valued: clear your stress track.", + "chimosa_partialresult": "On a 7-9, your handler is pleased...and demands more: clear one stress.", + "chimosa_missresult": "On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "mentirosa": "mentirosa", + "mentirosa_desc": "You get +1 Face (max+3).", + "mentirosa_show_roll_button": "FALSE", + "mirar": "mirar", + "mirar_desc": "When you read a charged situation, roll with Savagery. On a hit, ask the MC questions; take +1 when you act on the answers. On a 10+, ask 2. On a 7–9, ask 1: \n- where’s my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what’s my enemy’s true position? On a miss, ask one...but you reveal your position.", + "mirar_show_roll_button": "FALSE", + "mirar_rollwith": "savagery", + "mirar_trigger": "When you read a charged situation, roll with Savagery.", + "mirar_hitresult": "On a 10+, ask the MC 2 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_partialresult": "On a 7-9, ask the MC 1 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_missresult": "On a miss, ask one...but you reveal your position.", + "narcocorrido": "narcocorrido", + "narcocorrido_desc": "When you meet someone importante (your call), roll with Savagery. On a hit, they’ve heard of you. Say what they’ve heard, and they will act accordingly. On a 10+, you also take +1 forward to dealing with them. On a miss, your reputation convinces them that you’re something you’re not.", + "narcocorrido_show_roll_button": "True", + "narcocorrido_rollwith": "savagery", + "narcocorrido_trigger": "When you meet someone *importante* (your call), roll with Savagery.", + "narcocorrido_hitresult": "On a 10+, they've heard of you. Say what they've heard, and they will act accordingly; take +1 forward to dealing with them.", + "narcocorrido_partialresult": "On a 7-9, they've heard of you. Say what they've heard, and they will act accordingly.", + "narcocorrido_missresult": "On a miss, your reputation convinces them that you’re something you're not.", + "levantón": "levantón", + "levantón_desc": "When you track down an NPC, roll with Savagery. On a hit, you catch them exposed or vulnerable. On a 7-9, they have backup or it’s public. On a miss, someone you’re avoiding finds you first.", + "levantón_show_roll_button": "True", + "levantón_rollwith": "savagery", + "levantón_trigger": "When you track down an NPC, roll with Savagery.", + "levantón_hitresult": "On a 10+, you catch them exposed or vulnerable.", + "levantón_partialresult": "On a 7-9, you catch them exposed or vulnerable, but they have backup or it’s public.", + "levantón_missresult": "On a miss, someone you’re avoiding finds you first.", + "rematar": "rematar", + "rematar_desc": "You get +1 Savagery (max +3).", + "rematar_show_roll_button": "FALSE", + "encobijado": "encobijado", + "encobijado_desc": "When you ditch a body somewhere, roll with Savagery. On a hit, you lose the corpse, and it stays lost; clear one stress. On a 10+, dust to dust; clear your stress track. On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "encobijado_show_roll_button": "True", + "encobijado_rollwith": "savagery", + "encobijado_trigger": "When you ditch a body somewhere, roll with Savagery.", + "encobijado_hitresult": "On a 10+, you lose the corpse, and it stays lost; clear your stress track.", + "encobijado_partialresult": "On a 7-9, you lose the corpse, and it stays lost; clear one stress.", + "encobijado_missresult": "On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "duro": "duro", + "duro_desc": "When you get fucking shot, add +1 to your roll. On a miss, you have time for an act of ven- geance or kindness before you fall to your wounds.", + "duro_show_roll_button": "FALSE", + "notes": "notes" +} diff --git a/cartel/translations/de.json b/cartel/translations/de.json new file mode 100644 index 0000000000..c85da7a63a --- /dev/null +++ b/cartel/translations/de.json @@ -0,0 +1,710 @@ +{ + "edit identity": "edit identity", + "character name": "character name", + "playbook": "playbook", + "el cocinero": "el cocinero", + "la esposa": "la esposa", + "el halcon": "el halcon", + "el narco": "el narco", + "la polizeta": "la polizeta", + "la rata": "la rata", + "la sicaria": "la sicaria", + "cocinero": "cocinero", + "esposa": "esposa", + "halcon": "halcon", + "narco": "narco", + "polizeta": "polizeta", + "rata": "rata", + "sicaria": "sicaria", + "look": "look", + "gear": "gear", + "lifestyle": "lifestyle", + "destitute": "destitute", + "destitute_desc": "nearly homeless, often unable to afford even basic staples, desperate", + "impoverished": "impoverished", + "impoverished_desc": "cash on hand for lodging and food, but little else, \"cash poor\"", + "stable": "stable", + "stable_desc": "relative comfort, regular lodging, enough resources to support a family", + "luxury": "luxury", + "luxury_desc": "wealth beyond most, able to put ten thousand dollars towards a problem", + "extravagant": "extravagant", + "extravagant_desc": "rich beyond measure, anything is accessible with enough patience", + "stats": "stats", + "character moves": "character moves", + "new character move": "new character move", + "click the pencil icon to edit your new move": "click the pencil icon to edit your new move", + "edit move": "edit move", + "basic moves": "basic moves", + "extras": "extras", + "stress": "stress", + "stress description": "Each session you start with two stress already marked, provided you didn't end the last section with more. If your stress track is ever filled, güey, you're in a bad spot.", + "reset": "reset", + "face": "face", + "grit": "grit", + "hustle": "hustle", + "savagery": "savagery", + "heat": "heat", + "tags": "tags", + "advancement": "advancement", + "advtxt1": "When you fill your xp track, select an advance from this list:", + "advtxt2": "After 5 advances, you can choose from this list instead:", + "los enlaces": "los enlaces", + "tus llaves": "tus llaves", + "move name": "move name", + "description": "description", + "show roll button?": "show roll button?", + "roll with": "roll with", + "is rolling with": "is rolling with", + "trigger": "trigger", + "el_cocinero-rel_text1": "_____ is familia. Close family. They don’t know what you do para el cartel, and you’re not sure you can keep your secrets for long.", + "el_cocinero-rel_text2": "_____ got you into this business to help you with your financial troubles but didn’t tell you the whole story. Now you’re both stuck.", + "el_cocinero-rel_text3": "You and _____ have an understanding. You need each other for now, but both of you know the current situation won’t last.", + "el_cocinero-adv1": "get +1 Grit (max+3)", + "el_cocinero-adv2": "get +1 Hustle (max+3)", + "el_cocinero-adv3": "get +1 Savagery (max+3)", + "el_cocinero-adv4": "choose a new laboratorio feature", + "el_cocinero-adv5": "get a new cocinero move", + "el_cocinero-adv6": "get a new cocinero move", + "el_cocinero-adv7": "get a move from another playbook", + "el_cocinero-adv8": "get a move from another playbook", + "el_cocinero-adv9": "get +1 to any stat (max+3)", + "el_cocinero-adv10": "resolve a laboratorio trouble", + "el_cocinero-adv11": "retire your character (to safety)", + "el_cocinero-adv12": "change your character to a new type", + "el_cocinero-adv13": "raise your lifestyle one level", + "la_esposa-rel_text1": "_____ and your spouse spend time together, but you’d prefer it if they weren’t in-volved in your life. Tell them what they did to anger you.", + "la_esposa-rel_text2": "_____ es familia. A sibling, maybe, or a cousin. Someone close. They mean well, but you worry about them. Tell them your fears.", + "la_esposa-rel_text3": "_____ and you were a thing back in the day, but it never went anywhere. Most people don’t know about it; you were young once también.", + "la_esposa-adv1": "get +1 Face (max+3)", + "la_esposa-adv2": "get +1 Grit (max+3)", + "la_esposa-adv3": "get +1 Hustle (max+3)", + "la_esposa-adv4": "change 2 obligations de la familia", + "la_esposa-adv5": "get a new esposa move", + "la_esposa-adv6": "get a new esposa move", + "la_esposa-adv7": "get a move from another playbook", + "la_esposa-adv8": "get a move from another playbook", + "la_esposa-adv9": "get +1 to any stat (max+3)", + "la_esposa-adv10": "permanently resolve a secret", + "la_esposa-adv11": "retire your character (to safety)", + "la_esposa-adv12": "change your character to a new type", + "la_esposa-adv13": "raise your spouse's lifestyle one level", + "spouse": "spouse", + "spouse-desc": "Ask everyone else “Who is willing to be my spouse?” Pick whomever you like. If no one volunteers, choose an NPC.", + "obligations-title": "Choose 5 obligations you perform for la familia:", + "secrets-title": "And choose 2 secrets you keep from la familia:", + "secret-nest_egg": "+nest egg: you put away some serious cash in a secret stash ($20,000!) for a rainy day.", + "secret-addiction": "+addiction: some nasty drug has a hold on you.", + "secret-affair": "+affair: you have another love...or at least another lover you spend time with.", + "secret-debt": "+debt: your spending has put you in a tough place, beyond what your family currently knows.", + "secret-lovechild": "+lovechild: you have a secret child that requires attention...and money.", + "la_familia": "la familia", + "la_familia_html": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle. On a 10+, you juggle your responsibilities with grace; clear your stress track. On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist. On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "la_familia_desc": "", + "la_familia_trigger": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle.", + "la_familia_rollwith": "hustle", + "la_familia_hitresult": "On a 10+, you juggle your responsibilities with grace; clear your stress track.", + "la_familia_partialresult": "On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist.", + "la_familia_missresult": "On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "el_halcon-rel_text1": "_____ gave you some new responsibilities lately, at your request. They have their doubts, but you’ll prove them wrong soon.", + "el_halcon-rel_text2": "_____ disapproves of your cartel work, and wants to get you out. You're not a niño; you can handle your own business.", + "el_halcon-rel_text3": "You and _____ have a plan to make some real money. They worry it’s not going to work, but you know it’s a sure thing, cabrón.", + "el_halcon-adv1": "get +1 Face (max+3)", + "el_halcon-adv2": "get +1 Grit (max+3)", + "el_halcon-adv3": "get +1 Hustle (max+3)", + "el_halcon-adv4": "choose a new pandilla feature", + "el_halcon-adv5": "get a new halcón move", + "el_halcon-adv6": "get a new halcón move", + "el_halcon-adv7": "get a move from another playbook", + "el_halcon-adv8": "get a move from another playbook", + "el_halcon-adv9": "get +1 to any stat (max+3)", + "el_halcon-adv10": "resolve a pandilla vulnerability", + "el_halcon-adv11": "retire your character (to safety)", + "el_halcon-adv12": "change your character to a new type", + "el_halcon-adv13": "raise your lifestyle one level", + "tu pandilla": "tu pandilla", + "amigos:": "amigos:", + "pandilla-amigos_description": "By default, your pandilla has three loyal amigos you’ve known a while. Give them names:", + "pandilla-amigos_names_list": "Azul, Blanco, Calaca, Charo, Chino, Flaco, Gordo, Lola, Moco, Nacho, Paco, Raki, Torpe, Zanahoria", + "pandilla-question_amigo1": "Who is there to cheer you up when mierda gets tough?", + "pandilla-question_amigo2": "Who is a real pendejo, but you just can't cut them loose?", + "pandilla-question_amigo3": "Who is truly solid, ready to entrarle and get things done when you need them?", + "choose 2 features:": "choose 2 features:", + "pandilla_feature1": "your crew has crews that work for you, cabrón. Your crew becomes a gang (small untrained unequipped).", + "pandilla_feature2": "your crew is down for a fiesta. Roll with Hustle instead of Grit when you get all get lost in a substance juntos.", + "pandilla_feature3": "your crew is down for a fight. Roll with Hustle instead of Savagery when you dish out a beatdown as a crew.", + "pandilla_feature4": "your crew is in touch with high-level smugglers and producers from other cartels. It gets +connected.", + "pandilla_feature5": "your crew is employed outside the cartel, officially or unofficially. Take +1 when you strain your finances.", + "choose 2 vulnerabilities:": "choose 2 vulnerabilities:", + "pandilla_vulnerability1": "your crew is on la policía's radar: +known.", + "pandilla_vulnerability2": "your crew is into heavy stuff: +addiction.", + "pandilla_vulnerability3": "your crew owes favors to someone: +obligation.", + "pandilla_vulnerability4": "your crew has enemies, cabrón: +turf war.", + "pandilla-get_lost_in_a_substance": "get lost in a substance", + "pandilla-get_lost_in_a_substance_trigger": "your crew is down for a *fiesta*. Roll with Hustle instead of Grit when you get all ***get lost in a substance*** *juntos*.", + "pandilla-get_lost_in_a_substance_rollwith": "hustle", + "pandilla-get_lost_in_a_substance_hitresult": "On a hit, clear your stress track.", + "pandilla-get_lost_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "pandilla-get_lost_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "pandilla-dish_out_a_beatdown": "dish out a beatdown", + "pandilla-dish_out_a_beatdown_trigger": "your crew is down for a fight. Roll with Hustle instead of Savagery when you ***dish out a beatdown*** as a crew.", + "pandilla-dish_out_a_beatdown_rollwith": "hustle", + "pandilla-dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "pandilla-dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "pandilla-dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "pandilla-strain_your_finances": "strain your finances", + "pandilla-strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "pandilla-strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "pandilla-strain_your_finances_rollwith": "*dinero*", + "pandilla-strain_your_finances_rollquery": "1[pandilla] + ?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "pandilla-strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "pandilla-strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "pandilla-strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "el_narco-rel_text1": "_____ is familia, but you’ve tried to shield them from the worst of the cartel. Tell them what they know about your dealings.", + "el_narco-rel_text2": "You're sure _____ is up to something, maybe with another cartel or los federales. Keep your eyes open, cabrón. Trust no one.", + "el_narco-relktext3": "You’ve taken _____ under your wing. You respect their skills and talents, and you want to see them thrive. ¡Qué generoso!", + "el_narco-adv1": "get +1 Face (max+3)", + "el_narco-adv2": "get +1 Hustle (max+3)", + "el_narco-adv3": "get +1 Savagery (max+3)", + "el_narco-adv4": "get +1 Control (max +3)", + "el_narco-adv5": "choose a new plaza feature", + "el_narco-adv6": "choose a new plaza feature", + "el_narco-adv7": "get a move from another playbook", + "el_narco-adv8": "get a move from another playbook", + "el_narco-adv9": "get +1 to any stat except Control (max+3)", + "el_narco-adv10": "permanently resolve a plaza trouble", + "el_narco-adv11": "permanently resolve a plaza trouble", + "el_narco-adv12": "retire your character (to safety)", + "el_narco-adv13": "change your character to a new type", + "el jefe de jefes": "el jefe de jefes", + "el_jefe_description": "You run la plaza, a pathway for narcos hoping to move product across the border and a lucrative area for local drug sales. The city of Durango is yours as long as you hold it, jefe.", + "contact": "contact", + "el_jefe_contact_description": "When you took control, the cartel gave you a contact who collects what you owe them, usually once a month. You only know their nickname, so you can’t sell them out if you get flipped by los federales (pick one):", + "la_plaza": "la plaza", + "la_plaza_html": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_trigger": "At the beginning of the session, roll with Control.", + "la_plaza_rollwith": "control", + "la_plaza_hitresult": "On a 10+, you get an opportunity to engage one your troubles (your choice) on your terms.", + "la_plaza_partialresult": "On a 7-9, you get an opportunity to engage one your troubles (your choice) on your terms, but the opportunity is short-lived and risky: act quickly or you may find that you miss your moment.", + "la_plaza_missresult": "On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "control": "control", + "troubles": "troubles", + "by default you've got:": "by default you've got:", + "la_plaza_bullet1": "a staff of unsophisticated narcos, coordinated via a network of burner phones (trouble: +los federales)", + "la_plaza_bullet2": "a mix of protection rackets and smuggling operations (lifestyle: stable)", + "la_plaza_bullet3": "5-10 loyal enforcers (gang small untrained impatient) and 1 or 2 corrupt cops (greedy informed)", + "la_plaza_bullet4": "a few halcones to keep you informed about what goes on in your city (Control = +1)", + "choose 4 features:": "choose 4 features", + "la_plaza_feature1": "your plaza is profitable, bringing in substantial, obvious sums. Lifestyle: +1 level & trouble: +robberies.", + "la_plaza_feature2": "for income, add kidnapping. Lifestyle: +1 level & trouble: +vigilantes.", + "la_plaza_feature3": "your enforcers have access to military weaponry and body armor. Add armored and armed to your gang.", + "la_plaza_feature4": "you have a reputation for violence. Roll with Face instead of Hustle when you pressure someone by threatening their life, limbs, or loved ones.", + "la_plaza_feature5": "your enforcers have extensive military training. Drop untrained and add savage. Take +1 when you order kidnappings or ambushes.", + "la_plaza_feature6": "your enforcers recruit heavily from the local population, making them a medium gang (10-20) instead of small.", + "la_plaza_feature7": "you have halcones at all chokepoints and smuggling roads. +1 Control.", + "la_plaza_feature8": "only a few know your real name and appearance. Take -2 heat; describe the business that you use as a cover for your activities.", + "choose 2 troubles:": "choose 2 troubles:", + "la_plaza_trouble1": "you are in the middle of a violent dispute with another cartel, probably Los Zetas. Trouble: +gang war.", + "la_plaza_trouble2": "your plaza has been recently infiltrated by someone working for los federales or the CIA/DEA. Trouble: +mole", + "la_plaza_trouble3": "The narcos you displaced to take control of la plaza remain at large. - 1 Control. Trouble: +rivals.", + "la_plaza_trouble4": "greedy agents of the Mex-ican tax authority (SHCP) are bleeding you dry with increasingly expensive demands for bribes and mordidas . -1 lifestyle.", + "la_polizeta-rel_text1": "You grew up with _____ on the streets of Durango. You still have a beer after work if you’re both free; it’s nice to know someone who isn’t involved with either side of your double life.", + "la_polizeta-rel_text2": "_____ is the target of an active investigation. You're not the lead investigator, but you’re regularly briefed on the case.", + "la_polizeta-rel_text3": "_____ is your main contact in the cartel. Tell them where you two go to speak directly when you need a face-to-face meeting.", + "la_polizeta-adv1": "get +1 Face (max+3)", + "la_polizeta-adv2": "get +1 Hustle (max+3)", + "la_polizeta-adv3": "get +1 Savagery (max+3)", + "la_polizeta-adv4": "get +1 Control (max +3)", + "la_polizeta-adv5": "choose a new plaza feature", + "la_polizeta-adv6": "choose a new plaza feature", + "la_polizeta-adv7": "get a move from another playbook", + "la_polizeta-adv8": "get a move from another playbook ", + "la_polizeta-adv9": "get +1 to any stat except Control (max+3)", + "la_polizeta-adv10": "permanently resolve a plaza trouble", + "la_polizeta-adv11": "permanently resolve a plaza trouble", + "la_polizeta-adv12": "retire your character (to safety)", + "la_polizeta-adv13": "change your character to a new type", + "You work closely with 5 NPCs (at least) in the unit:": "You work closely with 5 NPCs (at least) in the unit:", + "Who is your new partner?": "Who is your new partner?", + "Who is suspicious of you?": "Who is suspicious of you?", + "You also end up working with a few NPCs from the cartel:": "You also end up working with a few NPCs from the cartel:", + "Who almost gave you away?": "Who almost gave you away?", + "Who offered to scam el narco?": "Who offered to scam el narco?", + "task_force_equipment": "Your department has some new toys—¡gracias, Calderón!—you can use, provided you have some \"official\" business (pick 2):", + "task_force_equip1": "military-grade body armor (resilient bulky)", + "task_force_equip2": "full-scale surveillance van (hi-tech expensive)", + "task_force_equip3": "tracking devices or bugs (hi-tech concealable)", + "task_force_equip4": "court-approved wiretap (hi-tech persistent)", + "task_force_equip5": "network of criminal informants (informed costly)", + "la_rata-rel_text1": "You and _____ started sleeping together a few weeks ago. Tell them why you haven't been able to end things, despite the dangers. ", + "la_rata-adv1": "get +1 Face (max+3)", + "la_rata-adv2": "get +1 Grit (max+3)", + "la_rata-adv3": "get +1 Savagery (max+3)", + "la_rata-adv4": "get an NPC ally (detail with MC)", + "la_rata-adv5": "get a new rata move", + "la_rata-adv6": "get a new rata move", + "la_rata-adv7": "get a move from another playbook", + "la_rata-adv8": "get a move from another playbook", + "la_rata-adv9": "get +1 to any stat (max+3)", + "la_rata-adv10": "get 4 weapons y 4 gear (La Sicaria)", + "la_rata-adv11": "retire your character (to safety)", + "la_rata-adv12": "change your character to a new type", + "la_rata-adv13": "raise your lifestyle one level", + "el trabajo sucio": "el trabajo sucio", + "el trabajo sucio-description": "You are one of el narco's trusted lieutenants...but you’ve decided to betray the cartel. Choose a reason:", + "trabajo_sucio1": "you’re tired of the killing and death.", + "trabajo_sucio2": "you lost family or a loved one to el narco.", + "trabajo_sucio3": "you want to move up in the organization.", + "trabajo_sucio4": "you were arrested and flipped to avoid jail.", + "trabajo_sucio5": "you're an undercover cop on assignment.", + "supervivencia": "supervivencia", + "supervivencia_html": "

You are a survivor, a rata who will not be drowned just because this sinking ship of a plaza is finally dragged beneath the surface of the drug war.

You can mark stress to:

  • take a 10+ instead of rolling when you interfere with someone trying to get the truth out of you.
  • offer a PC an xp to accept your reasoning when you justify your behavior, even on a miss.
  • take +1 when you get fucking shot by another narco who suspects your treachery.
", + "la_sicaria-rel_text1": "_____ fucked up something crucial; you had to clean up the mess before things got messy with los federales or a rival drug cartel.", + "la_sicaria-adv1": "get +1 Grit (max+3)", + "la_sicaria-adv2": "get +1 Hustle (max+3)", + "la_sicaria-adv3": "get +1 Savagery (max+3)", + "la_sicaria-adv4": "choose 2 new weapons", + "la_sicaria-adv5": "get a new sicaria move", + "la_sicaria-adv6": "get a new sicaria move", + "la_sicaria-adv7": "get a move from another playbook", + "la_sicaria-adv8": "get a move from another playbook", + "la_sicaria-adv9": "get +1 to any stat (max+3)", + "la_sicaria-adv10": "choose 2 new pieces of gear or 2 new weapons", + "la_sicaria-adv11": "retire your character (to safety)", + "la_sicaria-adv12": "change your character to a new type", + "la_sicaria-adv13": "raise your lifestyle one level", + "weapons (choose 4)": "weapons (choose 4)", + "sicaria_weapon1": "sniper rifle (far hi-tech loud)", + "sicaria_weapon2": "assault rifle (close loud autofire)", + "sicaria_weapon3": "grenade launcher (close area messy)", + "sicaria_weapon4": "shotgun (close messy)", + "sicaria_weapon5": "submachine gun (close area loud)", + "sicaria_weapon6": "magnum (close reload loud)", + "sicaria_weapon7": "9mm (close loud)", + "sicaria_weapon8": "stun gun (close reload)", + "sicaria_weapon9": "fireman’s axe (close messy)", + "sicaria_weapon10": "machete (hand messy)", + "sicaria_weapon11": "garrote (hand grapple)", + "sicaria_weapon12": "knives (hand infinite)", + "gear (choose 4)": "gear (choose 4)", + "sicaria_gear1": "Armor Piercing Ammo (+ap to all weapons): Sometimes putos wear vests. Gotta be ready.", + "sicaria_gear2": "Body Armor (+armored): You want to live, right? Put on the fucking vest, pendeja.", + "sicaria_gear3": "Explosives Kit (close loud area reload): You can create improvised explosive devices (IEDs) if you’ve got time.", + "sicaria_gear4": "Tracking Device (hi-tech far concealable): They can’t hide if you plant this somewhere on them.", + "sicaria_gear5": "Secure Police Scanner (hi-tech hand): You can listen in even when they try to keep you out.", + "sicaria_gear6": "Silencer (remove +loud from any weapon): Quiet as a mouse. Dead as a doornail. Eh, cabrona?", + "sicaria_gear7": "Surveillance Gear (hi-tech close concealable): You can install cameras somewhere and watch all you want.", + "sicaria_gear8": "Police Uniform (official wearable stolen): Who is who anymore? You look like them and they look like you.", + "-- select a key --": "-- select a key --", + "ambition": "ambition", + "ambition_text": "Mark xp when you get someone important to let you handle some business on their behalf. Clear this key and advance when you seize the day and ask for forgiveness instead of permission.", + "arrogance": "arrogance", + "arrogance_text": "Mark xp when you use your superior knowledge or experience to verbally shame or abuse someone you care about. Clear this key and advance when you admit to a loved one that you're in over your head and urgently need help.", + "daring": "daring", + "daring_text": "Mark xp when you willingly enter a perilous situation without precautions or deception. Clear this key and advance when you retreat from a messy situation instead of risking further failure.", + "debt": "debt", + "debt_text": "Mark xp when you take on a new loan or strain your finances to meet your family's needs. Clear this key and advance when you find a way --legal or illegal--out from under your obligations.", + "dirty_hands": "dirty hands", + "dirty_hands_text": "Mark xp when you personally tackle a messy problem instead of sending goons. Clear this key and advance when you send someone to deal with a problem you should have attended to directly.", + "duty": "duty", + "duty_text": "Mark xp when you complete a task or assign-ment for your superiors or colleagues. Clear this key and advance when you intentionally thwart the goals of your organization or employer.", + "family": "family", + "family_text": "Mark xp when you violate your family members’ boundaries to protect them. Clear this key and advance when you allow one of them to be harmed when you could have intervened.", + "guilt": "guilt", + "guilt_text": "Mark xp when you confess a recent betrayal or deception to someone you shouldn’t trust. Clear this key and advance when you use a moment of intimacy to trick someone into advancing your schemes.", + "indomitable": "indomitable", + "indomitable_text": "Mark xp when you go into battle significantly outgunned or outmanned. Clear this key and advance when you surrender to your enemies instead of fighting your way out of a messy situation.", + "loyalty": "loyalty", + "loyalty_text": "Mark xp when you accept the lies or half-truths of a trusted friend or lover. Clear this key and advance when you confront a loved one with evidence of their betrayals and deceptions.", + "mercy": "mercy", + "mercy_text": "Mark xp when you try to head off a violent encounter with negotation or persuasion. Clear this key and advance when you greatly injure or kill someone who is defenseless or unaware.", + "paranoia": "paranoia", + "paranoia_text": "Mark xp when you try to get the truth out of someone about their true loyalties. Clear this key and advance when you expose someone’s betrayal to their family or employer.", + "pride": "pride", + "pride_text": "Mark xp when you claim an asset on the grounds that you or your family deserves it. Clear this key and advance when you give up something to keep yourself or a loved one safe from harm.", + "schemes": "schemes", + "schemes_text": "Mark xp when you take advantage of someone who believes you’re working on their behalf. Clear this key and advance when you openly choose one of your loyalties over the other.", + "secrets": "secrets", + "secrets_text": "Mark xp when you lie to someone close to you about your illicit activities. Clear this key and advance when you finally come clean to someone who trusts you about your lies and decepeptions.", + "default_hitresult": "¡Órale, amigo! Looks like things worked out. Don't get cocky! The MC will tell you what happens next.", + "default_partialresult": "Not bad, güey. Things could be better, but they could be worse too! The MC's going to tell you what's in store for you now.", + "default_missresult": "¡Ay diós, cabrón! Sometimes shit gets real. The MC will tell you what happens next.", + "---": "", + "---_desc": "", + "---_trigger": "", + "---_rollwith": "", + "---_hitresult": "", + "---_partialresult": "", + "---_missresult": "", + "cocinar": "cocinar", + "cocinar_desc": "If you’re fully stocked and cooking, at the start of session, roll with Grit. On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself. On a 7-9, your investment in the operation causes someone close to you to grow suspicious. On a miss, one of your lab’s problems comes to bear con todo.", + "cocinar_show_roll_button": "True", + "cocinar_trigger": "If you’re fully stocked and cooking, at the start of session, roll with Grit.", + "cocinar_rollwith": "grit", + "cocinar_hitresult": "On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself.", + "cocinar_partialresult": "On a hit, you make enough to meet your commitments. On a 7-9, your investment in the operation causes someone close to you to grow suspicious.", + "cocinar_missresult": "On a miss, one of your lab’s problems comes to bear con todo.", + "ciencia,_cabrón": "ciencia, cabrón", + "ciencia,_cabrón_show_roll_button": "True", + "ciencia,_cabrón_desc": "When you try to juryrig some-thing with science, roll with Grit. On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress. On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "ciencia,_cabrón_trigger": "When you try to juryrig some-thing with science, roll with Grit.", + "ciencia,_cabrón_rollwith": "grit", + "ciencia,_cabrón_hitresult": "On a hit, you create an opportunity or buy yourself some time.", + "ciencia,_cabrón_partialresult": "On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress.", + "ciencia,_cabrón_missresult": "On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "chillón": "chillón", + "chillón_desc": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_show_roll_button": "True", + "chillón_trigger": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_rollwith": "grit", + "chillón_hitresult": "For NPCs: On a hit, they accept your logic.", + "chillón_partialresult": "On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty.", + "de_calidad": "de calidad", + "de_calidad_show_roll_button": "True", + "de_calidad_desc": "When you propose a deal that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_trigger": "When you ***propose a deal*** that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_rollwith": "grit", + "de_calidad_hitresult": "On a hit, they choose: take the deal or mark stress.", + "de_calidad_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "afortunado": "afortunado", + "afortunado_desc": "You get +1 Grit (max+3)", + "pozolero": "pozolero", + "pozolero_desc": "When you get rid of a body using chemicals in your lab, roll with Grit. On a 10+, all 3. On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n* you aren’t missing any supplies or equipment.\n* you aren't interrupted getting it done.\n\nOn a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "pozolero_show_roll_button": "True", + "pozolero_trigger": "When you get rid of a body using chemicals in your lab, roll with Grit.", + "pozolero_rollwith": "grit", + "pozolero_hitresult": "On a 10+, all 3.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_partialresult": "On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_missresult": "On a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "tu laboratorio": "tu laboratorio", + "lab_tags": "small, fixed, unstable, indebted", + "tu laboratorio-desc": "By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.", + "choose 2 features": "choose 2 features", + "lab_feature1": "your lab is a food truck or RV. Replace fixed with mobile.", + "lab_feature2": "your lab has professional equipment, capable of larger cooks. raise your lifestyle; change small to medium.", + "lab_feature3": "your lab has equipment designed to dispose of dangerous chemicals. Remove unstable.", + "lab_feature4": "you have an assistant who prepares the chemicals in advance for your cooks. Take +1 to Cocinar; add payroll.", + "choose 2 troubles": "choose 2 troubles", + "lab_trouble1": "your lab is sometimes inaccessible. Add inconvenient.", + "lab_trouble2": "your lab gives off a byproduct or odor that makes it easy to uncover and report. Add detectable.", + "lab_trouble3": "your lab is poorly secured or locked down against intruders and thieves. Add exposed.", + "lab_trouble4": "your lab relies on uncommon chemicals. Add shortages.", + "tus misterios": "tus misterios", + "misterios_description": "You've fallen on hard times. Now you must keep your work secret from the people closest to you. Choose 3:", + "misterio1": "an esposa or novio who asks too many questions", + "misterio2": "a niño who thinks you’re beyond reproach", + "misterio3": "an elderly madre or tio who relies on you financially", + "misterio4": "a prima who works in federal law enforcement", + "misterio5": "an old coworker who feels badly about your troubles", + "misterio6": "a community leader who feels responsible for you", + "la familia": "la familia", + "amor_y_matrimonio": "amor y matrimonio", + "amor_y_matrimonio_desc": "You are the only one who can be trusted to protect la familia. Take +1 ongoing when you try to get one of them to do the right thing.", + "me_lo_chingué": "me lo chingué", + "me_lo_chingué_desc": "When you reveal that you betrayed a lover or friend, tell them to fill their stress track; you clear one stress for each stress they mark. If their stress track is already full, they must immediately make a stress move; you clear one stress.", + "reina_del_drama": "reina del drama", + "reina_del_drama_desc": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to push your luck as if you rolled a 10+.", + "reina_del_drama_trigger": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to ***push your luck*** as if you rolled a 10+.", + "reina_del_drama_rollwith": "grit", + "reina_del_drama_hitresult": "On a 10+, fortune favors the bold.", + "perderse": "perderse", + "perderse_desc": "When you lose yourself in another person, roll with Face. On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly. On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "perderse_show_roll_button": "True", + "perderse_trigger": "When you lose yourself in another person, roll with Face.", + "perderse_rollwith": "face", + "perderse_hitresult": "On a hit, you find solace in their embrace; clear your stress track.", + "perderse_partialresult": "On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly.", + "perderse_missresult": "On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "comer_algo": "comer algo", + "comer_algo_desc": "When you share a meal with some-one, roll with Face. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:\n\n* What do you want from me / my family?* What threat do you pose to us / our life?\n* Who are you protecting / hunting?\n\nOn a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "comer_algo_show_roll_button": "True", + "comer_algo_trigger": "When you share a meal with some-one, roll with Face.", + "comer_algo_rollwith": "face", + "comer_algo_hitresult": "On a 10+, hold 2. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_partialresult": "On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_missresult": "On a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "obligation1": "pregnant/finalizing adoption", + "obligation2": "new baby", + "obligation3": "preschool child", + "obligation4": "high school student", + "obligation5": "stepchild", + "obligation6": "corporate job", + "obligation7": "established home business", + "obligation8": "starting a new business", + "obligation9": "real estate license", + "obligation10": "social service job", + "obligation11": "managing family finances", + "obligation12": "elderly grand-parent", + "obligation13": "troubled sibling", + "obligation14": "school association", + "obligation15": "nonprofit board", + "obligation16": "parish volunteer", + "obligation17": "dinner parties", + "obligation18": "gossip and rumors", + "push_your_luck": "push your luck", + "push_your_luck_html": "

When you push your luck, roll with Grit. On a 10+, fortune favors the bold. On a 7-9, things don't work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.

", + "push_your_luck_trigger": "When you ***push your luck***, roll with Grit.", + "push_your_luck_rollwith": "grit", + "push_your_luck_hitresult": "On a 10+, fortune favors the bold. ", + "push_your_luck_partialresult": "On a 7-9, things don’t work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.", + "get_the_truth": "get the truth", + "get_the_truth_html": "

When you try to get the truth out of someone, roll with Hustle. On a hit, clear one stress. On a 10+, pick 2. On a 7-9, pick 1.

  • they can't mislead you with the truth
  • they can't confuse you with falsehoods
  • they can't stonewall you with silenc
", + "get_the_truth_trigger": "When you try to ***get the truth out of someone***, roll with Hustle.", + "get_the_truth_rollwith": "hustle", + "get_the_truth_hitresult": "On a hit, clear one stress. On a 10+, pick 2. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "get_the_truth_partialresult": "On a hit, clear one stress. On a 7-9, pick 1. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "pressure_someone": "pressure someone", + "pressure_someone_html": "When you pressure someone to go along with you, roll with Hustle. On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "pressure_someone_trigger": "When you ***pressure someone*** to go along with you, roll with Hustle.", + "pressure_someone_rollwith": "hustle", + "pressure_someone_hitresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress.", + "pressure_someone_partialresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "size_someone_up": "size someone up", + "size_someone_up_html": "

When you size someone up, roll with Savagery. On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3. On a 7-9, ask 1.

  • what are your current weaknesses / strengths?
  • how can I show you dominance / submission?
  • what do you intend to do next?
  • what do you wish I'd do right now?
  • how could I get you to _________
", + "size_someone_up_trigger": "When you ***size someone up***, roll with Savagery.", + "size_someone_up_rollwith": "savagery", + "size_someone_up_hitresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________? ", + "size_someone_up_partialresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 7-9, ask 1.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________?", + "strain_your_finances": "strain your finances", + "strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "strain_your_finances_rollwith": "*dinero*", + "strain_your_finances_rollquery": "?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "help_or_interfere": "help or interfere", + "help_or_interfere_html": "

When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked. On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered. On a miss, mark the stress you wagered and prepare for the worst.

", + "help_or_interfere_trigger": "When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.", + "help_or_interfere_rollwith": "stress wagered", + "help_or_interfere_rollquery": "?{When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.|1|2|3}", + "help_or_interfere_hitresult": "On a hit, give them a +1 or -2 to their roll, your choice.", + "help_or_interfere_partialresult": "On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered.", + "help_or_interfere_missresult": "On a miss, mark the stress you wagered and prepare for the worst.", + "turn_to_violence": "turn to violence", + "turn_to_violence_html": "

When you turn to violence, roll with Savagery. On a hit, mark stress and trade harm as established. On a 10+, choose 3. On a 7-9, choose 2.

  • you inflict terrible harm
  • you suffer little harm
  • you resist marking stress
  • you avoid collateral damage
", + "turn_to_violence_trigger": "When you ***turn to violence***, roll with Savagery.", + "turn_to_violence_rollwith": "savagery", + "turn_to_violence_hitresult": "On a hit, mark stress and trade harm as established. On a 10+, choose 3.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "turn_to_violence_partialresult": "On a hit, mark stress and trade harm as established. On a 7-9, choose 2.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "heat moves": "heat moves", + "avoid_suspicion": "avoid suspicion", + "avoid_suspicion_html": "

When you try to avoid suspicion while handling business in public, roll with Heat. Add one for each:

  • you’re carrying a lot of drugs or money
  • you’re transporting at least one body, dead or alive
  • you’re equipped with military weaponry

On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.

", + "avoid_suspicion_trigger": "When you try to ***avoid suspicion while handling business in public***, roll with Heat.Add one for each:\n* you're carrying a lot of drugs or money \n* you're transporting at least one body, dead or alive \n* you're equipped with military weaponry", + "avoid_suspicion_rollwith": "heat & circumstances", + "avoid_suspicion_rollquery": "(@{heat} + ?{When you try to avoid suspicion while handling business in public, roll with Heat.Add one for each: 1- you're carrying a lot of drugs or money 2- you're transporting at least one body, dead or alive 3- you're equipped with military weaponry|0|1|2|3})", + "avoid_suspicion_hitresult": "On a 10+, someone dangerous has been looking for you. And here you are. *Mierda, cabrón.*", + "avoid_suspicion_partialresult": "On a 7-9, only the local *policia* take an interest; make a threat or flash some *dinero* to smooth things over.", + "avoid_suspicion_missresult": "On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.", + "leave_a_messy_crime_scene": "leave a messy crime scene", + "leave_a_messy_crime_scene_html": "When you try to leave a messy crime scene before the authorities arrive, roll with Heat. On a miss, you exit the scene; tell the MC what potentially in-criminating evidence you’ve left behind. On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive. On a 10+, la policia arrives in force...with los federales or an American in tow.", + "leave_a_messy_crime_scene_trigger": "When you try to ***leave a messy crime scene*** before the authorities arrive, roll with Heat.", + "leave_a_messy_crime_scene_rollwith": "heat", + "leave_a_messy_crime_scene_hitresult": "On a 10+, *la policia* arrives in force...with *los federales* or an American in tow.", + "leave_a_messy_crime_scene_partialresult": "On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive.", + "leave_a_messy_crime_scene_missresult": "On a miss, you exit the scene; tell the MC what potentially incriminating evidence you’ve left behind.", + "flee_from_los_federales": "flee from los federales", + "flee_from_los_federales_html": "When you flee from los federales, roll with Heat. On a miss, you get away clean. On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time. On a 10+, you’re fucked, güey: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_trigger": "When you ***flee from los federales***, roll with Heat.", + "flee_from_los_federales_rollwith": "heat", + "flee_from_los_federales_hitresult": "On a 10+, you’re fucked, *güey*: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_partialresult": "On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time.", + "flee_from_los_federales_missresult": "On a miss, you get away clean.", + "propose_a_deal": "propose a deal", + "propose_a_deal_html": "

When you propose a deal to get what you want, roll with Face. On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one:

  • impose a condition on your offer
  • adjust the price (+/-30%) and accept
  • point you at an interested party
", + "propose_a_deal_trigger": "When you ***propose a deal*** to get what you want, roll with Face. ", + "propose_a_deal_rollwith": "face", + "propose_a_deal_hitresult": "On a hit, they choose: take the deal or mark stress.", + "propose_a_deal_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "justify_your_behavior": "justify your behavior", + "justify_your_behavior_html": "

When you try to justify your behavior to someone, roll with Face. For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. For PCs: On a 10+, both. On a 7-9, choose 1:

  • if they accept your reasoning, they mark xp
  • if they keep their own counsel, they mark stress
", + "justify_your_behavior_trigger": "When you try to ***justify your behavior*** to someone, roll with Face.", + "justify_your_behavior_rollwith": "face", + "justify_your_behavior_hitresult": "For NPCs: On a hit, they accept your logic. \n\nFor PCs: On a 10+, both:\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "justify_your_behavior_partialresult": "For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. \n\nFor PCs: On a 7-9, choose 1: On a 10+, both:\n\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "stress & heat moves": "stress & heat moves", + "stress moves": "stress moves", + "stress_moves_description": "All sorts of fictional situations may cause stress–getting shot at, doing something horrific, fighting with a spouse–and the only way to keep that stress in check is through stress moves:", + "verbally_abuse_or_shame": "verbally abuse or shame", + "verbally_abuse_or_shame_html": "When you verbally abuse or shame someone you care about, roll with Face. On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track. On a 7-9, clear one stress. On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "verbally_abuse_or_shame_trigger": "When you **verbally abuse or shame someone** you care about, roll with Face.", + "verbally_abuse_or_shame_rollwith": "face", + "verbally_abuse_or_shame_hitresult": "On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track.", + "verbally_abuse_or_shame_partialresult": "On a hit, your words hit hard: tell them to mark stress. On a 7-9, clear one stress.", + "verbally_abuse_or_shame_missresult": "On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "lose_yourself_in_a_substance": "lose yourself in a substance", + "lose_yourself_in_a_substance_html": "When you lose yourself in a substance, roll with Grit. On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list. On a miss, you’re in deep. Buena suerte, cabrón.", + "lose_yourself_in_a_substance_trigger": "When you **lose yourself in a substance**, roll with Grit.", + "lose_yourself_in_a_substance_rollwith": "grit", + "lose_yourself_in_a_substance_hitresult": "On a hit, clear your stress track.", + "lose_yourself_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "lose_yourself_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "confess_your_sins": "confess your sins", + "confess_your_sins_html": "When you confess your sins to a priest, roll with Hustle. On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession. On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "confess_your_sins_trigger": "When you **confess your sins to a priest**, roll with Hustle.", + "confess_your_sins_rollwith": "hustle", + "confess_your_sins_hitresult": "On a hit, you find forgiveness; clear your stress track.", + "confess_your_sins_partialresult": "On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession.", + "confess_your_sins_missresult": "On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "dish_out_a_beatdown": "dish out a beatdown", + "dish_out_a_beatdown_html": "When you dish out a beatdown, roll with Savagery. On a 10+, you assert your dominance: clear your stress track. On a 7-9, you hurt them, but it’s not enough: clear one stress. On a miss, the violence gets out of hand. Enjoy the consequences, pendejo.", + "dish_out_a_beatdown_trigger": "When you **dish out a beatdown**, roll with Savagery.", + "dish_out_a_beatdown_rollwith": "savagery", + "dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "drug moves": "drug moves", + "drug moves description": "If the MC tells you to make a drug move, pick one:", + "cocaine": "cocaine", + "cocaine_move1": "start a fight with a mouthy pendejo or puta", + "cocaine_move2": "throw yourself at someone you shouldn’t", + "cocaine_move3": "spend your money stupidly or carelessly", + "heroin": "heroin", + "heroin_move1": "push someone who cares about you away", + "heroin_move2": "overlook a crucial deadline or event", + "heroin_move3": "steal funds in preparation for your next fix", + "crystal meth": "crystal meth", + "crystal meth_move1": "accuse a loved one of theft or betrayal", + "crystal meth_move2": "push a place you keep toward squalor", + "crystal meth_move3": "hurt yourself to keep your diablos at bay", + "alcohol": "alcohol", + "alcohol_move1": "make a scene about how you’ve been wronged", + "alcohol_move2": "let slip something to the wrong person", + "alcohol_move3": "wreck something meaningful, carelessly", + "hermanos": "hermanos", + "hermanos_desc": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle. On a 10+, all 3. On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers \n\nOn a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "hermanos_show_roll_button": "True", + "hermanos_rollwith": "hustle", + "hermanos_trigger": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle.", + "hermanos_hitresult": "On a 10+, all 3: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_partialresult": "On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_missresult": "On a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "mercado": "mercado", + "mercado_desc": "When you sell product on the street, roll with Hustle. On a 10+, sales are brisk; clear your stress track. On a 7-9, you make some money, but someone takes issue with your crew; clear one stress. On a miss, someone takes a run at you, and it probably isn’t the cops.", + "mercado_show_roll_button": "True", + "mercado_rollwith": "hustle", + "mercado_trigger": "When you sell product on the street, roll with Hustle.", + "mercado_hitresult": "On a 10+, sales are brisk; clear your stress track.", + "mercado_partialresult": "On a 7-9, you make some money, but someone takes issue with your crew; clear one stress.", + "mercado_missresult": "On a miss, someone takes a run at you, and it probably isn’t the cops.", + "bendito": "bendito", + "bendito_desc": "When you’re completely focused on escaping, push your luck with Hustle instead of Grit. Add +1 to your roll if you get fucking shot while trying to flee.", + "bendito_show_roll_button": "FALSE", + "vendedor": "vendedor", + "vendedor_desc": "When you propose a deal to someone and they pick an option off the 7-9 list you don’t like, mark stress to make them pick a different option off the list. You can do this multiple times, provided you can keep marking stress.", + "vendedor_show_roll_button": "FALSE", + "matador": "matador", + "matador_desc": "Fill your stress track—marking at least one stress—to turn to violence against an unsuspecting target as if you rolled a 10+.", + "matador_show_roll_button": "FALSE", + "la_plaza_desc": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_show_roll_button": "True", + "mandamás": "mandamás", + "mandamás_desc": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face. On a 10+, all 3. On a 7-9, choose 1. \n- they keep their wits and focus. \n- they minimize incriminating evidence. \n- they avoid collateral damage. On a miss, everything goes to shit, but it wasn't your people's fault. You know how it is, *jefe*: no plan survives contact with the enemy.", + "mandamás_show_roll_button": "True", + "mandamás_rollwith": "face", + "mandamás_trigger": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face.", + "mandamás_hitresult": "On a 10+, all 3: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_partialresult": "On a 7-9, choose 1: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_missresult": "On a miss, everything goes to shit, but it wasn’t your people’s fault. You know how it is, jefe: no plan survives contact with the enemy.", + "infiltrado": "infiltrado", + "infiltrado_desc": "At the start of session, roll with Grit. On a hit, you get wind of a development in the anti-cartel case before things get messy. On a 10+, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice. On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "infiltrado_show_roll_button": "True", + "infiltrado_rollwith": "grit", + "infiltrado_trigger": "At the start of session, roll with Grit. ", + "infiltrado_hitresult": "On a 10+, you get wind of a development in the anti-cartel case before things get messy. In fact, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice.", + "infiltrado_partialresult": "On a 7-9, you get wind of a development in the anti-cartel case before things get messy.", + "infiltrado_missresult": "On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "seguir": "seguir", + "seguir_desc": "When you follow someone through the streets, roll with Grit. On a hit, where they go, you follow. On a 7-9, you overstep; mark a stress to avoid being spotted. On a miss, you end up exposed without backup or cover. ¡Mierda!", + "seguir_show_roll_button": "True", + "seguir_rollwith": "grit", + "seguir_trigger": "When you follow someone through the streets, roll with Grit.", + "seguir_hitresult": "On a 10+, where they go, you follow.", + "seguir_partialresult": "On a 7-9, where they go, you follow...but you overstep; mark a stress to avoid being spotted.", + "seguir_missresult": "On a miss, you end up exposed without backup or cover. *¡Mierda!*", + "verdadero": "verdadero", + "verdadero_desc": "When you get the truth from someone during an official interrogation, pick an extra option, even on a miss.", + "verdadero_show_roll_button": "FALSE", + "siempre_listo": "siempre listo", + "siempre_listo_desc": "Mark stress to show up in a scene alongside *la policía* or *los federales*, assuming that you aren’t unavailable. Mark three stress to show up instead of the authorities; you’ll have a few minutes solo in the scene before anybody else arrives.", + "siempre_listo_show_roll_button": "FALSE", + "escolta": "escolta", + "escolta_desc": "When you draw attention away from someone, they can roll with your Heat instead of their own. On a 10+, they suffer the consequences...but you attract demasiada attention: raise your Heat by 1 until the end of the next session.", + "escolta_show_roll_button": "FALSE", + "entrenamiento": "entrenamiento", + "entrenamiento_desc": "When you turn to violence after declaring yourself as a federal, roll with Grit instead of Savagery. If you get shot as a result, take +1 forward.", + "entrenamiento_show_roll_button": "FALSE", + "conectada": "conectada", + "conectada_desc": "When you go looking for a cartel *güey* in la plaza to help with a problem, name them and roll with Face. On a hit, you track them down and they’ve got what you need. On a 7-9, pick 1. On a 10+, both. \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology\n\n On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "conectada_show_roll_button": "True", + "conectada_rollwith": "face", + "conectada_trigger": "When you go looking for a cartel güey in la plaza to help with a problem, name them and roll with Face.", + "conectada_hitresult": "On a 10+, you track them down and they've got what you need; you get both: \n- They aren't caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_partialresult": "On a 7-9, you track them down and they've got what you need; pick 1: \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_missresult": "On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "escapar": "escapar", + "escapar_desc": "When you try to exit a tense situation, roll with Face. On a 10+, you’re gone! On a 7-9, you leave something behind or take something with you, your choice. On a miss, you’re exposed por completo...", + "escapar_show_roll_button": "True", + "escapar_rollwith": "face", + "escapar_trigger": "When you try to exit a tense situation, roll with Face.", + "escapar_hitresult": "On a 10+, you’re gone! ", + "escapar_partialresult": "On a 7-9, you leave something behind or take something with you, your choice. ", + "escapar_missresult": "On a miss, you’re exposed por completo...", + "amante": "amante", + "amante_desc": "When you share a night of intimacy with a lover, roll with Face. On a hit, clear your stress track. On a 10+, ask 2.On a 7-9, ask 1. \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do? \n\nOn a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "amante_show_roll_button": "True", + "amante_rollwith": "face", + "amante_trigger": "When you share a night of intimacy with a lover, roll with Face.", + "amante_hitresult": "On a 10+, clear your stress track and ask 2: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_partialresult": "On a 7-9, clear your stress track and ask 1: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_missresult": "On a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "chimosa": "chimosa", + "chimosa_desc": "When you betray a friend or ally to the authorities, roll with Face. On a 10+, your treason is useful and valued: clear your stress track. On a 7-9, your handler is pleased...and demands more: clear one stress. On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "chimosa_show_roll_button": "True", + "chimosa_rollwith": "face", + "chimosa_trigger": "When you betray a friend or ally to the authorities, roll with Face.", + "chimosa_hitresult": "On a 10+, your treason is useful and valued: clear your stress track.", + "chimosa_partialresult": "On a 7-9, your handler is pleased...and demands more: clear one stress.", + "chimosa_missresult": "On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "mentirosa": "mentirosa", + "mentirosa_desc": "You get +1 Face (max+3).", + "mentirosa_show_roll_button": "FALSE", + "mirar": "mirar", + "mirar_desc": "When you read a charged situation, roll with Savagery. On a hit, ask the MC questions; take +1 when you act on the answers. On a 10+, ask 2. On a 7–9, ask 1: \n- where’s my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what’s my enemy’s true position? On a miss, ask one...but you reveal your position.", + "mirar_show_roll_button": "FALSE", + "mirar_rollwith": "savagery", + "mirar_trigger": "When you read a charged situation, roll with Savagery.", + "mirar_hitresult": "On a 10+, ask the MC 2 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_partialresult": "On a 7-9, ask the MC 1 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_missresult": "On a miss, ask one...but you reveal your position.", + "narcocorrido": "narcocorrido", + "narcocorrido_desc": "When you meet someone importante (your call), roll with Savagery. On a hit, they’ve heard of you. Say what they’ve heard, and they will act accordingly. On a 10+, you also take +1 forward to dealing with them. On a miss, your reputation convinces them that you’re something you’re not.", + "narcocorrido_show_roll_button": "True", + "narcocorrido_rollwith": "savagery", + "narcocorrido_trigger": "When you meet someone *importante* (your call), roll with Savagery.", + "narcocorrido_hitresult": "On a 10+, they've heard of you. Say what they've heard, and they will act accordingly; take +1 forward to dealing with them.", + "narcocorrido_partialresult": "On a 7-9, they've heard of you. Say what they've heard, and they will act accordingly.", + "narcocorrido_missresult": "On a miss, your reputation convinces them that you’re something you're not.", + "levantón": "levantón", + "levantón_desc": "When you track down an NPC, roll with Savagery. On a hit, you catch them exposed or vulnerable. On a 7-9, they have backup or it’s public. On a miss, someone you’re avoiding finds you first.", + "levantón_show_roll_button": "True", + "levantón_rollwith": "savagery", + "levantón_trigger": "When you track down an NPC, roll with Savagery.", + "levantón_hitresult": "On a 10+, you catch them exposed or vulnerable.", + "levantón_partialresult": "On a 7-9, you catch them exposed or vulnerable, but they have backup or it’s public.", + "levantón_missresult": "On a miss, someone you’re avoiding finds you first.", + "rematar": "rematar", + "rematar_desc": "You get +1 Savagery (max +3).", + "rematar_show_roll_button": "FALSE", + "encobijado": "encobijado", + "encobijado_desc": "When you ditch a body somewhere, roll with Savagery. On a hit, you lose the corpse, and it stays lost; clear one stress. On a 10+, dust to dust; clear your stress track. On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "encobijado_show_roll_button": "True", + "encobijado_rollwith": "savagery", + "encobijado_trigger": "When you ditch a body somewhere, roll with Savagery.", + "encobijado_hitresult": "On a 10+, you lose the corpse, and it stays lost; clear your stress track.", + "encobijado_partialresult": "On a 7-9, you lose the corpse, and it stays lost; clear one stress.", + "encobijado_missresult": "On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "duro": "duro", + "duro_desc": "When you get fucking shot, add +1 to your roll. On a miss, you have time for an act of ven- geance or kindness before you fall to your wounds.", + "duro_show_roll_button": "FALSE", + "notes": "notes" +} diff --git a/cartel/translations/el.json b/cartel/translations/el.json new file mode 100644 index 0000000000..c85da7a63a --- /dev/null +++ b/cartel/translations/el.json @@ -0,0 +1,710 @@ +{ + "edit identity": "edit identity", + "character name": "character name", + "playbook": "playbook", + "el cocinero": "el cocinero", + "la esposa": "la esposa", + "el halcon": "el halcon", + "el narco": "el narco", + "la polizeta": "la polizeta", + "la rata": "la rata", + "la sicaria": "la sicaria", + "cocinero": "cocinero", + "esposa": "esposa", + "halcon": "halcon", + "narco": "narco", + "polizeta": "polizeta", + "rata": "rata", + "sicaria": "sicaria", + "look": "look", + "gear": "gear", + "lifestyle": "lifestyle", + "destitute": "destitute", + "destitute_desc": "nearly homeless, often unable to afford even basic staples, desperate", + "impoverished": "impoverished", + "impoverished_desc": "cash on hand for lodging and food, but little else, \"cash poor\"", + "stable": "stable", + "stable_desc": "relative comfort, regular lodging, enough resources to support a family", + "luxury": "luxury", + "luxury_desc": "wealth beyond most, able to put ten thousand dollars towards a problem", + "extravagant": "extravagant", + "extravagant_desc": "rich beyond measure, anything is accessible with enough patience", + "stats": "stats", + "character moves": "character moves", + "new character move": "new character move", + "click the pencil icon to edit your new move": "click the pencil icon to edit your new move", + "edit move": "edit move", + "basic moves": "basic moves", + "extras": "extras", + "stress": "stress", + "stress description": "Each session you start with two stress already marked, provided you didn't end the last section with more. If your stress track is ever filled, güey, you're in a bad spot.", + "reset": "reset", + "face": "face", + "grit": "grit", + "hustle": "hustle", + "savagery": "savagery", + "heat": "heat", + "tags": "tags", + "advancement": "advancement", + "advtxt1": "When you fill your xp track, select an advance from this list:", + "advtxt2": "After 5 advances, you can choose from this list instead:", + "los enlaces": "los enlaces", + "tus llaves": "tus llaves", + "move name": "move name", + "description": "description", + "show roll button?": "show roll button?", + "roll with": "roll with", + "is rolling with": "is rolling with", + "trigger": "trigger", + "el_cocinero-rel_text1": "_____ is familia. Close family. They don’t know what you do para el cartel, and you’re not sure you can keep your secrets for long.", + "el_cocinero-rel_text2": "_____ got you into this business to help you with your financial troubles but didn’t tell you the whole story. Now you’re both stuck.", + "el_cocinero-rel_text3": "You and _____ have an understanding. You need each other for now, but both of you know the current situation won’t last.", + "el_cocinero-adv1": "get +1 Grit (max+3)", + "el_cocinero-adv2": "get +1 Hustle (max+3)", + "el_cocinero-adv3": "get +1 Savagery (max+3)", + "el_cocinero-adv4": "choose a new laboratorio feature", + "el_cocinero-adv5": "get a new cocinero move", + "el_cocinero-adv6": "get a new cocinero move", + "el_cocinero-adv7": "get a move from another playbook", + "el_cocinero-adv8": "get a move from another playbook", + "el_cocinero-adv9": "get +1 to any stat (max+3)", + "el_cocinero-adv10": "resolve a laboratorio trouble", + "el_cocinero-adv11": "retire your character (to safety)", + "el_cocinero-adv12": "change your character to a new type", + "el_cocinero-adv13": "raise your lifestyle one level", + "la_esposa-rel_text1": "_____ and your spouse spend time together, but you’d prefer it if they weren’t in-volved in your life. Tell them what they did to anger you.", + "la_esposa-rel_text2": "_____ es familia. A sibling, maybe, or a cousin. Someone close. They mean well, but you worry about them. Tell them your fears.", + "la_esposa-rel_text3": "_____ and you were a thing back in the day, but it never went anywhere. Most people don’t know about it; you were young once también.", + "la_esposa-adv1": "get +1 Face (max+3)", + "la_esposa-adv2": "get +1 Grit (max+3)", + "la_esposa-adv3": "get +1 Hustle (max+3)", + "la_esposa-adv4": "change 2 obligations de la familia", + "la_esposa-adv5": "get a new esposa move", + "la_esposa-adv6": "get a new esposa move", + "la_esposa-adv7": "get a move from another playbook", + "la_esposa-adv8": "get a move from another playbook", + "la_esposa-adv9": "get +1 to any stat (max+3)", + "la_esposa-adv10": "permanently resolve a secret", + "la_esposa-adv11": "retire your character (to safety)", + "la_esposa-adv12": "change your character to a new type", + "la_esposa-adv13": "raise your spouse's lifestyle one level", + "spouse": "spouse", + "spouse-desc": "Ask everyone else “Who is willing to be my spouse?” Pick whomever you like. If no one volunteers, choose an NPC.", + "obligations-title": "Choose 5 obligations you perform for la familia:", + "secrets-title": "And choose 2 secrets you keep from la familia:", + "secret-nest_egg": "+nest egg: you put away some serious cash in a secret stash ($20,000!) for a rainy day.", + "secret-addiction": "+addiction: some nasty drug has a hold on you.", + "secret-affair": "+affair: you have another love...or at least another lover you spend time with.", + "secret-debt": "+debt: your spending has put you in a tough place, beyond what your family currently knows.", + "secret-lovechild": "+lovechild: you have a secret child that requires attention...and money.", + "la_familia": "la familia", + "la_familia_html": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle. On a 10+, you juggle your responsibilities with grace; clear your stress track. On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist. On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "la_familia_desc": "", + "la_familia_trigger": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle.", + "la_familia_rollwith": "hustle", + "la_familia_hitresult": "On a 10+, you juggle your responsibilities with grace; clear your stress track.", + "la_familia_partialresult": "On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist.", + "la_familia_missresult": "On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "el_halcon-rel_text1": "_____ gave you some new responsibilities lately, at your request. They have their doubts, but you’ll prove them wrong soon.", + "el_halcon-rel_text2": "_____ disapproves of your cartel work, and wants to get you out. You're not a niño; you can handle your own business.", + "el_halcon-rel_text3": "You and _____ have a plan to make some real money. They worry it’s not going to work, but you know it’s a sure thing, cabrón.", + "el_halcon-adv1": "get +1 Face (max+3)", + "el_halcon-adv2": "get +1 Grit (max+3)", + "el_halcon-adv3": "get +1 Hustle (max+3)", + "el_halcon-adv4": "choose a new pandilla feature", + "el_halcon-adv5": "get a new halcón move", + "el_halcon-adv6": "get a new halcón move", + "el_halcon-adv7": "get a move from another playbook", + "el_halcon-adv8": "get a move from another playbook", + "el_halcon-adv9": "get +1 to any stat (max+3)", + "el_halcon-adv10": "resolve a pandilla vulnerability", + "el_halcon-adv11": "retire your character (to safety)", + "el_halcon-adv12": "change your character to a new type", + "el_halcon-adv13": "raise your lifestyle one level", + "tu pandilla": "tu pandilla", + "amigos:": "amigos:", + "pandilla-amigos_description": "By default, your pandilla has three loyal amigos you’ve known a while. Give them names:", + "pandilla-amigos_names_list": "Azul, Blanco, Calaca, Charo, Chino, Flaco, Gordo, Lola, Moco, Nacho, Paco, Raki, Torpe, Zanahoria", + "pandilla-question_amigo1": "Who is there to cheer you up when mierda gets tough?", + "pandilla-question_amigo2": "Who is a real pendejo, but you just can't cut them loose?", + "pandilla-question_amigo3": "Who is truly solid, ready to entrarle and get things done when you need them?", + "choose 2 features:": "choose 2 features:", + "pandilla_feature1": "your crew has crews that work for you, cabrón. Your crew becomes a gang (small untrained unequipped).", + "pandilla_feature2": "your crew is down for a fiesta. Roll with Hustle instead of Grit when you get all get lost in a substance juntos.", + "pandilla_feature3": "your crew is down for a fight. Roll with Hustle instead of Savagery when you dish out a beatdown as a crew.", + "pandilla_feature4": "your crew is in touch with high-level smugglers and producers from other cartels. It gets +connected.", + "pandilla_feature5": "your crew is employed outside the cartel, officially or unofficially. Take +1 when you strain your finances.", + "choose 2 vulnerabilities:": "choose 2 vulnerabilities:", + "pandilla_vulnerability1": "your crew is on la policía's radar: +known.", + "pandilla_vulnerability2": "your crew is into heavy stuff: +addiction.", + "pandilla_vulnerability3": "your crew owes favors to someone: +obligation.", + "pandilla_vulnerability4": "your crew has enemies, cabrón: +turf war.", + "pandilla-get_lost_in_a_substance": "get lost in a substance", + "pandilla-get_lost_in_a_substance_trigger": "your crew is down for a *fiesta*. Roll with Hustle instead of Grit when you get all ***get lost in a substance*** *juntos*.", + "pandilla-get_lost_in_a_substance_rollwith": "hustle", + "pandilla-get_lost_in_a_substance_hitresult": "On a hit, clear your stress track.", + "pandilla-get_lost_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "pandilla-get_lost_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "pandilla-dish_out_a_beatdown": "dish out a beatdown", + "pandilla-dish_out_a_beatdown_trigger": "your crew is down for a fight. Roll with Hustle instead of Savagery when you ***dish out a beatdown*** as a crew.", + "pandilla-dish_out_a_beatdown_rollwith": "hustle", + "pandilla-dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "pandilla-dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "pandilla-dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "pandilla-strain_your_finances": "strain your finances", + "pandilla-strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "pandilla-strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "pandilla-strain_your_finances_rollwith": "*dinero*", + "pandilla-strain_your_finances_rollquery": "1[pandilla] + ?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "pandilla-strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "pandilla-strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "pandilla-strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "el_narco-rel_text1": "_____ is familia, but you’ve tried to shield them from the worst of the cartel. Tell them what they know about your dealings.", + "el_narco-rel_text2": "You're sure _____ is up to something, maybe with another cartel or los federales. Keep your eyes open, cabrón. Trust no one.", + "el_narco-relktext3": "You’ve taken _____ under your wing. You respect their skills and talents, and you want to see them thrive. ¡Qué generoso!", + "el_narco-adv1": "get +1 Face (max+3)", + "el_narco-adv2": "get +1 Hustle (max+3)", + "el_narco-adv3": "get +1 Savagery (max+3)", + "el_narco-adv4": "get +1 Control (max +3)", + "el_narco-adv5": "choose a new plaza feature", + "el_narco-adv6": "choose a new plaza feature", + "el_narco-adv7": "get a move from another playbook", + "el_narco-adv8": "get a move from another playbook", + "el_narco-adv9": "get +1 to any stat except Control (max+3)", + "el_narco-adv10": "permanently resolve a plaza trouble", + "el_narco-adv11": "permanently resolve a plaza trouble", + "el_narco-adv12": "retire your character (to safety)", + "el_narco-adv13": "change your character to a new type", + "el jefe de jefes": "el jefe de jefes", + "el_jefe_description": "You run la plaza, a pathway for narcos hoping to move product across the border and a lucrative area for local drug sales. The city of Durango is yours as long as you hold it, jefe.", + "contact": "contact", + "el_jefe_contact_description": "When you took control, the cartel gave you a contact who collects what you owe them, usually once a month. You only know their nickname, so you can’t sell them out if you get flipped by los federales (pick one):", + "la_plaza": "la plaza", + "la_plaza_html": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_trigger": "At the beginning of the session, roll with Control.", + "la_plaza_rollwith": "control", + "la_plaza_hitresult": "On a 10+, you get an opportunity to engage one your troubles (your choice) on your terms.", + "la_plaza_partialresult": "On a 7-9, you get an opportunity to engage one your troubles (your choice) on your terms, but the opportunity is short-lived and risky: act quickly or you may find that you miss your moment.", + "la_plaza_missresult": "On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "control": "control", + "troubles": "troubles", + "by default you've got:": "by default you've got:", + "la_plaza_bullet1": "a staff of unsophisticated narcos, coordinated via a network of burner phones (trouble: +los federales)", + "la_plaza_bullet2": "a mix of protection rackets and smuggling operations (lifestyle: stable)", + "la_plaza_bullet3": "5-10 loyal enforcers (gang small untrained impatient) and 1 or 2 corrupt cops (greedy informed)", + "la_plaza_bullet4": "a few halcones to keep you informed about what goes on in your city (Control = +1)", + "choose 4 features:": "choose 4 features", + "la_plaza_feature1": "your plaza is profitable, bringing in substantial, obvious sums. Lifestyle: +1 level & trouble: +robberies.", + "la_plaza_feature2": "for income, add kidnapping. Lifestyle: +1 level & trouble: +vigilantes.", + "la_plaza_feature3": "your enforcers have access to military weaponry and body armor. Add armored and armed to your gang.", + "la_plaza_feature4": "you have a reputation for violence. Roll with Face instead of Hustle when you pressure someone by threatening their life, limbs, or loved ones.", + "la_plaza_feature5": "your enforcers have extensive military training. Drop untrained and add savage. Take +1 when you order kidnappings or ambushes.", + "la_plaza_feature6": "your enforcers recruit heavily from the local population, making them a medium gang (10-20) instead of small.", + "la_plaza_feature7": "you have halcones at all chokepoints and smuggling roads. +1 Control.", + "la_plaza_feature8": "only a few know your real name and appearance. Take -2 heat; describe the business that you use as a cover for your activities.", + "choose 2 troubles:": "choose 2 troubles:", + "la_plaza_trouble1": "you are in the middle of a violent dispute with another cartel, probably Los Zetas. Trouble: +gang war.", + "la_plaza_trouble2": "your plaza has been recently infiltrated by someone working for los federales or the CIA/DEA. Trouble: +mole", + "la_plaza_trouble3": "The narcos you displaced to take control of la plaza remain at large. - 1 Control. Trouble: +rivals.", + "la_plaza_trouble4": "greedy agents of the Mex-ican tax authority (SHCP) are bleeding you dry with increasingly expensive demands for bribes and mordidas . -1 lifestyle.", + "la_polizeta-rel_text1": "You grew up with _____ on the streets of Durango. You still have a beer after work if you’re both free; it’s nice to know someone who isn’t involved with either side of your double life.", + "la_polizeta-rel_text2": "_____ is the target of an active investigation. You're not the lead investigator, but you’re regularly briefed on the case.", + "la_polizeta-rel_text3": "_____ is your main contact in the cartel. Tell them where you two go to speak directly when you need a face-to-face meeting.", + "la_polizeta-adv1": "get +1 Face (max+3)", + "la_polizeta-adv2": "get +1 Hustle (max+3)", + "la_polizeta-adv3": "get +1 Savagery (max+3)", + "la_polizeta-adv4": "get +1 Control (max +3)", + "la_polizeta-adv5": "choose a new plaza feature", + "la_polizeta-adv6": "choose a new plaza feature", + "la_polizeta-adv7": "get a move from another playbook", + "la_polizeta-adv8": "get a move from another playbook ", + "la_polizeta-adv9": "get +1 to any stat except Control (max+3)", + "la_polizeta-adv10": "permanently resolve a plaza trouble", + "la_polizeta-adv11": "permanently resolve a plaza trouble", + "la_polizeta-adv12": "retire your character (to safety)", + "la_polizeta-adv13": "change your character to a new type", + "You work closely with 5 NPCs (at least) in the unit:": "You work closely with 5 NPCs (at least) in the unit:", + "Who is your new partner?": "Who is your new partner?", + "Who is suspicious of you?": "Who is suspicious of you?", + "You also end up working with a few NPCs from the cartel:": "You also end up working with a few NPCs from the cartel:", + "Who almost gave you away?": "Who almost gave you away?", + "Who offered to scam el narco?": "Who offered to scam el narco?", + "task_force_equipment": "Your department has some new toys—¡gracias, Calderón!—you can use, provided you have some \"official\" business (pick 2):", + "task_force_equip1": "military-grade body armor (resilient bulky)", + "task_force_equip2": "full-scale surveillance van (hi-tech expensive)", + "task_force_equip3": "tracking devices or bugs (hi-tech concealable)", + "task_force_equip4": "court-approved wiretap (hi-tech persistent)", + "task_force_equip5": "network of criminal informants (informed costly)", + "la_rata-rel_text1": "You and _____ started sleeping together a few weeks ago. Tell them why you haven't been able to end things, despite the dangers. ", + "la_rata-adv1": "get +1 Face (max+3)", + "la_rata-adv2": "get +1 Grit (max+3)", + "la_rata-adv3": "get +1 Savagery (max+3)", + "la_rata-adv4": "get an NPC ally (detail with MC)", + "la_rata-adv5": "get a new rata move", + "la_rata-adv6": "get a new rata move", + "la_rata-adv7": "get a move from another playbook", + "la_rata-adv8": "get a move from another playbook", + "la_rata-adv9": "get +1 to any stat (max+3)", + "la_rata-adv10": "get 4 weapons y 4 gear (La Sicaria)", + "la_rata-adv11": "retire your character (to safety)", + "la_rata-adv12": "change your character to a new type", + "la_rata-adv13": "raise your lifestyle one level", + "el trabajo sucio": "el trabajo sucio", + "el trabajo sucio-description": "You are one of el narco's trusted lieutenants...but you’ve decided to betray the cartel. Choose a reason:", + "trabajo_sucio1": "you’re tired of the killing and death.", + "trabajo_sucio2": "you lost family or a loved one to el narco.", + "trabajo_sucio3": "you want to move up in the organization.", + "trabajo_sucio4": "you were arrested and flipped to avoid jail.", + "trabajo_sucio5": "you're an undercover cop on assignment.", + "supervivencia": "supervivencia", + "supervivencia_html": "

You are a survivor, a rata who will not be drowned just because this sinking ship of a plaza is finally dragged beneath the surface of the drug war.

You can mark stress to:

  • take a 10+ instead of rolling when you interfere with someone trying to get the truth out of you.
  • offer a PC an xp to accept your reasoning when you justify your behavior, even on a miss.
  • take +1 when you get fucking shot by another narco who suspects your treachery.
", + "la_sicaria-rel_text1": "_____ fucked up something crucial; you had to clean up the mess before things got messy with los federales or a rival drug cartel.", + "la_sicaria-adv1": "get +1 Grit (max+3)", + "la_sicaria-adv2": "get +1 Hustle (max+3)", + "la_sicaria-adv3": "get +1 Savagery (max+3)", + "la_sicaria-adv4": "choose 2 new weapons", + "la_sicaria-adv5": "get a new sicaria move", + "la_sicaria-adv6": "get a new sicaria move", + "la_sicaria-adv7": "get a move from another playbook", + "la_sicaria-adv8": "get a move from another playbook", + "la_sicaria-adv9": "get +1 to any stat (max+3)", + "la_sicaria-adv10": "choose 2 new pieces of gear or 2 new weapons", + "la_sicaria-adv11": "retire your character (to safety)", + "la_sicaria-adv12": "change your character to a new type", + "la_sicaria-adv13": "raise your lifestyle one level", + "weapons (choose 4)": "weapons (choose 4)", + "sicaria_weapon1": "sniper rifle (far hi-tech loud)", + "sicaria_weapon2": "assault rifle (close loud autofire)", + "sicaria_weapon3": "grenade launcher (close area messy)", + "sicaria_weapon4": "shotgun (close messy)", + "sicaria_weapon5": "submachine gun (close area loud)", + "sicaria_weapon6": "magnum (close reload loud)", + "sicaria_weapon7": "9mm (close loud)", + "sicaria_weapon8": "stun gun (close reload)", + "sicaria_weapon9": "fireman’s axe (close messy)", + "sicaria_weapon10": "machete (hand messy)", + "sicaria_weapon11": "garrote (hand grapple)", + "sicaria_weapon12": "knives (hand infinite)", + "gear (choose 4)": "gear (choose 4)", + "sicaria_gear1": "Armor Piercing Ammo (+ap to all weapons): Sometimes putos wear vests. Gotta be ready.", + "sicaria_gear2": "Body Armor (+armored): You want to live, right? Put on the fucking vest, pendeja.", + "sicaria_gear3": "Explosives Kit (close loud area reload): You can create improvised explosive devices (IEDs) if you’ve got time.", + "sicaria_gear4": "Tracking Device (hi-tech far concealable): They can’t hide if you plant this somewhere on them.", + "sicaria_gear5": "Secure Police Scanner (hi-tech hand): You can listen in even when they try to keep you out.", + "sicaria_gear6": "Silencer (remove +loud from any weapon): Quiet as a mouse. Dead as a doornail. Eh, cabrona?", + "sicaria_gear7": "Surveillance Gear (hi-tech close concealable): You can install cameras somewhere and watch all you want.", + "sicaria_gear8": "Police Uniform (official wearable stolen): Who is who anymore? You look like them and they look like you.", + "-- select a key --": "-- select a key --", + "ambition": "ambition", + "ambition_text": "Mark xp when you get someone important to let you handle some business on their behalf. Clear this key and advance when you seize the day and ask for forgiveness instead of permission.", + "arrogance": "arrogance", + "arrogance_text": "Mark xp when you use your superior knowledge or experience to verbally shame or abuse someone you care about. Clear this key and advance when you admit to a loved one that you're in over your head and urgently need help.", + "daring": "daring", + "daring_text": "Mark xp when you willingly enter a perilous situation without precautions or deception. Clear this key and advance when you retreat from a messy situation instead of risking further failure.", + "debt": "debt", + "debt_text": "Mark xp when you take on a new loan or strain your finances to meet your family's needs. Clear this key and advance when you find a way --legal or illegal--out from under your obligations.", + "dirty_hands": "dirty hands", + "dirty_hands_text": "Mark xp when you personally tackle a messy problem instead of sending goons. Clear this key and advance when you send someone to deal with a problem you should have attended to directly.", + "duty": "duty", + "duty_text": "Mark xp when you complete a task or assign-ment for your superiors or colleagues. Clear this key and advance when you intentionally thwart the goals of your organization or employer.", + "family": "family", + "family_text": "Mark xp when you violate your family members’ boundaries to protect them. Clear this key and advance when you allow one of them to be harmed when you could have intervened.", + "guilt": "guilt", + "guilt_text": "Mark xp when you confess a recent betrayal or deception to someone you shouldn’t trust. Clear this key and advance when you use a moment of intimacy to trick someone into advancing your schemes.", + "indomitable": "indomitable", + "indomitable_text": "Mark xp when you go into battle significantly outgunned or outmanned. Clear this key and advance when you surrender to your enemies instead of fighting your way out of a messy situation.", + "loyalty": "loyalty", + "loyalty_text": "Mark xp when you accept the lies or half-truths of a trusted friend or lover. Clear this key and advance when you confront a loved one with evidence of their betrayals and deceptions.", + "mercy": "mercy", + "mercy_text": "Mark xp when you try to head off a violent encounter with negotation or persuasion. Clear this key and advance when you greatly injure or kill someone who is defenseless or unaware.", + "paranoia": "paranoia", + "paranoia_text": "Mark xp when you try to get the truth out of someone about their true loyalties. Clear this key and advance when you expose someone’s betrayal to their family or employer.", + "pride": "pride", + "pride_text": "Mark xp when you claim an asset on the grounds that you or your family deserves it. Clear this key and advance when you give up something to keep yourself or a loved one safe from harm.", + "schemes": "schemes", + "schemes_text": "Mark xp when you take advantage of someone who believes you’re working on their behalf. Clear this key and advance when you openly choose one of your loyalties over the other.", + "secrets": "secrets", + "secrets_text": "Mark xp when you lie to someone close to you about your illicit activities. Clear this key and advance when you finally come clean to someone who trusts you about your lies and decepeptions.", + "default_hitresult": "¡Órale, amigo! Looks like things worked out. Don't get cocky! The MC will tell you what happens next.", + "default_partialresult": "Not bad, güey. Things could be better, but they could be worse too! The MC's going to tell you what's in store for you now.", + "default_missresult": "¡Ay diós, cabrón! Sometimes shit gets real. The MC will tell you what happens next.", + "---": "", + "---_desc": "", + "---_trigger": "", + "---_rollwith": "", + "---_hitresult": "", + "---_partialresult": "", + "---_missresult": "", + "cocinar": "cocinar", + "cocinar_desc": "If you’re fully stocked and cooking, at the start of session, roll with Grit. On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself. On a 7-9, your investment in the operation causes someone close to you to grow suspicious. On a miss, one of your lab’s problems comes to bear con todo.", + "cocinar_show_roll_button": "True", + "cocinar_trigger": "If you’re fully stocked and cooking, at the start of session, roll with Grit.", + "cocinar_rollwith": "grit", + "cocinar_hitresult": "On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself.", + "cocinar_partialresult": "On a hit, you make enough to meet your commitments. On a 7-9, your investment in the operation causes someone close to you to grow suspicious.", + "cocinar_missresult": "On a miss, one of your lab’s problems comes to bear con todo.", + "ciencia,_cabrón": "ciencia, cabrón", + "ciencia,_cabrón_show_roll_button": "True", + "ciencia,_cabrón_desc": "When you try to juryrig some-thing with science, roll with Grit. On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress. On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "ciencia,_cabrón_trigger": "When you try to juryrig some-thing with science, roll with Grit.", + "ciencia,_cabrón_rollwith": "grit", + "ciencia,_cabrón_hitresult": "On a hit, you create an opportunity or buy yourself some time.", + "ciencia,_cabrón_partialresult": "On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress.", + "ciencia,_cabrón_missresult": "On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "chillón": "chillón", + "chillón_desc": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_show_roll_button": "True", + "chillón_trigger": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_rollwith": "grit", + "chillón_hitresult": "For NPCs: On a hit, they accept your logic.", + "chillón_partialresult": "On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty.", + "de_calidad": "de calidad", + "de_calidad_show_roll_button": "True", + "de_calidad_desc": "When you propose a deal that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_trigger": "When you ***propose a deal*** that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_rollwith": "grit", + "de_calidad_hitresult": "On a hit, they choose: take the deal or mark stress.", + "de_calidad_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "afortunado": "afortunado", + "afortunado_desc": "You get +1 Grit (max+3)", + "pozolero": "pozolero", + "pozolero_desc": "When you get rid of a body using chemicals in your lab, roll with Grit. On a 10+, all 3. On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n* you aren’t missing any supplies or equipment.\n* you aren't interrupted getting it done.\n\nOn a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "pozolero_show_roll_button": "True", + "pozolero_trigger": "When you get rid of a body using chemicals in your lab, roll with Grit.", + "pozolero_rollwith": "grit", + "pozolero_hitresult": "On a 10+, all 3.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_partialresult": "On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_missresult": "On a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "tu laboratorio": "tu laboratorio", + "lab_tags": "small, fixed, unstable, indebted", + "tu laboratorio-desc": "By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.", + "choose 2 features": "choose 2 features", + "lab_feature1": "your lab is a food truck or RV. Replace fixed with mobile.", + "lab_feature2": "your lab has professional equipment, capable of larger cooks. raise your lifestyle; change small to medium.", + "lab_feature3": "your lab has equipment designed to dispose of dangerous chemicals. Remove unstable.", + "lab_feature4": "you have an assistant who prepares the chemicals in advance for your cooks. Take +1 to Cocinar; add payroll.", + "choose 2 troubles": "choose 2 troubles", + "lab_trouble1": "your lab is sometimes inaccessible. Add inconvenient.", + "lab_trouble2": "your lab gives off a byproduct or odor that makes it easy to uncover and report. Add detectable.", + "lab_trouble3": "your lab is poorly secured or locked down against intruders and thieves. Add exposed.", + "lab_trouble4": "your lab relies on uncommon chemicals. Add shortages.", + "tus misterios": "tus misterios", + "misterios_description": "You've fallen on hard times. Now you must keep your work secret from the people closest to you. Choose 3:", + "misterio1": "an esposa or novio who asks too many questions", + "misterio2": "a niño who thinks you’re beyond reproach", + "misterio3": "an elderly madre or tio who relies on you financially", + "misterio4": "a prima who works in federal law enforcement", + "misterio5": "an old coworker who feels badly about your troubles", + "misterio6": "a community leader who feels responsible for you", + "la familia": "la familia", + "amor_y_matrimonio": "amor y matrimonio", + "amor_y_matrimonio_desc": "You are the only one who can be trusted to protect la familia. Take +1 ongoing when you try to get one of them to do the right thing.", + "me_lo_chingué": "me lo chingué", + "me_lo_chingué_desc": "When you reveal that you betrayed a lover or friend, tell them to fill their stress track; you clear one stress for each stress they mark. If their stress track is already full, they must immediately make a stress move; you clear one stress.", + "reina_del_drama": "reina del drama", + "reina_del_drama_desc": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to push your luck as if you rolled a 10+.", + "reina_del_drama_trigger": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to ***push your luck*** as if you rolled a 10+.", + "reina_del_drama_rollwith": "grit", + "reina_del_drama_hitresult": "On a 10+, fortune favors the bold.", + "perderse": "perderse", + "perderse_desc": "When you lose yourself in another person, roll with Face. On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly. On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "perderse_show_roll_button": "True", + "perderse_trigger": "When you lose yourself in another person, roll with Face.", + "perderse_rollwith": "face", + "perderse_hitresult": "On a hit, you find solace in their embrace; clear your stress track.", + "perderse_partialresult": "On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly.", + "perderse_missresult": "On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "comer_algo": "comer algo", + "comer_algo_desc": "When you share a meal with some-one, roll with Face. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:\n\n* What do you want from me / my family?* What threat do you pose to us / our life?\n* Who are you protecting / hunting?\n\nOn a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "comer_algo_show_roll_button": "True", + "comer_algo_trigger": "When you share a meal with some-one, roll with Face.", + "comer_algo_rollwith": "face", + "comer_algo_hitresult": "On a 10+, hold 2. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_partialresult": "On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_missresult": "On a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "obligation1": "pregnant/finalizing adoption", + "obligation2": "new baby", + "obligation3": "preschool child", + "obligation4": "high school student", + "obligation5": "stepchild", + "obligation6": "corporate job", + "obligation7": "established home business", + "obligation8": "starting a new business", + "obligation9": "real estate license", + "obligation10": "social service job", + "obligation11": "managing family finances", + "obligation12": "elderly grand-parent", + "obligation13": "troubled sibling", + "obligation14": "school association", + "obligation15": "nonprofit board", + "obligation16": "parish volunteer", + "obligation17": "dinner parties", + "obligation18": "gossip and rumors", + "push_your_luck": "push your luck", + "push_your_luck_html": "

When you push your luck, roll with Grit. On a 10+, fortune favors the bold. On a 7-9, things don't work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.

", + "push_your_luck_trigger": "When you ***push your luck***, roll with Grit.", + "push_your_luck_rollwith": "grit", + "push_your_luck_hitresult": "On a 10+, fortune favors the bold. ", + "push_your_luck_partialresult": "On a 7-9, things don’t work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.", + "get_the_truth": "get the truth", + "get_the_truth_html": "

When you try to get the truth out of someone, roll with Hustle. On a hit, clear one stress. On a 10+, pick 2. On a 7-9, pick 1.

  • they can't mislead you with the truth
  • they can't confuse you with falsehoods
  • they can't stonewall you with silenc
", + "get_the_truth_trigger": "When you try to ***get the truth out of someone***, roll with Hustle.", + "get_the_truth_rollwith": "hustle", + "get_the_truth_hitresult": "On a hit, clear one stress. On a 10+, pick 2. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "get_the_truth_partialresult": "On a hit, clear one stress. On a 7-9, pick 1. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "pressure_someone": "pressure someone", + "pressure_someone_html": "When you pressure someone to go along with you, roll with Hustle. On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "pressure_someone_trigger": "When you ***pressure someone*** to go along with you, roll with Hustle.", + "pressure_someone_rollwith": "hustle", + "pressure_someone_hitresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress.", + "pressure_someone_partialresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "size_someone_up": "size someone up", + "size_someone_up_html": "

When you size someone up, roll with Savagery. On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3. On a 7-9, ask 1.

  • what are your current weaknesses / strengths?
  • how can I show you dominance / submission?
  • what do you intend to do next?
  • what do you wish I'd do right now?
  • how could I get you to _________
", + "size_someone_up_trigger": "When you ***size someone up***, roll with Savagery.", + "size_someone_up_rollwith": "savagery", + "size_someone_up_hitresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________? ", + "size_someone_up_partialresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 7-9, ask 1.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________?", + "strain_your_finances": "strain your finances", + "strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "strain_your_finances_rollwith": "*dinero*", + "strain_your_finances_rollquery": "?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "help_or_interfere": "help or interfere", + "help_or_interfere_html": "

When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked. On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered. On a miss, mark the stress you wagered and prepare for the worst.

", + "help_or_interfere_trigger": "When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.", + "help_or_interfere_rollwith": "stress wagered", + "help_or_interfere_rollquery": "?{When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.|1|2|3}", + "help_or_interfere_hitresult": "On a hit, give them a +1 or -2 to their roll, your choice.", + "help_or_interfere_partialresult": "On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered.", + "help_or_interfere_missresult": "On a miss, mark the stress you wagered and prepare for the worst.", + "turn_to_violence": "turn to violence", + "turn_to_violence_html": "

When you turn to violence, roll with Savagery. On a hit, mark stress and trade harm as established. On a 10+, choose 3. On a 7-9, choose 2.

  • you inflict terrible harm
  • you suffer little harm
  • you resist marking stress
  • you avoid collateral damage
", + "turn_to_violence_trigger": "When you ***turn to violence***, roll with Savagery.", + "turn_to_violence_rollwith": "savagery", + "turn_to_violence_hitresult": "On a hit, mark stress and trade harm as established. On a 10+, choose 3.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "turn_to_violence_partialresult": "On a hit, mark stress and trade harm as established. On a 7-9, choose 2.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "heat moves": "heat moves", + "avoid_suspicion": "avoid suspicion", + "avoid_suspicion_html": "

When you try to avoid suspicion while handling business in public, roll with Heat. Add one for each:

  • you’re carrying a lot of drugs or money
  • you’re transporting at least one body, dead or alive
  • you’re equipped with military weaponry

On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.

", + "avoid_suspicion_trigger": "When you try to ***avoid suspicion while handling business in public***, roll with Heat.Add one for each:\n* you're carrying a lot of drugs or money \n* you're transporting at least one body, dead or alive \n* you're equipped with military weaponry", + "avoid_suspicion_rollwith": "heat & circumstances", + "avoid_suspicion_rollquery": "(@{heat} + ?{When you try to avoid suspicion while handling business in public, roll with Heat.Add one for each: 1- you're carrying a lot of drugs or money 2- you're transporting at least one body, dead or alive 3- you're equipped with military weaponry|0|1|2|3})", + "avoid_suspicion_hitresult": "On a 10+, someone dangerous has been looking for you. And here you are. *Mierda, cabrón.*", + "avoid_suspicion_partialresult": "On a 7-9, only the local *policia* take an interest; make a threat or flash some *dinero* to smooth things over.", + "avoid_suspicion_missresult": "On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.", + "leave_a_messy_crime_scene": "leave a messy crime scene", + "leave_a_messy_crime_scene_html": "When you try to leave a messy crime scene before the authorities arrive, roll with Heat. On a miss, you exit the scene; tell the MC what potentially in-criminating evidence you’ve left behind. On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive. On a 10+, la policia arrives in force...with los federales or an American in tow.", + "leave_a_messy_crime_scene_trigger": "When you try to ***leave a messy crime scene*** before the authorities arrive, roll with Heat.", + "leave_a_messy_crime_scene_rollwith": "heat", + "leave_a_messy_crime_scene_hitresult": "On a 10+, *la policia* arrives in force...with *los federales* or an American in tow.", + "leave_a_messy_crime_scene_partialresult": "On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive.", + "leave_a_messy_crime_scene_missresult": "On a miss, you exit the scene; tell the MC what potentially incriminating evidence you’ve left behind.", + "flee_from_los_federales": "flee from los federales", + "flee_from_los_federales_html": "When you flee from los federales, roll with Heat. On a miss, you get away clean. On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time. On a 10+, you’re fucked, güey: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_trigger": "When you ***flee from los federales***, roll with Heat.", + "flee_from_los_federales_rollwith": "heat", + "flee_from_los_federales_hitresult": "On a 10+, you’re fucked, *güey*: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_partialresult": "On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time.", + "flee_from_los_federales_missresult": "On a miss, you get away clean.", + "propose_a_deal": "propose a deal", + "propose_a_deal_html": "

When you propose a deal to get what you want, roll with Face. On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one:

  • impose a condition on your offer
  • adjust the price (+/-30%) and accept
  • point you at an interested party
", + "propose_a_deal_trigger": "When you ***propose a deal*** to get what you want, roll with Face. ", + "propose_a_deal_rollwith": "face", + "propose_a_deal_hitresult": "On a hit, they choose: take the deal or mark stress.", + "propose_a_deal_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "justify_your_behavior": "justify your behavior", + "justify_your_behavior_html": "

When you try to justify your behavior to someone, roll with Face. For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. For PCs: On a 10+, both. On a 7-9, choose 1:

  • if they accept your reasoning, they mark xp
  • if they keep their own counsel, they mark stress
", + "justify_your_behavior_trigger": "When you try to ***justify your behavior*** to someone, roll with Face.", + "justify_your_behavior_rollwith": "face", + "justify_your_behavior_hitresult": "For NPCs: On a hit, they accept your logic. \n\nFor PCs: On a 10+, both:\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "justify_your_behavior_partialresult": "For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. \n\nFor PCs: On a 7-9, choose 1: On a 10+, both:\n\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "stress & heat moves": "stress & heat moves", + "stress moves": "stress moves", + "stress_moves_description": "All sorts of fictional situations may cause stress–getting shot at, doing something horrific, fighting with a spouse–and the only way to keep that stress in check is through stress moves:", + "verbally_abuse_or_shame": "verbally abuse or shame", + "verbally_abuse_or_shame_html": "When you verbally abuse or shame someone you care about, roll with Face. On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track. On a 7-9, clear one stress. On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "verbally_abuse_or_shame_trigger": "When you **verbally abuse or shame someone** you care about, roll with Face.", + "verbally_abuse_or_shame_rollwith": "face", + "verbally_abuse_or_shame_hitresult": "On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track.", + "verbally_abuse_or_shame_partialresult": "On a hit, your words hit hard: tell them to mark stress. On a 7-9, clear one stress.", + "verbally_abuse_or_shame_missresult": "On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "lose_yourself_in_a_substance": "lose yourself in a substance", + "lose_yourself_in_a_substance_html": "When you lose yourself in a substance, roll with Grit. On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list. On a miss, you’re in deep. Buena suerte, cabrón.", + "lose_yourself_in_a_substance_trigger": "When you **lose yourself in a substance**, roll with Grit.", + "lose_yourself_in_a_substance_rollwith": "grit", + "lose_yourself_in_a_substance_hitresult": "On a hit, clear your stress track.", + "lose_yourself_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "lose_yourself_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "confess_your_sins": "confess your sins", + "confess_your_sins_html": "When you confess your sins to a priest, roll with Hustle. On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession. On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "confess_your_sins_trigger": "When you **confess your sins to a priest**, roll with Hustle.", + "confess_your_sins_rollwith": "hustle", + "confess_your_sins_hitresult": "On a hit, you find forgiveness; clear your stress track.", + "confess_your_sins_partialresult": "On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession.", + "confess_your_sins_missresult": "On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "dish_out_a_beatdown": "dish out a beatdown", + "dish_out_a_beatdown_html": "When you dish out a beatdown, roll with Savagery. On a 10+, you assert your dominance: clear your stress track. On a 7-9, you hurt them, but it’s not enough: clear one stress. On a miss, the violence gets out of hand. Enjoy the consequences, pendejo.", + "dish_out_a_beatdown_trigger": "When you **dish out a beatdown**, roll with Savagery.", + "dish_out_a_beatdown_rollwith": "savagery", + "dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "drug moves": "drug moves", + "drug moves description": "If the MC tells you to make a drug move, pick one:", + "cocaine": "cocaine", + "cocaine_move1": "start a fight with a mouthy pendejo or puta", + "cocaine_move2": "throw yourself at someone you shouldn’t", + "cocaine_move3": "spend your money stupidly or carelessly", + "heroin": "heroin", + "heroin_move1": "push someone who cares about you away", + "heroin_move2": "overlook a crucial deadline or event", + "heroin_move3": "steal funds in preparation for your next fix", + "crystal meth": "crystal meth", + "crystal meth_move1": "accuse a loved one of theft or betrayal", + "crystal meth_move2": "push a place you keep toward squalor", + "crystal meth_move3": "hurt yourself to keep your diablos at bay", + "alcohol": "alcohol", + "alcohol_move1": "make a scene about how you’ve been wronged", + "alcohol_move2": "let slip something to the wrong person", + "alcohol_move3": "wreck something meaningful, carelessly", + "hermanos": "hermanos", + "hermanos_desc": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle. On a 10+, all 3. On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers \n\nOn a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "hermanos_show_roll_button": "True", + "hermanos_rollwith": "hustle", + "hermanos_trigger": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle.", + "hermanos_hitresult": "On a 10+, all 3: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_partialresult": "On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_missresult": "On a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "mercado": "mercado", + "mercado_desc": "When you sell product on the street, roll with Hustle. On a 10+, sales are brisk; clear your stress track. On a 7-9, you make some money, but someone takes issue with your crew; clear one stress. On a miss, someone takes a run at you, and it probably isn’t the cops.", + "mercado_show_roll_button": "True", + "mercado_rollwith": "hustle", + "mercado_trigger": "When you sell product on the street, roll with Hustle.", + "mercado_hitresult": "On a 10+, sales are brisk; clear your stress track.", + "mercado_partialresult": "On a 7-9, you make some money, but someone takes issue with your crew; clear one stress.", + "mercado_missresult": "On a miss, someone takes a run at you, and it probably isn’t the cops.", + "bendito": "bendito", + "bendito_desc": "When you’re completely focused on escaping, push your luck with Hustle instead of Grit. Add +1 to your roll if you get fucking shot while trying to flee.", + "bendito_show_roll_button": "FALSE", + "vendedor": "vendedor", + "vendedor_desc": "When you propose a deal to someone and they pick an option off the 7-9 list you don’t like, mark stress to make them pick a different option off the list. You can do this multiple times, provided you can keep marking stress.", + "vendedor_show_roll_button": "FALSE", + "matador": "matador", + "matador_desc": "Fill your stress track—marking at least one stress—to turn to violence against an unsuspecting target as if you rolled a 10+.", + "matador_show_roll_button": "FALSE", + "la_plaza_desc": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_show_roll_button": "True", + "mandamás": "mandamás", + "mandamás_desc": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face. On a 10+, all 3. On a 7-9, choose 1. \n- they keep their wits and focus. \n- they minimize incriminating evidence. \n- they avoid collateral damage. On a miss, everything goes to shit, but it wasn't your people's fault. You know how it is, *jefe*: no plan survives contact with the enemy.", + "mandamás_show_roll_button": "True", + "mandamás_rollwith": "face", + "mandamás_trigger": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face.", + "mandamás_hitresult": "On a 10+, all 3: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_partialresult": "On a 7-9, choose 1: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_missresult": "On a miss, everything goes to shit, but it wasn’t your people’s fault. You know how it is, jefe: no plan survives contact with the enemy.", + "infiltrado": "infiltrado", + "infiltrado_desc": "At the start of session, roll with Grit. On a hit, you get wind of a development in the anti-cartel case before things get messy. On a 10+, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice. On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "infiltrado_show_roll_button": "True", + "infiltrado_rollwith": "grit", + "infiltrado_trigger": "At the start of session, roll with Grit. ", + "infiltrado_hitresult": "On a 10+, you get wind of a development in the anti-cartel case before things get messy. In fact, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice.", + "infiltrado_partialresult": "On a 7-9, you get wind of a development in the anti-cartel case before things get messy.", + "infiltrado_missresult": "On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "seguir": "seguir", + "seguir_desc": "When you follow someone through the streets, roll with Grit. On a hit, where they go, you follow. On a 7-9, you overstep; mark a stress to avoid being spotted. On a miss, you end up exposed without backup or cover. ¡Mierda!", + "seguir_show_roll_button": "True", + "seguir_rollwith": "grit", + "seguir_trigger": "When you follow someone through the streets, roll with Grit.", + "seguir_hitresult": "On a 10+, where they go, you follow.", + "seguir_partialresult": "On a 7-9, where they go, you follow...but you overstep; mark a stress to avoid being spotted.", + "seguir_missresult": "On a miss, you end up exposed without backup or cover. *¡Mierda!*", + "verdadero": "verdadero", + "verdadero_desc": "When you get the truth from someone during an official interrogation, pick an extra option, even on a miss.", + "verdadero_show_roll_button": "FALSE", + "siempre_listo": "siempre listo", + "siempre_listo_desc": "Mark stress to show up in a scene alongside *la policía* or *los federales*, assuming that you aren’t unavailable. Mark three stress to show up instead of the authorities; you’ll have a few minutes solo in the scene before anybody else arrives.", + "siempre_listo_show_roll_button": "FALSE", + "escolta": "escolta", + "escolta_desc": "When you draw attention away from someone, they can roll with your Heat instead of their own. On a 10+, they suffer the consequences...but you attract demasiada attention: raise your Heat by 1 until the end of the next session.", + "escolta_show_roll_button": "FALSE", + "entrenamiento": "entrenamiento", + "entrenamiento_desc": "When you turn to violence after declaring yourself as a federal, roll with Grit instead of Savagery. If you get shot as a result, take +1 forward.", + "entrenamiento_show_roll_button": "FALSE", + "conectada": "conectada", + "conectada_desc": "When you go looking for a cartel *güey* in la plaza to help with a problem, name them and roll with Face. On a hit, you track them down and they’ve got what you need. On a 7-9, pick 1. On a 10+, both. \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology\n\n On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "conectada_show_roll_button": "True", + "conectada_rollwith": "face", + "conectada_trigger": "When you go looking for a cartel güey in la plaza to help with a problem, name them and roll with Face.", + "conectada_hitresult": "On a 10+, you track them down and they've got what you need; you get both: \n- They aren't caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_partialresult": "On a 7-9, you track them down and they've got what you need; pick 1: \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_missresult": "On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "escapar": "escapar", + "escapar_desc": "When you try to exit a tense situation, roll with Face. On a 10+, you’re gone! On a 7-9, you leave something behind or take something with you, your choice. On a miss, you’re exposed por completo...", + "escapar_show_roll_button": "True", + "escapar_rollwith": "face", + "escapar_trigger": "When you try to exit a tense situation, roll with Face.", + "escapar_hitresult": "On a 10+, you’re gone! ", + "escapar_partialresult": "On a 7-9, you leave something behind or take something with you, your choice. ", + "escapar_missresult": "On a miss, you’re exposed por completo...", + "amante": "amante", + "amante_desc": "When you share a night of intimacy with a lover, roll with Face. On a hit, clear your stress track. On a 10+, ask 2.On a 7-9, ask 1. \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do? \n\nOn a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "amante_show_roll_button": "True", + "amante_rollwith": "face", + "amante_trigger": "When you share a night of intimacy with a lover, roll with Face.", + "amante_hitresult": "On a 10+, clear your stress track and ask 2: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_partialresult": "On a 7-9, clear your stress track and ask 1: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_missresult": "On a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "chimosa": "chimosa", + "chimosa_desc": "When you betray a friend or ally to the authorities, roll with Face. On a 10+, your treason is useful and valued: clear your stress track. On a 7-9, your handler is pleased...and demands more: clear one stress. On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "chimosa_show_roll_button": "True", + "chimosa_rollwith": "face", + "chimosa_trigger": "When you betray a friend or ally to the authorities, roll with Face.", + "chimosa_hitresult": "On a 10+, your treason is useful and valued: clear your stress track.", + "chimosa_partialresult": "On a 7-9, your handler is pleased...and demands more: clear one stress.", + "chimosa_missresult": "On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "mentirosa": "mentirosa", + "mentirosa_desc": "You get +1 Face (max+3).", + "mentirosa_show_roll_button": "FALSE", + "mirar": "mirar", + "mirar_desc": "When you read a charged situation, roll with Savagery. On a hit, ask the MC questions; take +1 when you act on the answers. On a 10+, ask 2. On a 7–9, ask 1: \n- where’s my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what’s my enemy’s true position? On a miss, ask one...but you reveal your position.", + "mirar_show_roll_button": "FALSE", + "mirar_rollwith": "savagery", + "mirar_trigger": "When you read a charged situation, roll with Savagery.", + "mirar_hitresult": "On a 10+, ask the MC 2 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_partialresult": "On a 7-9, ask the MC 1 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_missresult": "On a miss, ask one...but you reveal your position.", + "narcocorrido": "narcocorrido", + "narcocorrido_desc": "When you meet someone importante (your call), roll with Savagery. On a hit, they’ve heard of you. Say what they’ve heard, and they will act accordingly. On a 10+, you also take +1 forward to dealing with them. On a miss, your reputation convinces them that you’re something you’re not.", + "narcocorrido_show_roll_button": "True", + "narcocorrido_rollwith": "savagery", + "narcocorrido_trigger": "When you meet someone *importante* (your call), roll with Savagery.", + "narcocorrido_hitresult": "On a 10+, they've heard of you. Say what they've heard, and they will act accordingly; take +1 forward to dealing with them.", + "narcocorrido_partialresult": "On a 7-9, they've heard of you. Say what they've heard, and they will act accordingly.", + "narcocorrido_missresult": "On a miss, your reputation convinces them that you’re something you're not.", + "levantón": "levantón", + "levantón_desc": "When you track down an NPC, roll with Savagery. On a hit, you catch them exposed or vulnerable. On a 7-9, they have backup or it’s public. On a miss, someone you’re avoiding finds you first.", + "levantón_show_roll_button": "True", + "levantón_rollwith": "savagery", + "levantón_trigger": "When you track down an NPC, roll with Savagery.", + "levantón_hitresult": "On a 10+, you catch them exposed or vulnerable.", + "levantón_partialresult": "On a 7-9, you catch them exposed or vulnerable, but they have backup or it’s public.", + "levantón_missresult": "On a miss, someone you’re avoiding finds you first.", + "rematar": "rematar", + "rematar_desc": "You get +1 Savagery (max +3).", + "rematar_show_roll_button": "FALSE", + "encobijado": "encobijado", + "encobijado_desc": "When you ditch a body somewhere, roll with Savagery. On a hit, you lose the corpse, and it stays lost; clear one stress. On a 10+, dust to dust; clear your stress track. On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "encobijado_show_roll_button": "True", + "encobijado_rollwith": "savagery", + "encobijado_trigger": "When you ditch a body somewhere, roll with Savagery.", + "encobijado_hitresult": "On a 10+, you lose the corpse, and it stays lost; clear your stress track.", + "encobijado_partialresult": "On a 7-9, you lose the corpse, and it stays lost; clear one stress.", + "encobijado_missresult": "On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "duro": "duro", + "duro_desc": "When you get fucking shot, add +1 to your roll. On a miss, you have time for an act of ven- geance or kindness before you fall to your wounds.", + "duro_show_roll_button": "FALSE", + "notes": "notes" +} diff --git a/cartel/translations/en.json b/cartel/translations/en.json new file mode 100644 index 0000000000..c85da7a63a --- /dev/null +++ b/cartel/translations/en.json @@ -0,0 +1,710 @@ +{ + "edit identity": "edit identity", + "character name": "character name", + "playbook": "playbook", + "el cocinero": "el cocinero", + "la esposa": "la esposa", + "el halcon": "el halcon", + "el narco": "el narco", + "la polizeta": "la polizeta", + "la rata": "la rata", + "la sicaria": "la sicaria", + "cocinero": "cocinero", + "esposa": "esposa", + "halcon": "halcon", + "narco": "narco", + "polizeta": "polizeta", + "rata": "rata", + "sicaria": "sicaria", + "look": "look", + "gear": "gear", + "lifestyle": "lifestyle", + "destitute": "destitute", + "destitute_desc": "nearly homeless, often unable to afford even basic staples, desperate", + "impoverished": "impoverished", + "impoverished_desc": "cash on hand for lodging and food, but little else, \"cash poor\"", + "stable": "stable", + "stable_desc": "relative comfort, regular lodging, enough resources to support a family", + "luxury": "luxury", + "luxury_desc": "wealth beyond most, able to put ten thousand dollars towards a problem", + "extravagant": "extravagant", + "extravagant_desc": "rich beyond measure, anything is accessible with enough patience", + "stats": "stats", + "character moves": "character moves", + "new character move": "new character move", + "click the pencil icon to edit your new move": "click the pencil icon to edit your new move", + "edit move": "edit move", + "basic moves": "basic moves", + "extras": "extras", + "stress": "stress", + "stress description": "Each session you start with two stress already marked, provided you didn't end the last section with more. If your stress track is ever filled, güey, you're in a bad spot.", + "reset": "reset", + "face": "face", + "grit": "grit", + "hustle": "hustle", + "savagery": "savagery", + "heat": "heat", + "tags": "tags", + "advancement": "advancement", + "advtxt1": "When you fill your xp track, select an advance from this list:", + "advtxt2": "After 5 advances, you can choose from this list instead:", + "los enlaces": "los enlaces", + "tus llaves": "tus llaves", + "move name": "move name", + "description": "description", + "show roll button?": "show roll button?", + "roll with": "roll with", + "is rolling with": "is rolling with", + "trigger": "trigger", + "el_cocinero-rel_text1": "_____ is familia. Close family. They don’t know what you do para el cartel, and you’re not sure you can keep your secrets for long.", + "el_cocinero-rel_text2": "_____ got you into this business to help you with your financial troubles but didn’t tell you the whole story. Now you’re both stuck.", + "el_cocinero-rel_text3": "You and _____ have an understanding. You need each other for now, but both of you know the current situation won’t last.", + "el_cocinero-adv1": "get +1 Grit (max+3)", + "el_cocinero-adv2": "get +1 Hustle (max+3)", + "el_cocinero-adv3": "get +1 Savagery (max+3)", + "el_cocinero-adv4": "choose a new laboratorio feature", + "el_cocinero-adv5": "get a new cocinero move", + "el_cocinero-adv6": "get a new cocinero move", + "el_cocinero-adv7": "get a move from another playbook", + "el_cocinero-adv8": "get a move from another playbook", + "el_cocinero-adv9": "get +1 to any stat (max+3)", + "el_cocinero-adv10": "resolve a laboratorio trouble", + "el_cocinero-adv11": "retire your character (to safety)", + "el_cocinero-adv12": "change your character to a new type", + "el_cocinero-adv13": "raise your lifestyle one level", + "la_esposa-rel_text1": "_____ and your spouse spend time together, but you’d prefer it if they weren’t in-volved in your life. Tell them what they did to anger you.", + "la_esposa-rel_text2": "_____ es familia. A sibling, maybe, or a cousin. Someone close. They mean well, but you worry about them. Tell them your fears.", + "la_esposa-rel_text3": "_____ and you were a thing back in the day, but it never went anywhere. Most people don’t know about it; you were young once también.", + "la_esposa-adv1": "get +1 Face (max+3)", + "la_esposa-adv2": "get +1 Grit (max+3)", + "la_esposa-adv3": "get +1 Hustle (max+3)", + "la_esposa-adv4": "change 2 obligations de la familia", + "la_esposa-adv5": "get a new esposa move", + "la_esposa-adv6": "get a new esposa move", + "la_esposa-adv7": "get a move from another playbook", + "la_esposa-adv8": "get a move from another playbook", + "la_esposa-adv9": "get +1 to any stat (max+3)", + "la_esposa-adv10": "permanently resolve a secret", + "la_esposa-adv11": "retire your character (to safety)", + "la_esposa-adv12": "change your character to a new type", + "la_esposa-adv13": "raise your spouse's lifestyle one level", + "spouse": "spouse", + "spouse-desc": "Ask everyone else “Who is willing to be my spouse?” Pick whomever you like. If no one volunteers, choose an NPC.", + "obligations-title": "Choose 5 obligations you perform for la familia:", + "secrets-title": "And choose 2 secrets you keep from la familia:", + "secret-nest_egg": "+nest egg: you put away some serious cash in a secret stash ($20,000!) for a rainy day.", + "secret-addiction": "+addiction: some nasty drug has a hold on you.", + "secret-affair": "+affair: you have another love...or at least another lover you spend time with.", + "secret-debt": "+debt: your spending has put you in a tough place, beyond what your family currently knows.", + "secret-lovechild": "+lovechild: you have a secret child that requires attention...and money.", + "la_familia": "la familia", + "la_familia_html": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle. On a 10+, you juggle your responsibilities with grace; clear your stress track. On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist. On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "la_familia_desc": "", + "la_familia_trigger": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle.", + "la_familia_rollwith": "hustle", + "la_familia_hitresult": "On a 10+, you juggle your responsibilities with grace; clear your stress track.", + "la_familia_partialresult": "On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist.", + "la_familia_missresult": "On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "el_halcon-rel_text1": "_____ gave you some new responsibilities lately, at your request. They have their doubts, but you’ll prove them wrong soon.", + "el_halcon-rel_text2": "_____ disapproves of your cartel work, and wants to get you out. You're not a niño; you can handle your own business.", + "el_halcon-rel_text3": "You and _____ have a plan to make some real money. They worry it’s not going to work, but you know it’s a sure thing, cabrón.", + "el_halcon-adv1": "get +1 Face (max+3)", + "el_halcon-adv2": "get +1 Grit (max+3)", + "el_halcon-adv3": "get +1 Hustle (max+3)", + "el_halcon-adv4": "choose a new pandilla feature", + "el_halcon-adv5": "get a new halcón move", + "el_halcon-adv6": "get a new halcón move", + "el_halcon-adv7": "get a move from another playbook", + "el_halcon-adv8": "get a move from another playbook", + "el_halcon-adv9": "get +1 to any stat (max+3)", + "el_halcon-adv10": "resolve a pandilla vulnerability", + "el_halcon-adv11": "retire your character (to safety)", + "el_halcon-adv12": "change your character to a new type", + "el_halcon-adv13": "raise your lifestyle one level", + "tu pandilla": "tu pandilla", + "amigos:": "amigos:", + "pandilla-amigos_description": "By default, your pandilla has three loyal amigos you’ve known a while. Give them names:", + "pandilla-amigos_names_list": "Azul, Blanco, Calaca, Charo, Chino, Flaco, Gordo, Lola, Moco, Nacho, Paco, Raki, Torpe, Zanahoria", + "pandilla-question_amigo1": "Who is there to cheer you up when mierda gets tough?", + "pandilla-question_amigo2": "Who is a real pendejo, but you just can't cut them loose?", + "pandilla-question_amigo3": "Who is truly solid, ready to entrarle and get things done when you need them?", + "choose 2 features:": "choose 2 features:", + "pandilla_feature1": "your crew has crews that work for you, cabrón. Your crew becomes a gang (small untrained unequipped).", + "pandilla_feature2": "your crew is down for a fiesta. Roll with Hustle instead of Grit when you get all get lost in a substance juntos.", + "pandilla_feature3": "your crew is down for a fight. Roll with Hustle instead of Savagery when you dish out a beatdown as a crew.", + "pandilla_feature4": "your crew is in touch with high-level smugglers and producers from other cartels. It gets +connected.", + "pandilla_feature5": "your crew is employed outside the cartel, officially or unofficially. Take +1 when you strain your finances.", + "choose 2 vulnerabilities:": "choose 2 vulnerabilities:", + "pandilla_vulnerability1": "your crew is on la policía's radar: +known.", + "pandilla_vulnerability2": "your crew is into heavy stuff: +addiction.", + "pandilla_vulnerability3": "your crew owes favors to someone: +obligation.", + "pandilla_vulnerability4": "your crew has enemies, cabrón: +turf war.", + "pandilla-get_lost_in_a_substance": "get lost in a substance", + "pandilla-get_lost_in_a_substance_trigger": "your crew is down for a *fiesta*. Roll with Hustle instead of Grit when you get all ***get lost in a substance*** *juntos*.", + "pandilla-get_lost_in_a_substance_rollwith": "hustle", + "pandilla-get_lost_in_a_substance_hitresult": "On a hit, clear your stress track.", + "pandilla-get_lost_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "pandilla-get_lost_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "pandilla-dish_out_a_beatdown": "dish out a beatdown", + "pandilla-dish_out_a_beatdown_trigger": "your crew is down for a fight. Roll with Hustle instead of Savagery when you ***dish out a beatdown*** as a crew.", + "pandilla-dish_out_a_beatdown_rollwith": "hustle", + "pandilla-dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "pandilla-dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "pandilla-dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "pandilla-strain_your_finances": "strain your finances", + "pandilla-strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "pandilla-strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "pandilla-strain_your_finances_rollwith": "*dinero*", + "pandilla-strain_your_finances_rollquery": "1[pandilla] + ?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "pandilla-strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "pandilla-strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "pandilla-strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "el_narco-rel_text1": "_____ is familia, but you’ve tried to shield them from the worst of the cartel. Tell them what they know about your dealings.", + "el_narco-rel_text2": "You're sure _____ is up to something, maybe with another cartel or los federales. Keep your eyes open, cabrón. Trust no one.", + "el_narco-relktext3": "You’ve taken _____ under your wing. You respect their skills and talents, and you want to see them thrive. ¡Qué generoso!", + "el_narco-adv1": "get +1 Face (max+3)", + "el_narco-adv2": "get +1 Hustle (max+3)", + "el_narco-adv3": "get +1 Savagery (max+3)", + "el_narco-adv4": "get +1 Control (max +3)", + "el_narco-adv5": "choose a new plaza feature", + "el_narco-adv6": "choose a new plaza feature", + "el_narco-adv7": "get a move from another playbook", + "el_narco-adv8": "get a move from another playbook", + "el_narco-adv9": "get +1 to any stat except Control (max+3)", + "el_narco-adv10": "permanently resolve a plaza trouble", + "el_narco-adv11": "permanently resolve a plaza trouble", + "el_narco-adv12": "retire your character (to safety)", + "el_narco-adv13": "change your character to a new type", + "el jefe de jefes": "el jefe de jefes", + "el_jefe_description": "You run la plaza, a pathway for narcos hoping to move product across the border and a lucrative area for local drug sales. The city of Durango is yours as long as you hold it, jefe.", + "contact": "contact", + "el_jefe_contact_description": "When you took control, the cartel gave you a contact who collects what you owe them, usually once a month. You only know their nickname, so you can’t sell them out if you get flipped by los federales (pick one):", + "la_plaza": "la plaza", + "la_plaza_html": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_trigger": "At the beginning of the session, roll with Control.", + "la_plaza_rollwith": "control", + "la_plaza_hitresult": "On a 10+, you get an opportunity to engage one your troubles (your choice) on your terms.", + "la_plaza_partialresult": "On a 7-9, you get an opportunity to engage one your troubles (your choice) on your terms, but the opportunity is short-lived and risky: act quickly or you may find that you miss your moment.", + "la_plaza_missresult": "On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "control": "control", + "troubles": "troubles", + "by default you've got:": "by default you've got:", + "la_plaza_bullet1": "a staff of unsophisticated narcos, coordinated via a network of burner phones (trouble: +los federales)", + "la_plaza_bullet2": "a mix of protection rackets and smuggling operations (lifestyle: stable)", + "la_plaza_bullet3": "5-10 loyal enforcers (gang small untrained impatient) and 1 or 2 corrupt cops (greedy informed)", + "la_plaza_bullet4": "a few halcones to keep you informed about what goes on in your city (Control = +1)", + "choose 4 features:": "choose 4 features", + "la_plaza_feature1": "your plaza is profitable, bringing in substantial, obvious sums. Lifestyle: +1 level & trouble: +robberies.", + "la_plaza_feature2": "for income, add kidnapping. Lifestyle: +1 level & trouble: +vigilantes.", + "la_plaza_feature3": "your enforcers have access to military weaponry and body armor. Add armored and armed to your gang.", + "la_plaza_feature4": "you have a reputation for violence. Roll with Face instead of Hustle when you pressure someone by threatening their life, limbs, or loved ones.", + "la_plaza_feature5": "your enforcers have extensive military training. Drop untrained and add savage. Take +1 when you order kidnappings or ambushes.", + "la_plaza_feature6": "your enforcers recruit heavily from the local population, making them a medium gang (10-20) instead of small.", + "la_plaza_feature7": "you have halcones at all chokepoints and smuggling roads. +1 Control.", + "la_plaza_feature8": "only a few know your real name and appearance. Take -2 heat; describe the business that you use as a cover for your activities.", + "choose 2 troubles:": "choose 2 troubles:", + "la_plaza_trouble1": "you are in the middle of a violent dispute with another cartel, probably Los Zetas. Trouble: +gang war.", + "la_plaza_trouble2": "your plaza has been recently infiltrated by someone working for los federales or the CIA/DEA. Trouble: +mole", + "la_plaza_trouble3": "The narcos you displaced to take control of la plaza remain at large. - 1 Control. Trouble: +rivals.", + "la_plaza_trouble4": "greedy agents of the Mex-ican tax authority (SHCP) are bleeding you dry with increasingly expensive demands for bribes and mordidas . -1 lifestyle.", + "la_polizeta-rel_text1": "You grew up with _____ on the streets of Durango. You still have a beer after work if you’re both free; it’s nice to know someone who isn’t involved with either side of your double life.", + "la_polizeta-rel_text2": "_____ is the target of an active investigation. You're not the lead investigator, but you’re regularly briefed on the case.", + "la_polizeta-rel_text3": "_____ is your main contact in the cartel. Tell them where you two go to speak directly when you need a face-to-face meeting.", + "la_polizeta-adv1": "get +1 Face (max+3)", + "la_polizeta-adv2": "get +1 Hustle (max+3)", + "la_polizeta-adv3": "get +1 Savagery (max+3)", + "la_polizeta-adv4": "get +1 Control (max +3)", + "la_polizeta-adv5": "choose a new plaza feature", + "la_polizeta-adv6": "choose a new plaza feature", + "la_polizeta-adv7": "get a move from another playbook", + "la_polizeta-adv8": "get a move from another playbook ", + "la_polizeta-adv9": "get +1 to any stat except Control (max+3)", + "la_polizeta-adv10": "permanently resolve a plaza trouble", + "la_polizeta-adv11": "permanently resolve a plaza trouble", + "la_polizeta-adv12": "retire your character (to safety)", + "la_polizeta-adv13": "change your character to a new type", + "You work closely with 5 NPCs (at least) in the unit:": "You work closely with 5 NPCs (at least) in the unit:", + "Who is your new partner?": "Who is your new partner?", + "Who is suspicious of you?": "Who is suspicious of you?", + "You also end up working with a few NPCs from the cartel:": "You also end up working with a few NPCs from the cartel:", + "Who almost gave you away?": "Who almost gave you away?", + "Who offered to scam el narco?": "Who offered to scam el narco?", + "task_force_equipment": "Your department has some new toys—¡gracias, Calderón!—you can use, provided you have some \"official\" business (pick 2):", + "task_force_equip1": "military-grade body armor (resilient bulky)", + "task_force_equip2": "full-scale surveillance van (hi-tech expensive)", + "task_force_equip3": "tracking devices or bugs (hi-tech concealable)", + "task_force_equip4": "court-approved wiretap (hi-tech persistent)", + "task_force_equip5": "network of criminal informants (informed costly)", + "la_rata-rel_text1": "You and _____ started sleeping together a few weeks ago. Tell them why you haven't been able to end things, despite the dangers. ", + "la_rata-adv1": "get +1 Face (max+3)", + "la_rata-adv2": "get +1 Grit (max+3)", + "la_rata-adv3": "get +1 Savagery (max+3)", + "la_rata-adv4": "get an NPC ally (detail with MC)", + "la_rata-adv5": "get a new rata move", + "la_rata-adv6": "get a new rata move", + "la_rata-adv7": "get a move from another playbook", + "la_rata-adv8": "get a move from another playbook", + "la_rata-adv9": "get +1 to any stat (max+3)", + "la_rata-adv10": "get 4 weapons y 4 gear (La Sicaria)", + "la_rata-adv11": "retire your character (to safety)", + "la_rata-adv12": "change your character to a new type", + "la_rata-adv13": "raise your lifestyle one level", + "el trabajo sucio": "el trabajo sucio", + "el trabajo sucio-description": "You are one of el narco's trusted lieutenants...but you’ve decided to betray the cartel. Choose a reason:", + "trabajo_sucio1": "you’re tired of the killing and death.", + "trabajo_sucio2": "you lost family or a loved one to el narco.", + "trabajo_sucio3": "you want to move up in the organization.", + "trabajo_sucio4": "you were arrested and flipped to avoid jail.", + "trabajo_sucio5": "you're an undercover cop on assignment.", + "supervivencia": "supervivencia", + "supervivencia_html": "

You are a survivor, a rata who will not be drowned just because this sinking ship of a plaza is finally dragged beneath the surface of the drug war.

You can mark stress to:

  • take a 10+ instead of rolling when you interfere with someone trying to get the truth out of you.
  • offer a PC an xp to accept your reasoning when you justify your behavior, even on a miss.
  • take +1 when you get fucking shot by another narco who suspects your treachery.
", + "la_sicaria-rel_text1": "_____ fucked up something crucial; you had to clean up the mess before things got messy with los federales or a rival drug cartel.", + "la_sicaria-adv1": "get +1 Grit (max+3)", + "la_sicaria-adv2": "get +1 Hustle (max+3)", + "la_sicaria-adv3": "get +1 Savagery (max+3)", + "la_sicaria-adv4": "choose 2 new weapons", + "la_sicaria-adv5": "get a new sicaria move", + "la_sicaria-adv6": "get a new sicaria move", + "la_sicaria-adv7": "get a move from another playbook", + "la_sicaria-adv8": "get a move from another playbook", + "la_sicaria-adv9": "get +1 to any stat (max+3)", + "la_sicaria-adv10": "choose 2 new pieces of gear or 2 new weapons", + "la_sicaria-adv11": "retire your character (to safety)", + "la_sicaria-adv12": "change your character to a new type", + "la_sicaria-adv13": "raise your lifestyle one level", + "weapons (choose 4)": "weapons (choose 4)", + "sicaria_weapon1": "sniper rifle (far hi-tech loud)", + "sicaria_weapon2": "assault rifle (close loud autofire)", + "sicaria_weapon3": "grenade launcher (close area messy)", + "sicaria_weapon4": "shotgun (close messy)", + "sicaria_weapon5": "submachine gun (close area loud)", + "sicaria_weapon6": "magnum (close reload loud)", + "sicaria_weapon7": "9mm (close loud)", + "sicaria_weapon8": "stun gun (close reload)", + "sicaria_weapon9": "fireman’s axe (close messy)", + "sicaria_weapon10": "machete (hand messy)", + "sicaria_weapon11": "garrote (hand grapple)", + "sicaria_weapon12": "knives (hand infinite)", + "gear (choose 4)": "gear (choose 4)", + "sicaria_gear1": "Armor Piercing Ammo (+ap to all weapons): Sometimes putos wear vests. Gotta be ready.", + "sicaria_gear2": "Body Armor (+armored): You want to live, right? Put on the fucking vest, pendeja.", + "sicaria_gear3": "Explosives Kit (close loud area reload): You can create improvised explosive devices (IEDs) if you’ve got time.", + "sicaria_gear4": "Tracking Device (hi-tech far concealable): They can’t hide if you plant this somewhere on them.", + "sicaria_gear5": "Secure Police Scanner (hi-tech hand): You can listen in even when they try to keep you out.", + "sicaria_gear6": "Silencer (remove +loud from any weapon): Quiet as a mouse. Dead as a doornail. Eh, cabrona?", + "sicaria_gear7": "Surveillance Gear (hi-tech close concealable): You can install cameras somewhere and watch all you want.", + "sicaria_gear8": "Police Uniform (official wearable stolen): Who is who anymore? You look like them and they look like you.", + "-- select a key --": "-- select a key --", + "ambition": "ambition", + "ambition_text": "Mark xp when you get someone important to let you handle some business on their behalf. Clear this key and advance when you seize the day and ask for forgiveness instead of permission.", + "arrogance": "arrogance", + "arrogance_text": "Mark xp when you use your superior knowledge or experience to verbally shame or abuse someone you care about. Clear this key and advance when you admit to a loved one that you're in over your head and urgently need help.", + "daring": "daring", + "daring_text": "Mark xp when you willingly enter a perilous situation without precautions or deception. Clear this key and advance when you retreat from a messy situation instead of risking further failure.", + "debt": "debt", + "debt_text": "Mark xp when you take on a new loan or strain your finances to meet your family's needs. Clear this key and advance when you find a way --legal or illegal--out from under your obligations.", + "dirty_hands": "dirty hands", + "dirty_hands_text": "Mark xp when you personally tackle a messy problem instead of sending goons. Clear this key and advance when you send someone to deal with a problem you should have attended to directly.", + "duty": "duty", + "duty_text": "Mark xp when you complete a task or assign-ment for your superiors or colleagues. Clear this key and advance when you intentionally thwart the goals of your organization or employer.", + "family": "family", + "family_text": "Mark xp when you violate your family members’ boundaries to protect them. Clear this key and advance when you allow one of them to be harmed when you could have intervened.", + "guilt": "guilt", + "guilt_text": "Mark xp when you confess a recent betrayal or deception to someone you shouldn’t trust. Clear this key and advance when you use a moment of intimacy to trick someone into advancing your schemes.", + "indomitable": "indomitable", + "indomitable_text": "Mark xp when you go into battle significantly outgunned or outmanned. Clear this key and advance when you surrender to your enemies instead of fighting your way out of a messy situation.", + "loyalty": "loyalty", + "loyalty_text": "Mark xp when you accept the lies or half-truths of a trusted friend or lover. Clear this key and advance when you confront a loved one with evidence of their betrayals and deceptions.", + "mercy": "mercy", + "mercy_text": "Mark xp when you try to head off a violent encounter with negotation or persuasion. Clear this key and advance when you greatly injure or kill someone who is defenseless or unaware.", + "paranoia": "paranoia", + "paranoia_text": "Mark xp when you try to get the truth out of someone about their true loyalties. Clear this key and advance when you expose someone’s betrayal to their family or employer.", + "pride": "pride", + "pride_text": "Mark xp when you claim an asset on the grounds that you or your family deserves it. Clear this key and advance when you give up something to keep yourself or a loved one safe from harm.", + "schemes": "schemes", + "schemes_text": "Mark xp when you take advantage of someone who believes you’re working on their behalf. Clear this key and advance when you openly choose one of your loyalties over the other.", + "secrets": "secrets", + "secrets_text": "Mark xp when you lie to someone close to you about your illicit activities. Clear this key and advance when you finally come clean to someone who trusts you about your lies and decepeptions.", + "default_hitresult": "¡Órale, amigo! Looks like things worked out. Don't get cocky! The MC will tell you what happens next.", + "default_partialresult": "Not bad, güey. Things could be better, but they could be worse too! The MC's going to tell you what's in store for you now.", + "default_missresult": "¡Ay diós, cabrón! Sometimes shit gets real. The MC will tell you what happens next.", + "---": "", + "---_desc": "", + "---_trigger": "", + "---_rollwith": "", + "---_hitresult": "", + "---_partialresult": "", + "---_missresult": "", + "cocinar": "cocinar", + "cocinar_desc": "If you’re fully stocked and cooking, at the start of session, roll with Grit. On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself. On a 7-9, your investment in the operation causes someone close to you to grow suspicious. On a miss, one of your lab’s problems comes to bear con todo.", + "cocinar_show_roll_button": "True", + "cocinar_trigger": "If you’re fully stocked and cooking, at the start of session, roll with Grit.", + "cocinar_rollwith": "grit", + "cocinar_hitresult": "On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself.", + "cocinar_partialresult": "On a hit, you make enough to meet your commitments. On a 7-9, your investment in the operation causes someone close to you to grow suspicious.", + "cocinar_missresult": "On a miss, one of your lab’s problems comes to bear con todo.", + "ciencia,_cabrón": "ciencia, cabrón", + "ciencia,_cabrón_show_roll_button": "True", + "ciencia,_cabrón_desc": "When you try to juryrig some-thing with science, roll with Grit. On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress. On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "ciencia,_cabrón_trigger": "When you try to juryrig some-thing with science, roll with Grit.", + "ciencia,_cabrón_rollwith": "grit", + "ciencia,_cabrón_hitresult": "On a hit, you create an opportunity or buy yourself some time.", + "ciencia,_cabrón_partialresult": "On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress.", + "ciencia,_cabrón_missresult": "On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "chillón": "chillón", + "chillón_desc": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_show_roll_button": "True", + "chillón_trigger": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_rollwith": "grit", + "chillón_hitresult": "For NPCs: On a hit, they accept your logic.", + "chillón_partialresult": "On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty.", + "de_calidad": "de calidad", + "de_calidad_show_roll_button": "True", + "de_calidad_desc": "When you propose a deal that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_trigger": "When you ***propose a deal*** that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_rollwith": "grit", + "de_calidad_hitresult": "On a hit, they choose: take the deal or mark stress.", + "de_calidad_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "afortunado": "afortunado", + "afortunado_desc": "You get +1 Grit (max+3)", + "pozolero": "pozolero", + "pozolero_desc": "When you get rid of a body using chemicals in your lab, roll with Grit. On a 10+, all 3. On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n* you aren’t missing any supplies or equipment.\n* you aren't interrupted getting it done.\n\nOn a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "pozolero_show_roll_button": "True", + "pozolero_trigger": "When you get rid of a body using chemicals in your lab, roll with Grit.", + "pozolero_rollwith": "grit", + "pozolero_hitresult": "On a 10+, all 3.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_partialresult": "On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_missresult": "On a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "tu laboratorio": "tu laboratorio", + "lab_tags": "small, fixed, unstable, indebted", + "tu laboratorio-desc": "By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.", + "choose 2 features": "choose 2 features", + "lab_feature1": "your lab is a food truck or RV. Replace fixed with mobile.", + "lab_feature2": "your lab has professional equipment, capable of larger cooks. raise your lifestyle; change small to medium.", + "lab_feature3": "your lab has equipment designed to dispose of dangerous chemicals. Remove unstable.", + "lab_feature4": "you have an assistant who prepares the chemicals in advance for your cooks. Take +1 to Cocinar; add payroll.", + "choose 2 troubles": "choose 2 troubles", + "lab_trouble1": "your lab is sometimes inaccessible. Add inconvenient.", + "lab_trouble2": "your lab gives off a byproduct or odor that makes it easy to uncover and report. Add detectable.", + "lab_trouble3": "your lab is poorly secured or locked down against intruders and thieves. Add exposed.", + "lab_trouble4": "your lab relies on uncommon chemicals. Add shortages.", + "tus misterios": "tus misterios", + "misterios_description": "You've fallen on hard times. Now you must keep your work secret from the people closest to you. Choose 3:", + "misterio1": "an esposa or novio who asks too many questions", + "misterio2": "a niño who thinks you’re beyond reproach", + "misterio3": "an elderly madre or tio who relies on you financially", + "misterio4": "a prima who works in federal law enforcement", + "misterio5": "an old coworker who feels badly about your troubles", + "misterio6": "a community leader who feels responsible for you", + "la familia": "la familia", + "amor_y_matrimonio": "amor y matrimonio", + "amor_y_matrimonio_desc": "You are the only one who can be trusted to protect la familia. Take +1 ongoing when you try to get one of them to do the right thing.", + "me_lo_chingué": "me lo chingué", + "me_lo_chingué_desc": "When you reveal that you betrayed a lover or friend, tell them to fill their stress track; you clear one stress for each stress they mark. If their stress track is already full, they must immediately make a stress move; you clear one stress.", + "reina_del_drama": "reina del drama", + "reina_del_drama_desc": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to push your luck as if you rolled a 10+.", + "reina_del_drama_trigger": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to ***push your luck*** as if you rolled a 10+.", + "reina_del_drama_rollwith": "grit", + "reina_del_drama_hitresult": "On a 10+, fortune favors the bold.", + "perderse": "perderse", + "perderse_desc": "When you lose yourself in another person, roll with Face. On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly. On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "perderse_show_roll_button": "True", + "perderse_trigger": "When you lose yourself in another person, roll with Face.", + "perderse_rollwith": "face", + "perderse_hitresult": "On a hit, you find solace in their embrace; clear your stress track.", + "perderse_partialresult": "On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly.", + "perderse_missresult": "On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "comer_algo": "comer algo", + "comer_algo_desc": "When you share a meal with some-one, roll with Face. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:\n\n* What do you want from me / my family?* What threat do you pose to us / our life?\n* Who are you protecting / hunting?\n\nOn a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "comer_algo_show_roll_button": "True", + "comer_algo_trigger": "When you share a meal with some-one, roll with Face.", + "comer_algo_rollwith": "face", + "comer_algo_hitresult": "On a 10+, hold 2. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_partialresult": "On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_missresult": "On a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "obligation1": "pregnant/finalizing adoption", + "obligation2": "new baby", + "obligation3": "preschool child", + "obligation4": "high school student", + "obligation5": "stepchild", + "obligation6": "corporate job", + "obligation7": "established home business", + "obligation8": "starting a new business", + "obligation9": "real estate license", + "obligation10": "social service job", + "obligation11": "managing family finances", + "obligation12": "elderly grand-parent", + "obligation13": "troubled sibling", + "obligation14": "school association", + "obligation15": "nonprofit board", + "obligation16": "parish volunteer", + "obligation17": "dinner parties", + "obligation18": "gossip and rumors", + "push_your_luck": "push your luck", + "push_your_luck_html": "

When you push your luck, roll with Grit. On a 10+, fortune favors the bold. On a 7-9, things don't work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.

", + "push_your_luck_trigger": "When you ***push your luck***, roll with Grit.", + "push_your_luck_rollwith": "grit", + "push_your_luck_hitresult": "On a 10+, fortune favors the bold. ", + "push_your_luck_partialresult": "On a 7-9, things don’t work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.", + "get_the_truth": "get the truth", + "get_the_truth_html": "

When you try to get the truth out of someone, roll with Hustle. On a hit, clear one stress. On a 10+, pick 2. On a 7-9, pick 1.

  • they can't mislead you with the truth
  • they can't confuse you with falsehoods
  • they can't stonewall you with silenc
", + "get_the_truth_trigger": "When you try to ***get the truth out of someone***, roll with Hustle.", + "get_the_truth_rollwith": "hustle", + "get_the_truth_hitresult": "On a hit, clear one stress. On a 10+, pick 2. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "get_the_truth_partialresult": "On a hit, clear one stress. On a 7-9, pick 1. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "pressure_someone": "pressure someone", + "pressure_someone_html": "When you pressure someone to go along with you, roll with Hustle. On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "pressure_someone_trigger": "When you ***pressure someone*** to go along with you, roll with Hustle.", + "pressure_someone_rollwith": "hustle", + "pressure_someone_hitresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress.", + "pressure_someone_partialresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "size_someone_up": "size someone up", + "size_someone_up_html": "

When you size someone up, roll with Savagery. On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3. On a 7-9, ask 1.

  • what are your current weaknesses / strengths?
  • how can I show you dominance / submission?
  • what do you intend to do next?
  • what do you wish I'd do right now?
  • how could I get you to _________
", + "size_someone_up_trigger": "When you ***size someone up***, roll with Savagery.", + "size_someone_up_rollwith": "savagery", + "size_someone_up_hitresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________? ", + "size_someone_up_partialresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 7-9, ask 1.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________?", + "strain_your_finances": "strain your finances", + "strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "strain_your_finances_rollwith": "*dinero*", + "strain_your_finances_rollquery": "?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "help_or_interfere": "help or interfere", + "help_or_interfere_html": "

When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked. On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered. On a miss, mark the stress you wagered and prepare for the worst.

", + "help_or_interfere_trigger": "When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.", + "help_or_interfere_rollwith": "stress wagered", + "help_or_interfere_rollquery": "?{When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.|1|2|3}", + "help_or_interfere_hitresult": "On a hit, give them a +1 or -2 to their roll, your choice.", + "help_or_interfere_partialresult": "On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered.", + "help_or_interfere_missresult": "On a miss, mark the stress you wagered and prepare for the worst.", + "turn_to_violence": "turn to violence", + "turn_to_violence_html": "

When you turn to violence, roll with Savagery. On a hit, mark stress and trade harm as established. On a 10+, choose 3. On a 7-9, choose 2.

  • you inflict terrible harm
  • you suffer little harm
  • you resist marking stress
  • you avoid collateral damage
", + "turn_to_violence_trigger": "When you ***turn to violence***, roll with Savagery.", + "turn_to_violence_rollwith": "savagery", + "turn_to_violence_hitresult": "On a hit, mark stress and trade harm as established. On a 10+, choose 3.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "turn_to_violence_partialresult": "On a hit, mark stress and trade harm as established. On a 7-9, choose 2.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "heat moves": "heat moves", + "avoid_suspicion": "avoid suspicion", + "avoid_suspicion_html": "

When you try to avoid suspicion while handling business in public, roll with Heat. Add one for each:

  • you’re carrying a lot of drugs or money
  • you’re transporting at least one body, dead or alive
  • you’re equipped with military weaponry

On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.

", + "avoid_suspicion_trigger": "When you try to ***avoid suspicion while handling business in public***, roll with Heat.Add one for each:\n* you're carrying a lot of drugs or money \n* you're transporting at least one body, dead or alive \n* you're equipped with military weaponry", + "avoid_suspicion_rollwith": "heat & circumstances", + "avoid_suspicion_rollquery": "(@{heat} + ?{When you try to avoid suspicion while handling business in public, roll with Heat.Add one for each: 1- you're carrying a lot of drugs or money 2- you're transporting at least one body, dead or alive 3- you're equipped with military weaponry|0|1|2|3})", + "avoid_suspicion_hitresult": "On a 10+, someone dangerous has been looking for you. And here you are. *Mierda, cabrón.*", + "avoid_suspicion_partialresult": "On a 7-9, only the local *policia* take an interest; make a threat or flash some *dinero* to smooth things over.", + "avoid_suspicion_missresult": "On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.", + "leave_a_messy_crime_scene": "leave a messy crime scene", + "leave_a_messy_crime_scene_html": "When you try to leave a messy crime scene before the authorities arrive, roll with Heat. On a miss, you exit the scene; tell the MC what potentially in-criminating evidence you’ve left behind. On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive. On a 10+, la policia arrives in force...with los federales or an American in tow.", + "leave_a_messy_crime_scene_trigger": "When you try to ***leave a messy crime scene*** before the authorities arrive, roll with Heat.", + "leave_a_messy_crime_scene_rollwith": "heat", + "leave_a_messy_crime_scene_hitresult": "On a 10+, *la policia* arrives in force...with *los federales* or an American in tow.", + "leave_a_messy_crime_scene_partialresult": "On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive.", + "leave_a_messy_crime_scene_missresult": "On a miss, you exit the scene; tell the MC what potentially incriminating evidence you’ve left behind.", + "flee_from_los_federales": "flee from los federales", + "flee_from_los_federales_html": "When you flee from los federales, roll with Heat. On a miss, you get away clean. On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time. On a 10+, you’re fucked, güey: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_trigger": "When you ***flee from los federales***, roll with Heat.", + "flee_from_los_federales_rollwith": "heat", + "flee_from_los_federales_hitresult": "On a 10+, you’re fucked, *güey*: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_partialresult": "On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time.", + "flee_from_los_federales_missresult": "On a miss, you get away clean.", + "propose_a_deal": "propose a deal", + "propose_a_deal_html": "

When you propose a deal to get what you want, roll with Face. On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one:

  • impose a condition on your offer
  • adjust the price (+/-30%) and accept
  • point you at an interested party
", + "propose_a_deal_trigger": "When you ***propose a deal*** to get what you want, roll with Face. ", + "propose_a_deal_rollwith": "face", + "propose_a_deal_hitresult": "On a hit, they choose: take the deal or mark stress.", + "propose_a_deal_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "justify_your_behavior": "justify your behavior", + "justify_your_behavior_html": "

When you try to justify your behavior to someone, roll with Face. For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. For PCs: On a 10+, both. On a 7-9, choose 1:

  • if they accept your reasoning, they mark xp
  • if they keep their own counsel, they mark stress
", + "justify_your_behavior_trigger": "When you try to ***justify your behavior*** to someone, roll with Face.", + "justify_your_behavior_rollwith": "face", + "justify_your_behavior_hitresult": "For NPCs: On a hit, they accept your logic. \n\nFor PCs: On a 10+, both:\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "justify_your_behavior_partialresult": "For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. \n\nFor PCs: On a 7-9, choose 1: On a 10+, both:\n\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "stress & heat moves": "stress & heat moves", + "stress moves": "stress moves", + "stress_moves_description": "All sorts of fictional situations may cause stress–getting shot at, doing something horrific, fighting with a spouse–and the only way to keep that stress in check is through stress moves:", + "verbally_abuse_or_shame": "verbally abuse or shame", + "verbally_abuse_or_shame_html": "When you verbally abuse or shame someone you care about, roll with Face. On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track. On a 7-9, clear one stress. On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "verbally_abuse_or_shame_trigger": "When you **verbally abuse or shame someone** you care about, roll with Face.", + "verbally_abuse_or_shame_rollwith": "face", + "verbally_abuse_or_shame_hitresult": "On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track.", + "verbally_abuse_or_shame_partialresult": "On a hit, your words hit hard: tell them to mark stress. On a 7-9, clear one stress.", + "verbally_abuse_or_shame_missresult": "On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "lose_yourself_in_a_substance": "lose yourself in a substance", + "lose_yourself_in_a_substance_html": "When you lose yourself in a substance, roll with Grit. On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list. On a miss, you’re in deep. Buena suerte, cabrón.", + "lose_yourself_in_a_substance_trigger": "When you **lose yourself in a substance**, roll with Grit.", + "lose_yourself_in_a_substance_rollwith": "grit", + "lose_yourself_in_a_substance_hitresult": "On a hit, clear your stress track.", + "lose_yourself_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "lose_yourself_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "confess_your_sins": "confess your sins", + "confess_your_sins_html": "When you confess your sins to a priest, roll with Hustle. On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession. On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "confess_your_sins_trigger": "When you **confess your sins to a priest**, roll with Hustle.", + "confess_your_sins_rollwith": "hustle", + "confess_your_sins_hitresult": "On a hit, you find forgiveness; clear your stress track.", + "confess_your_sins_partialresult": "On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession.", + "confess_your_sins_missresult": "On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "dish_out_a_beatdown": "dish out a beatdown", + "dish_out_a_beatdown_html": "When you dish out a beatdown, roll with Savagery. On a 10+, you assert your dominance: clear your stress track. On a 7-9, you hurt them, but it’s not enough: clear one stress. On a miss, the violence gets out of hand. Enjoy the consequences, pendejo.", + "dish_out_a_beatdown_trigger": "When you **dish out a beatdown**, roll with Savagery.", + "dish_out_a_beatdown_rollwith": "savagery", + "dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "drug moves": "drug moves", + "drug moves description": "If the MC tells you to make a drug move, pick one:", + "cocaine": "cocaine", + "cocaine_move1": "start a fight with a mouthy pendejo or puta", + "cocaine_move2": "throw yourself at someone you shouldn’t", + "cocaine_move3": "spend your money stupidly or carelessly", + "heroin": "heroin", + "heroin_move1": "push someone who cares about you away", + "heroin_move2": "overlook a crucial deadline or event", + "heroin_move3": "steal funds in preparation for your next fix", + "crystal meth": "crystal meth", + "crystal meth_move1": "accuse a loved one of theft or betrayal", + "crystal meth_move2": "push a place you keep toward squalor", + "crystal meth_move3": "hurt yourself to keep your diablos at bay", + "alcohol": "alcohol", + "alcohol_move1": "make a scene about how you’ve been wronged", + "alcohol_move2": "let slip something to the wrong person", + "alcohol_move3": "wreck something meaningful, carelessly", + "hermanos": "hermanos", + "hermanos_desc": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle. On a 10+, all 3. On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers \n\nOn a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "hermanos_show_roll_button": "True", + "hermanos_rollwith": "hustle", + "hermanos_trigger": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle.", + "hermanos_hitresult": "On a 10+, all 3: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_partialresult": "On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_missresult": "On a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "mercado": "mercado", + "mercado_desc": "When you sell product on the street, roll with Hustle. On a 10+, sales are brisk; clear your stress track. On a 7-9, you make some money, but someone takes issue with your crew; clear one stress. On a miss, someone takes a run at you, and it probably isn’t the cops.", + "mercado_show_roll_button": "True", + "mercado_rollwith": "hustle", + "mercado_trigger": "When you sell product on the street, roll with Hustle.", + "mercado_hitresult": "On a 10+, sales are brisk; clear your stress track.", + "mercado_partialresult": "On a 7-9, you make some money, but someone takes issue with your crew; clear one stress.", + "mercado_missresult": "On a miss, someone takes a run at you, and it probably isn’t the cops.", + "bendito": "bendito", + "bendito_desc": "When you’re completely focused on escaping, push your luck with Hustle instead of Grit. Add +1 to your roll if you get fucking shot while trying to flee.", + "bendito_show_roll_button": "FALSE", + "vendedor": "vendedor", + "vendedor_desc": "When you propose a deal to someone and they pick an option off the 7-9 list you don’t like, mark stress to make them pick a different option off the list. You can do this multiple times, provided you can keep marking stress.", + "vendedor_show_roll_button": "FALSE", + "matador": "matador", + "matador_desc": "Fill your stress track—marking at least one stress—to turn to violence against an unsuspecting target as if you rolled a 10+.", + "matador_show_roll_button": "FALSE", + "la_plaza_desc": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_show_roll_button": "True", + "mandamás": "mandamás", + "mandamás_desc": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face. On a 10+, all 3. On a 7-9, choose 1. \n- they keep their wits and focus. \n- they minimize incriminating evidence. \n- they avoid collateral damage. On a miss, everything goes to shit, but it wasn't your people's fault. You know how it is, *jefe*: no plan survives contact with the enemy.", + "mandamás_show_roll_button": "True", + "mandamás_rollwith": "face", + "mandamás_trigger": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face.", + "mandamás_hitresult": "On a 10+, all 3: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_partialresult": "On a 7-9, choose 1: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_missresult": "On a miss, everything goes to shit, but it wasn’t your people’s fault. You know how it is, jefe: no plan survives contact with the enemy.", + "infiltrado": "infiltrado", + "infiltrado_desc": "At the start of session, roll with Grit. On a hit, you get wind of a development in the anti-cartel case before things get messy. On a 10+, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice. On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "infiltrado_show_roll_button": "True", + "infiltrado_rollwith": "grit", + "infiltrado_trigger": "At the start of session, roll with Grit. ", + "infiltrado_hitresult": "On a 10+, you get wind of a development in the anti-cartel case before things get messy. In fact, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice.", + "infiltrado_partialresult": "On a 7-9, you get wind of a development in the anti-cartel case before things get messy.", + "infiltrado_missresult": "On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "seguir": "seguir", + "seguir_desc": "When you follow someone through the streets, roll with Grit. On a hit, where they go, you follow. On a 7-9, you overstep; mark a stress to avoid being spotted. On a miss, you end up exposed without backup or cover. ¡Mierda!", + "seguir_show_roll_button": "True", + "seguir_rollwith": "grit", + "seguir_trigger": "When you follow someone through the streets, roll with Grit.", + "seguir_hitresult": "On a 10+, where they go, you follow.", + "seguir_partialresult": "On a 7-9, where they go, you follow...but you overstep; mark a stress to avoid being spotted.", + "seguir_missresult": "On a miss, you end up exposed without backup or cover. *¡Mierda!*", + "verdadero": "verdadero", + "verdadero_desc": "When you get the truth from someone during an official interrogation, pick an extra option, even on a miss.", + "verdadero_show_roll_button": "FALSE", + "siempre_listo": "siempre listo", + "siempre_listo_desc": "Mark stress to show up in a scene alongside *la policía* or *los federales*, assuming that you aren’t unavailable. Mark three stress to show up instead of the authorities; you’ll have a few minutes solo in the scene before anybody else arrives.", + "siempre_listo_show_roll_button": "FALSE", + "escolta": "escolta", + "escolta_desc": "When you draw attention away from someone, they can roll with your Heat instead of their own. On a 10+, they suffer the consequences...but you attract demasiada attention: raise your Heat by 1 until the end of the next session.", + "escolta_show_roll_button": "FALSE", + "entrenamiento": "entrenamiento", + "entrenamiento_desc": "When you turn to violence after declaring yourself as a federal, roll with Grit instead of Savagery. If you get shot as a result, take +1 forward.", + "entrenamiento_show_roll_button": "FALSE", + "conectada": "conectada", + "conectada_desc": "When you go looking for a cartel *güey* in la plaza to help with a problem, name them and roll with Face. On a hit, you track them down and they’ve got what you need. On a 7-9, pick 1. On a 10+, both. \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology\n\n On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "conectada_show_roll_button": "True", + "conectada_rollwith": "face", + "conectada_trigger": "When you go looking for a cartel güey in la plaza to help with a problem, name them and roll with Face.", + "conectada_hitresult": "On a 10+, you track them down and they've got what you need; you get both: \n- They aren't caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_partialresult": "On a 7-9, you track them down and they've got what you need; pick 1: \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_missresult": "On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "escapar": "escapar", + "escapar_desc": "When you try to exit a tense situation, roll with Face. On a 10+, you’re gone! On a 7-9, you leave something behind or take something with you, your choice. On a miss, you’re exposed por completo...", + "escapar_show_roll_button": "True", + "escapar_rollwith": "face", + "escapar_trigger": "When you try to exit a tense situation, roll with Face.", + "escapar_hitresult": "On a 10+, you’re gone! ", + "escapar_partialresult": "On a 7-9, you leave something behind or take something with you, your choice. ", + "escapar_missresult": "On a miss, you’re exposed por completo...", + "amante": "amante", + "amante_desc": "When you share a night of intimacy with a lover, roll with Face. On a hit, clear your stress track. On a 10+, ask 2.On a 7-9, ask 1. \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do? \n\nOn a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "amante_show_roll_button": "True", + "amante_rollwith": "face", + "amante_trigger": "When you share a night of intimacy with a lover, roll with Face.", + "amante_hitresult": "On a 10+, clear your stress track and ask 2: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_partialresult": "On a 7-9, clear your stress track and ask 1: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_missresult": "On a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "chimosa": "chimosa", + "chimosa_desc": "When you betray a friend or ally to the authorities, roll with Face. On a 10+, your treason is useful and valued: clear your stress track. On a 7-9, your handler is pleased...and demands more: clear one stress. On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "chimosa_show_roll_button": "True", + "chimosa_rollwith": "face", + "chimosa_trigger": "When you betray a friend or ally to the authorities, roll with Face.", + "chimosa_hitresult": "On a 10+, your treason is useful and valued: clear your stress track.", + "chimosa_partialresult": "On a 7-9, your handler is pleased...and demands more: clear one stress.", + "chimosa_missresult": "On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "mentirosa": "mentirosa", + "mentirosa_desc": "You get +1 Face (max+3).", + "mentirosa_show_roll_button": "FALSE", + "mirar": "mirar", + "mirar_desc": "When you read a charged situation, roll with Savagery. On a hit, ask the MC questions; take +1 when you act on the answers. On a 10+, ask 2. On a 7–9, ask 1: \n- where’s my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what’s my enemy’s true position? On a miss, ask one...but you reveal your position.", + "mirar_show_roll_button": "FALSE", + "mirar_rollwith": "savagery", + "mirar_trigger": "When you read a charged situation, roll with Savagery.", + "mirar_hitresult": "On a 10+, ask the MC 2 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_partialresult": "On a 7-9, ask the MC 1 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_missresult": "On a miss, ask one...but you reveal your position.", + "narcocorrido": "narcocorrido", + "narcocorrido_desc": "When you meet someone importante (your call), roll with Savagery. On a hit, they’ve heard of you. Say what they’ve heard, and they will act accordingly. On a 10+, you also take +1 forward to dealing with them. On a miss, your reputation convinces them that you’re something you’re not.", + "narcocorrido_show_roll_button": "True", + "narcocorrido_rollwith": "savagery", + "narcocorrido_trigger": "When you meet someone *importante* (your call), roll with Savagery.", + "narcocorrido_hitresult": "On a 10+, they've heard of you. Say what they've heard, and they will act accordingly; take +1 forward to dealing with them.", + "narcocorrido_partialresult": "On a 7-9, they've heard of you. Say what they've heard, and they will act accordingly.", + "narcocorrido_missresult": "On a miss, your reputation convinces them that you’re something you're not.", + "levantón": "levantón", + "levantón_desc": "When you track down an NPC, roll with Savagery. On a hit, you catch them exposed or vulnerable. On a 7-9, they have backup or it’s public. On a miss, someone you’re avoiding finds you first.", + "levantón_show_roll_button": "True", + "levantón_rollwith": "savagery", + "levantón_trigger": "When you track down an NPC, roll with Savagery.", + "levantón_hitresult": "On a 10+, you catch them exposed or vulnerable.", + "levantón_partialresult": "On a 7-9, you catch them exposed or vulnerable, but they have backup or it’s public.", + "levantón_missresult": "On a miss, someone you’re avoiding finds you first.", + "rematar": "rematar", + "rematar_desc": "You get +1 Savagery (max +3).", + "rematar_show_roll_button": "FALSE", + "encobijado": "encobijado", + "encobijado_desc": "When you ditch a body somewhere, roll with Savagery. On a hit, you lose the corpse, and it stays lost; clear one stress. On a 10+, dust to dust; clear your stress track. On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "encobijado_show_roll_button": "True", + "encobijado_rollwith": "savagery", + "encobijado_trigger": "When you ditch a body somewhere, roll with Savagery.", + "encobijado_hitresult": "On a 10+, you lose the corpse, and it stays lost; clear your stress track.", + "encobijado_partialresult": "On a 7-9, you lose the corpse, and it stays lost; clear one stress.", + "encobijado_missresult": "On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "duro": "duro", + "duro_desc": "When you get fucking shot, add +1 to your roll. On a miss, you have time for an act of ven- geance or kindness before you fall to your wounds.", + "duro_show_roll_button": "FALSE", + "notes": "notes" +} diff --git a/cartel/translations/es.json b/cartel/translations/es.json new file mode 100644 index 0000000000..c85da7a63a --- /dev/null +++ b/cartel/translations/es.json @@ -0,0 +1,710 @@ +{ + "edit identity": "edit identity", + "character name": "character name", + "playbook": "playbook", + "el cocinero": "el cocinero", + "la esposa": "la esposa", + "el halcon": "el halcon", + "el narco": "el narco", + "la polizeta": "la polizeta", + "la rata": "la rata", + "la sicaria": "la sicaria", + "cocinero": "cocinero", + "esposa": "esposa", + "halcon": "halcon", + "narco": "narco", + "polizeta": "polizeta", + "rata": "rata", + "sicaria": "sicaria", + "look": "look", + "gear": "gear", + "lifestyle": "lifestyle", + "destitute": "destitute", + "destitute_desc": "nearly homeless, often unable to afford even basic staples, desperate", + "impoverished": "impoverished", + "impoverished_desc": "cash on hand for lodging and food, but little else, \"cash poor\"", + "stable": "stable", + "stable_desc": "relative comfort, regular lodging, enough resources to support a family", + "luxury": "luxury", + "luxury_desc": "wealth beyond most, able to put ten thousand dollars towards a problem", + "extravagant": "extravagant", + "extravagant_desc": "rich beyond measure, anything is accessible with enough patience", + "stats": "stats", + "character moves": "character moves", + "new character move": "new character move", + "click the pencil icon to edit your new move": "click the pencil icon to edit your new move", + "edit move": "edit move", + "basic moves": "basic moves", + "extras": "extras", + "stress": "stress", + "stress description": "Each session you start with two stress already marked, provided you didn't end the last section with more. If your stress track is ever filled, güey, you're in a bad spot.", + "reset": "reset", + "face": "face", + "grit": "grit", + "hustle": "hustle", + "savagery": "savagery", + "heat": "heat", + "tags": "tags", + "advancement": "advancement", + "advtxt1": "When you fill your xp track, select an advance from this list:", + "advtxt2": "After 5 advances, you can choose from this list instead:", + "los enlaces": "los enlaces", + "tus llaves": "tus llaves", + "move name": "move name", + "description": "description", + "show roll button?": "show roll button?", + "roll with": "roll with", + "is rolling with": "is rolling with", + "trigger": "trigger", + "el_cocinero-rel_text1": "_____ is familia. Close family. They don’t know what you do para el cartel, and you’re not sure you can keep your secrets for long.", + "el_cocinero-rel_text2": "_____ got you into this business to help you with your financial troubles but didn’t tell you the whole story. Now you’re both stuck.", + "el_cocinero-rel_text3": "You and _____ have an understanding. You need each other for now, but both of you know the current situation won’t last.", + "el_cocinero-adv1": "get +1 Grit (max+3)", + "el_cocinero-adv2": "get +1 Hustle (max+3)", + "el_cocinero-adv3": "get +1 Savagery (max+3)", + "el_cocinero-adv4": "choose a new laboratorio feature", + "el_cocinero-adv5": "get a new cocinero move", + "el_cocinero-adv6": "get a new cocinero move", + "el_cocinero-adv7": "get a move from another playbook", + "el_cocinero-adv8": "get a move from another playbook", + "el_cocinero-adv9": "get +1 to any stat (max+3)", + "el_cocinero-adv10": "resolve a laboratorio trouble", + "el_cocinero-adv11": "retire your character (to safety)", + "el_cocinero-adv12": "change your character to a new type", + "el_cocinero-adv13": "raise your lifestyle one level", + "la_esposa-rel_text1": "_____ and your spouse spend time together, but you’d prefer it if they weren’t in-volved in your life. Tell them what they did to anger you.", + "la_esposa-rel_text2": "_____ es familia. A sibling, maybe, or a cousin. Someone close. They mean well, but you worry about them. Tell them your fears.", + "la_esposa-rel_text3": "_____ and you were a thing back in the day, but it never went anywhere. Most people don’t know about it; you were young once también.", + "la_esposa-adv1": "get +1 Face (max+3)", + "la_esposa-adv2": "get +1 Grit (max+3)", + "la_esposa-adv3": "get +1 Hustle (max+3)", + "la_esposa-adv4": "change 2 obligations de la familia", + "la_esposa-adv5": "get a new esposa move", + "la_esposa-adv6": "get a new esposa move", + "la_esposa-adv7": "get a move from another playbook", + "la_esposa-adv8": "get a move from another playbook", + "la_esposa-adv9": "get +1 to any stat (max+3)", + "la_esposa-adv10": "permanently resolve a secret", + "la_esposa-adv11": "retire your character (to safety)", + "la_esposa-adv12": "change your character to a new type", + "la_esposa-adv13": "raise your spouse's lifestyle one level", + "spouse": "spouse", + "spouse-desc": "Ask everyone else “Who is willing to be my spouse?” Pick whomever you like. If no one volunteers, choose an NPC.", + "obligations-title": "Choose 5 obligations you perform for la familia:", + "secrets-title": "And choose 2 secrets you keep from la familia:", + "secret-nest_egg": "+nest egg: you put away some serious cash in a secret stash ($20,000!) for a rainy day.", + "secret-addiction": "+addiction: some nasty drug has a hold on you.", + "secret-affair": "+affair: you have another love...or at least another lover you spend time with.", + "secret-debt": "+debt: your spending has put you in a tough place, beyond what your family currently knows.", + "secret-lovechild": "+lovechild: you have a secret child that requires attention...and money.", + "la_familia": "la familia", + "la_familia_html": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle. On a 10+, you juggle your responsibilities with grace; clear your stress track. On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist. On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "la_familia_desc": "", + "la_familia_trigger": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle.", + "la_familia_rollwith": "hustle", + "la_familia_hitresult": "On a 10+, you juggle your responsibilities with grace; clear your stress track.", + "la_familia_partialresult": "On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist.", + "la_familia_missresult": "On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "el_halcon-rel_text1": "_____ gave you some new responsibilities lately, at your request. They have their doubts, but you’ll prove them wrong soon.", + "el_halcon-rel_text2": "_____ disapproves of your cartel work, and wants to get you out. You're not a niño; you can handle your own business.", + "el_halcon-rel_text3": "You and _____ have a plan to make some real money. They worry it’s not going to work, but you know it’s a sure thing, cabrón.", + "el_halcon-adv1": "get +1 Face (max+3)", + "el_halcon-adv2": "get +1 Grit (max+3)", + "el_halcon-adv3": "get +1 Hustle (max+3)", + "el_halcon-adv4": "choose a new pandilla feature", + "el_halcon-adv5": "get a new halcón move", + "el_halcon-adv6": "get a new halcón move", + "el_halcon-adv7": "get a move from another playbook", + "el_halcon-adv8": "get a move from another playbook", + "el_halcon-adv9": "get +1 to any stat (max+3)", + "el_halcon-adv10": "resolve a pandilla vulnerability", + "el_halcon-adv11": "retire your character (to safety)", + "el_halcon-adv12": "change your character to a new type", + "el_halcon-adv13": "raise your lifestyle one level", + "tu pandilla": "tu pandilla", + "amigos:": "amigos:", + "pandilla-amigos_description": "By default, your pandilla has three loyal amigos you’ve known a while. Give them names:", + "pandilla-amigos_names_list": "Azul, Blanco, Calaca, Charo, Chino, Flaco, Gordo, Lola, Moco, Nacho, Paco, Raki, Torpe, Zanahoria", + "pandilla-question_amigo1": "Who is there to cheer you up when mierda gets tough?", + "pandilla-question_amigo2": "Who is a real pendejo, but you just can't cut them loose?", + "pandilla-question_amigo3": "Who is truly solid, ready to entrarle and get things done when you need them?", + "choose 2 features:": "choose 2 features:", + "pandilla_feature1": "your crew has crews that work for you, cabrón. Your crew becomes a gang (small untrained unequipped).", + "pandilla_feature2": "your crew is down for a fiesta. Roll with Hustle instead of Grit when you get all get lost in a substance juntos.", + "pandilla_feature3": "your crew is down for a fight. Roll with Hustle instead of Savagery when you dish out a beatdown as a crew.", + "pandilla_feature4": "your crew is in touch with high-level smugglers and producers from other cartels. It gets +connected.", + "pandilla_feature5": "your crew is employed outside the cartel, officially or unofficially. Take +1 when you strain your finances.", + "choose 2 vulnerabilities:": "choose 2 vulnerabilities:", + "pandilla_vulnerability1": "your crew is on la policía's radar: +known.", + "pandilla_vulnerability2": "your crew is into heavy stuff: +addiction.", + "pandilla_vulnerability3": "your crew owes favors to someone: +obligation.", + "pandilla_vulnerability4": "your crew has enemies, cabrón: +turf war.", + "pandilla-get_lost_in_a_substance": "get lost in a substance", + "pandilla-get_lost_in_a_substance_trigger": "your crew is down for a *fiesta*. Roll with Hustle instead of Grit when you get all ***get lost in a substance*** *juntos*.", + "pandilla-get_lost_in_a_substance_rollwith": "hustle", + "pandilla-get_lost_in_a_substance_hitresult": "On a hit, clear your stress track.", + "pandilla-get_lost_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "pandilla-get_lost_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "pandilla-dish_out_a_beatdown": "dish out a beatdown", + "pandilla-dish_out_a_beatdown_trigger": "your crew is down for a fight. Roll with Hustle instead of Savagery when you ***dish out a beatdown*** as a crew.", + "pandilla-dish_out_a_beatdown_rollwith": "hustle", + "pandilla-dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "pandilla-dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "pandilla-dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "pandilla-strain_your_finances": "strain your finances", + "pandilla-strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "pandilla-strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "pandilla-strain_your_finances_rollwith": "*dinero*", + "pandilla-strain_your_finances_rollquery": "1[pandilla] + ?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "pandilla-strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "pandilla-strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "pandilla-strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "el_narco-rel_text1": "_____ is familia, but you’ve tried to shield them from the worst of the cartel. Tell them what they know about your dealings.", + "el_narco-rel_text2": "You're sure _____ is up to something, maybe with another cartel or los federales. Keep your eyes open, cabrón. Trust no one.", + "el_narco-relktext3": "You’ve taken _____ under your wing. You respect their skills and talents, and you want to see them thrive. ¡Qué generoso!", + "el_narco-adv1": "get +1 Face (max+3)", + "el_narco-adv2": "get +1 Hustle (max+3)", + "el_narco-adv3": "get +1 Savagery (max+3)", + "el_narco-adv4": "get +1 Control (max +3)", + "el_narco-adv5": "choose a new plaza feature", + "el_narco-adv6": "choose a new plaza feature", + "el_narco-adv7": "get a move from another playbook", + "el_narco-adv8": "get a move from another playbook", + "el_narco-adv9": "get +1 to any stat except Control (max+3)", + "el_narco-adv10": "permanently resolve a plaza trouble", + "el_narco-adv11": "permanently resolve a plaza trouble", + "el_narco-adv12": "retire your character (to safety)", + "el_narco-adv13": "change your character to a new type", + "el jefe de jefes": "el jefe de jefes", + "el_jefe_description": "You run la plaza, a pathway for narcos hoping to move product across the border and a lucrative area for local drug sales. The city of Durango is yours as long as you hold it, jefe.", + "contact": "contact", + "el_jefe_contact_description": "When you took control, the cartel gave you a contact who collects what you owe them, usually once a month. You only know their nickname, so you can’t sell them out if you get flipped by los federales (pick one):", + "la_plaza": "la plaza", + "la_plaza_html": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_trigger": "At the beginning of the session, roll with Control.", + "la_plaza_rollwith": "control", + "la_plaza_hitresult": "On a 10+, you get an opportunity to engage one your troubles (your choice) on your terms.", + "la_plaza_partialresult": "On a 7-9, you get an opportunity to engage one your troubles (your choice) on your terms, but the opportunity is short-lived and risky: act quickly or you may find that you miss your moment.", + "la_plaza_missresult": "On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "control": "control", + "troubles": "troubles", + "by default you've got:": "by default you've got:", + "la_plaza_bullet1": "a staff of unsophisticated narcos, coordinated via a network of burner phones (trouble: +los federales)", + "la_plaza_bullet2": "a mix of protection rackets and smuggling operations (lifestyle: stable)", + "la_plaza_bullet3": "5-10 loyal enforcers (gang small untrained impatient) and 1 or 2 corrupt cops (greedy informed)", + "la_plaza_bullet4": "a few halcones to keep you informed about what goes on in your city (Control = +1)", + "choose 4 features:": "choose 4 features", + "la_plaza_feature1": "your plaza is profitable, bringing in substantial, obvious sums. Lifestyle: +1 level & trouble: +robberies.", + "la_plaza_feature2": "for income, add kidnapping. Lifestyle: +1 level & trouble: +vigilantes.", + "la_plaza_feature3": "your enforcers have access to military weaponry and body armor. Add armored and armed to your gang.", + "la_plaza_feature4": "you have a reputation for violence. Roll with Face instead of Hustle when you pressure someone by threatening their life, limbs, or loved ones.", + "la_plaza_feature5": "your enforcers have extensive military training. Drop untrained and add savage. Take +1 when you order kidnappings or ambushes.", + "la_plaza_feature6": "your enforcers recruit heavily from the local population, making them a medium gang (10-20) instead of small.", + "la_plaza_feature7": "you have halcones at all chokepoints and smuggling roads. +1 Control.", + "la_plaza_feature8": "only a few know your real name and appearance. Take -2 heat; describe the business that you use as a cover for your activities.", + "choose 2 troubles:": "choose 2 troubles:", + "la_plaza_trouble1": "you are in the middle of a violent dispute with another cartel, probably Los Zetas. Trouble: +gang war.", + "la_plaza_trouble2": "your plaza has been recently infiltrated by someone working for los federales or the CIA/DEA. Trouble: +mole", + "la_plaza_trouble3": "The narcos you displaced to take control of la plaza remain at large. - 1 Control. Trouble: +rivals.", + "la_plaza_trouble4": "greedy agents of the Mex-ican tax authority (SHCP) are bleeding you dry with increasingly expensive demands for bribes and mordidas . -1 lifestyle.", + "la_polizeta-rel_text1": "You grew up with _____ on the streets of Durango. You still have a beer after work if you’re both free; it’s nice to know someone who isn’t involved with either side of your double life.", + "la_polizeta-rel_text2": "_____ is the target of an active investigation. You're not the lead investigator, but you’re regularly briefed on the case.", + "la_polizeta-rel_text3": "_____ is your main contact in the cartel. Tell them where you two go to speak directly when you need a face-to-face meeting.", + "la_polizeta-adv1": "get +1 Face (max+3)", + "la_polizeta-adv2": "get +1 Hustle (max+3)", + "la_polizeta-adv3": "get +1 Savagery (max+3)", + "la_polizeta-adv4": "get +1 Control (max +3)", + "la_polizeta-adv5": "choose a new plaza feature", + "la_polizeta-adv6": "choose a new plaza feature", + "la_polizeta-adv7": "get a move from another playbook", + "la_polizeta-adv8": "get a move from another playbook ", + "la_polizeta-adv9": "get +1 to any stat except Control (max+3)", + "la_polizeta-adv10": "permanently resolve a plaza trouble", + "la_polizeta-adv11": "permanently resolve a plaza trouble", + "la_polizeta-adv12": "retire your character (to safety)", + "la_polizeta-adv13": "change your character to a new type", + "You work closely with 5 NPCs (at least) in the unit:": "You work closely with 5 NPCs (at least) in the unit:", + "Who is your new partner?": "Who is your new partner?", + "Who is suspicious of you?": "Who is suspicious of you?", + "You also end up working with a few NPCs from the cartel:": "You also end up working with a few NPCs from the cartel:", + "Who almost gave you away?": "Who almost gave you away?", + "Who offered to scam el narco?": "Who offered to scam el narco?", + "task_force_equipment": "Your department has some new toys—¡gracias, Calderón!—you can use, provided you have some \"official\" business (pick 2):", + "task_force_equip1": "military-grade body armor (resilient bulky)", + "task_force_equip2": "full-scale surveillance van (hi-tech expensive)", + "task_force_equip3": "tracking devices or bugs (hi-tech concealable)", + "task_force_equip4": "court-approved wiretap (hi-tech persistent)", + "task_force_equip5": "network of criminal informants (informed costly)", + "la_rata-rel_text1": "You and _____ started sleeping together a few weeks ago. Tell them why you haven't been able to end things, despite the dangers. ", + "la_rata-adv1": "get +1 Face (max+3)", + "la_rata-adv2": "get +1 Grit (max+3)", + "la_rata-adv3": "get +1 Savagery (max+3)", + "la_rata-adv4": "get an NPC ally (detail with MC)", + "la_rata-adv5": "get a new rata move", + "la_rata-adv6": "get a new rata move", + "la_rata-adv7": "get a move from another playbook", + "la_rata-adv8": "get a move from another playbook", + "la_rata-adv9": "get +1 to any stat (max+3)", + "la_rata-adv10": "get 4 weapons y 4 gear (La Sicaria)", + "la_rata-adv11": "retire your character (to safety)", + "la_rata-adv12": "change your character to a new type", + "la_rata-adv13": "raise your lifestyle one level", + "el trabajo sucio": "el trabajo sucio", + "el trabajo sucio-description": "You are one of el narco's trusted lieutenants...but you’ve decided to betray the cartel. Choose a reason:", + "trabajo_sucio1": "you’re tired of the killing and death.", + "trabajo_sucio2": "you lost family or a loved one to el narco.", + "trabajo_sucio3": "you want to move up in the organization.", + "trabajo_sucio4": "you were arrested and flipped to avoid jail.", + "trabajo_sucio5": "you're an undercover cop on assignment.", + "supervivencia": "supervivencia", + "supervivencia_html": "

You are a survivor, a rata who will not be drowned just because this sinking ship of a plaza is finally dragged beneath the surface of the drug war.

You can mark stress to:

  • take a 10+ instead of rolling when you interfere with someone trying to get the truth out of you.
  • offer a PC an xp to accept your reasoning when you justify your behavior, even on a miss.
  • take +1 when you get fucking shot by another narco who suspects your treachery.
", + "la_sicaria-rel_text1": "_____ fucked up something crucial; you had to clean up the mess before things got messy with los federales or a rival drug cartel.", + "la_sicaria-adv1": "get +1 Grit (max+3)", + "la_sicaria-adv2": "get +1 Hustle (max+3)", + "la_sicaria-adv3": "get +1 Savagery (max+3)", + "la_sicaria-adv4": "choose 2 new weapons", + "la_sicaria-adv5": "get a new sicaria move", + "la_sicaria-adv6": "get a new sicaria move", + "la_sicaria-adv7": "get a move from another playbook", + "la_sicaria-adv8": "get a move from another playbook", + "la_sicaria-adv9": "get +1 to any stat (max+3)", + "la_sicaria-adv10": "choose 2 new pieces of gear or 2 new weapons", + "la_sicaria-adv11": "retire your character (to safety)", + "la_sicaria-adv12": "change your character to a new type", + "la_sicaria-adv13": "raise your lifestyle one level", + "weapons (choose 4)": "weapons (choose 4)", + "sicaria_weapon1": "sniper rifle (far hi-tech loud)", + "sicaria_weapon2": "assault rifle (close loud autofire)", + "sicaria_weapon3": "grenade launcher (close area messy)", + "sicaria_weapon4": "shotgun (close messy)", + "sicaria_weapon5": "submachine gun (close area loud)", + "sicaria_weapon6": "magnum (close reload loud)", + "sicaria_weapon7": "9mm (close loud)", + "sicaria_weapon8": "stun gun (close reload)", + "sicaria_weapon9": "fireman’s axe (close messy)", + "sicaria_weapon10": "machete (hand messy)", + "sicaria_weapon11": "garrote (hand grapple)", + "sicaria_weapon12": "knives (hand infinite)", + "gear (choose 4)": "gear (choose 4)", + "sicaria_gear1": "Armor Piercing Ammo (+ap to all weapons): Sometimes putos wear vests. Gotta be ready.", + "sicaria_gear2": "Body Armor (+armored): You want to live, right? Put on the fucking vest, pendeja.", + "sicaria_gear3": "Explosives Kit (close loud area reload): You can create improvised explosive devices (IEDs) if you’ve got time.", + "sicaria_gear4": "Tracking Device (hi-tech far concealable): They can’t hide if you plant this somewhere on them.", + "sicaria_gear5": "Secure Police Scanner (hi-tech hand): You can listen in even when they try to keep you out.", + "sicaria_gear6": "Silencer (remove +loud from any weapon): Quiet as a mouse. Dead as a doornail. Eh, cabrona?", + "sicaria_gear7": "Surveillance Gear (hi-tech close concealable): You can install cameras somewhere and watch all you want.", + "sicaria_gear8": "Police Uniform (official wearable stolen): Who is who anymore? You look like them and they look like you.", + "-- select a key --": "-- select a key --", + "ambition": "ambition", + "ambition_text": "Mark xp when you get someone important to let you handle some business on their behalf. Clear this key and advance when you seize the day and ask for forgiveness instead of permission.", + "arrogance": "arrogance", + "arrogance_text": "Mark xp when you use your superior knowledge or experience to verbally shame or abuse someone you care about. Clear this key and advance when you admit to a loved one that you're in over your head and urgently need help.", + "daring": "daring", + "daring_text": "Mark xp when you willingly enter a perilous situation without precautions or deception. Clear this key and advance when you retreat from a messy situation instead of risking further failure.", + "debt": "debt", + "debt_text": "Mark xp when you take on a new loan or strain your finances to meet your family's needs. Clear this key and advance when you find a way --legal or illegal--out from under your obligations.", + "dirty_hands": "dirty hands", + "dirty_hands_text": "Mark xp when you personally tackle a messy problem instead of sending goons. Clear this key and advance when you send someone to deal with a problem you should have attended to directly.", + "duty": "duty", + "duty_text": "Mark xp when you complete a task or assign-ment for your superiors or colleagues. Clear this key and advance when you intentionally thwart the goals of your organization or employer.", + "family": "family", + "family_text": "Mark xp when you violate your family members’ boundaries to protect them. Clear this key and advance when you allow one of them to be harmed when you could have intervened.", + "guilt": "guilt", + "guilt_text": "Mark xp when you confess a recent betrayal or deception to someone you shouldn’t trust. Clear this key and advance when you use a moment of intimacy to trick someone into advancing your schemes.", + "indomitable": "indomitable", + "indomitable_text": "Mark xp when you go into battle significantly outgunned or outmanned. Clear this key and advance when you surrender to your enemies instead of fighting your way out of a messy situation.", + "loyalty": "loyalty", + "loyalty_text": "Mark xp when you accept the lies or half-truths of a trusted friend or lover. Clear this key and advance when you confront a loved one with evidence of their betrayals and deceptions.", + "mercy": "mercy", + "mercy_text": "Mark xp when you try to head off a violent encounter with negotation or persuasion. Clear this key and advance when you greatly injure or kill someone who is defenseless or unaware.", + "paranoia": "paranoia", + "paranoia_text": "Mark xp when you try to get the truth out of someone about their true loyalties. Clear this key and advance when you expose someone’s betrayal to their family or employer.", + "pride": "pride", + "pride_text": "Mark xp when you claim an asset on the grounds that you or your family deserves it. Clear this key and advance when you give up something to keep yourself or a loved one safe from harm.", + "schemes": "schemes", + "schemes_text": "Mark xp when you take advantage of someone who believes you’re working on their behalf. Clear this key and advance when you openly choose one of your loyalties over the other.", + "secrets": "secrets", + "secrets_text": "Mark xp when you lie to someone close to you about your illicit activities. Clear this key and advance when you finally come clean to someone who trusts you about your lies and decepeptions.", + "default_hitresult": "¡Órale, amigo! Looks like things worked out. Don't get cocky! The MC will tell you what happens next.", + "default_partialresult": "Not bad, güey. Things could be better, but they could be worse too! The MC's going to tell you what's in store for you now.", + "default_missresult": "¡Ay diós, cabrón! Sometimes shit gets real. The MC will tell you what happens next.", + "---": "", + "---_desc": "", + "---_trigger": "", + "---_rollwith": "", + "---_hitresult": "", + "---_partialresult": "", + "---_missresult": "", + "cocinar": "cocinar", + "cocinar_desc": "If you’re fully stocked and cooking, at the start of session, roll with Grit. On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself. On a 7-9, your investment in the operation causes someone close to you to grow suspicious. On a miss, one of your lab’s problems comes to bear con todo.", + "cocinar_show_roll_button": "True", + "cocinar_trigger": "If you’re fully stocked and cooking, at the start of session, roll with Grit.", + "cocinar_rollwith": "grit", + "cocinar_hitresult": "On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself.", + "cocinar_partialresult": "On a hit, you make enough to meet your commitments. On a 7-9, your investment in the operation causes someone close to you to grow suspicious.", + "cocinar_missresult": "On a miss, one of your lab’s problems comes to bear con todo.", + "ciencia,_cabrón": "ciencia, cabrón", + "ciencia,_cabrón_show_roll_button": "True", + "ciencia,_cabrón_desc": "When you try to juryrig some-thing with science, roll with Grit. On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress. On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "ciencia,_cabrón_trigger": "When you try to juryrig some-thing with science, roll with Grit.", + "ciencia,_cabrón_rollwith": "grit", + "ciencia,_cabrón_hitresult": "On a hit, you create an opportunity or buy yourself some time.", + "ciencia,_cabrón_partialresult": "On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress.", + "ciencia,_cabrón_missresult": "On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "chillón": "chillón", + "chillón_desc": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_show_roll_button": "True", + "chillón_trigger": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_rollwith": "grit", + "chillón_hitresult": "For NPCs: On a hit, they accept your logic.", + "chillón_partialresult": "On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty.", + "de_calidad": "de calidad", + "de_calidad_show_roll_button": "True", + "de_calidad_desc": "When you propose a deal that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_trigger": "When you ***propose a deal*** that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_rollwith": "grit", + "de_calidad_hitresult": "On a hit, they choose: take the deal or mark stress.", + "de_calidad_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "afortunado": "afortunado", + "afortunado_desc": "You get +1 Grit (max+3)", + "pozolero": "pozolero", + "pozolero_desc": "When you get rid of a body using chemicals in your lab, roll with Grit. On a 10+, all 3. On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n* you aren’t missing any supplies or equipment.\n* you aren't interrupted getting it done.\n\nOn a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "pozolero_show_roll_button": "True", + "pozolero_trigger": "When you get rid of a body using chemicals in your lab, roll with Grit.", + "pozolero_rollwith": "grit", + "pozolero_hitresult": "On a 10+, all 3.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_partialresult": "On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_missresult": "On a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "tu laboratorio": "tu laboratorio", + "lab_tags": "small, fixed, unstable, indebted", + "tu laboratorio-desc": "By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.", + "choose 2 features": "choose 2 features", + "lab_feature1": "your lab is a food truck or RV. Replace fixed with mobile.", + "lab_feature2": "your lab has professional equipment, capable of larger cooks. raise your lifestyle; change small to medium.", + "lab_feature3": "your lab has equipment designed to dispose of dangerous chemicals. Remove unstable.", + "lab_feature4": "you have an assistant who prepares the chemicals in advance for your cooks. Take +1 to Cocinar; add payroll.", + "choose 2 troubles": "choose 2 troubles", + "lab_trouble1": "your lab is sometimes inaccessible. Add inconvenient.", + "lab_trouble2": "your lab gives off a byproduct or odor that makes it easy to uncover and report. Add detectable.", + "lab_trouble3": "your lab is poorly secured or locked down against intruders and thieves. Add exposed.", + "lab_trouble4": "your lab relies on uncommon chemicals. Add shortages.", + "tus misterios": "tus misterios", + "misterios_description": "You've fallen on hard times. Now you must keep your work secret from the people closest to you. Choose 3:", + "misterio1": "an esposa or novio who asks too many questions", + "misterio2": "a niño who thinks you’re beyond reproach", + "misterio3": "an elderly madre or tio who relies on you financially", + "misterio4": "a prima who works in federal law enforcement", + "misterio5": "an old coworker who feels badly about your troubles", + "misterio6": "a community leader who feels responsible for you", + "la familia": "la familia", + "amor_y_matrimonio": "amor y matrimonio", + "amor_y_matrimonio_desc": "You are the only one who can be trusted to protect la familia. Take +1 ongoing when you try to get one of them to do the right thing.", + "me_lo_chingué": "me lo chingué", + "me_lo_chingué_desc": "When you reveal that you betrayed a lover or friend, tell them to fill their stress track; you clear one stress for each stress they mark. If their stress track is already full, they must immediately make a stress move; you clear one stress.", + "reina_del_drama": "reina del drama", + "reina_del_drama_desc": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to push your luck as if you rolled a 10+.", + "reina_del_drama_trigger": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to ***push your luck*** as if you rolled a 10+.", + "reina_del_drama_rollwith": "grit", + "reina_del_drama_hitresult": "On a 10+, fortune favors the bold.", + "perderse": "perderse", + "perderse_desc": "When you lose yourself in another person, roll with Face. On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly. On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "perderse_show_roll_button": "True", + "perderse_trigger": "When you lose yourself in another person, roll with Face.", + "perderse_rollwith": "face", + "perderse_hitresult": "On a hit, you find solace in their embrace; clear your stress track.", + "perderse_partialresult": "On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly.", + "perderse_missresult": "On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "comer_algo": "comer algo", + "comer_algo_desc": "When you share a meal with some-one, roll with Face. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:\n\n* What do you want from me / my family?* What threat do you pose to us / our life?\n* Who are you protecting / hunting?\n\nOn a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "comer_algo_show_roll_button": "True", + "comer_algo_trigger": "When you share a meal with some-one, roll with Face.", + "comer_algo_rollwith": "face", + "comer_algo_hitresult": "On a 10+, hold 2. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_partialresult": "On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_missresult": "On a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "obligation1": "pregnant/finalizing adoption", + "obligation2": "new baby", + "obligation3": "preschool child", + "obligation4": "high school student", + "obligation5": "stepchild", + "obligation6": "corporate job", + "obligation7": "established home business", + "obligation8": "starting a new business", + "obligation9": "real estate license", + "obligation10": "social service job", + "obligation11": "managing family finances", + "obligation12": "elderly grand-parent", + "obligation13": "troubled sibling", + "obligation14": "school association", + "obligation15": "nonprofit board", + "obligation16": "parish volunteer", + "obligation17": "dinner parties", + "obligation18": "gossip and rumors", + "push_your_luck": "push your luck", + "push_your_luck_html": "

When you push your luck, roll with Grit. On a 10+, fortune favors the bold. On a 7-9, things don't work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.

", + "push_your_luck_trigger": "When you ***push your luck***, roll with Grit.", + "push_your_luck_rollwith": "grit", + "push_your_luck_hitresult": "On a 10+, fortune favors the bold. ", + "push_your_luck_partialresult": "On a 7-9, things don’t work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.", + "get_the_truth": "get the truth", + "get_the_truth_html": "

When you try to get the truth out of someone, roll with Hustle. On a hit, clear one stress. On a 10+, pick 2. On a 7-9, pick 1.

  • they can't mislead you with the truth
  • they can't confuse you with falsehoods
  • they can't stonewall you with silenc
", + "get_the_truth_trigger": "When you try to ***get the truth out of someone***, roll with Hustle.", + "get_the_truth_rollwith": "hustle", + "get_the_truth_hitresult": "On a hit, clear one stress. On a 10+, pick 2. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "get_the_truth_partialresult": "On a hit, clear one stress. On a 7-9, pick 1. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "pressure_someone": "pressure someone", + "pressure_someone_html": "When you pressure someone to go along with you, roll with Hustle. On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "pressure_someone_trigger": "When you ***pressure someone*** to go along with you, roll with Hustle.", + "pressure_someone_rollwith": "hustle", + "pressure_someone_hitresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress.", + "pressure_someone_partialresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "size_someone_up": "size someone up", + "size_someone_up_html": "

When you size someone up, roll with Savagery. On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3. On a 7-9, ask 1.

  • what are your current weaknesses / strengths?
  • how can I show you dominance / submission?
  • what do you intend to do next?
  • what do you wish I'd do right now?
  • how could I get you to _________
", + "size_someone_up_trigger": "When you ***size someone up***, roll with Savagery.", + "size_someone_up_rollwith": "savagery", + "size_someone_up_hitresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________? ", + "size_someone_up_partialresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 7-9, ask 1.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________?", + "strain_your_finances": "strain your finances", + "strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "strain_your_finances_rollwith": "*dinero*", + "strain_your_finances_rollquery": "?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "help_or_interfere": "help or interfere", + "help_or_interfere_html": "

When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked. On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered. On a miss, mark the stress you wagered and prepare for the worst.

", + "help_or_interfere_trigger": "When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.", + "help_or_interfere_rollwith": "stress wagered", + "help_or_interfere_rollquery": "?{When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.|1|2|3}", + "help_or_interfere_hitresult": "On a hit, give them a +1 or -2 to their roll, your choice.", + "help_or_interfere_partialresult": "On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered.", + "help_or_interfere_missresult": "On a miss, mark the stress you wagered and prepare for the worst.", + "turn_to_violence": "turn to violence", + "turn_to_violence_html": "

When you turn to violence, roll with Savagery. On a hit, mark stress and trade harm as established. On a 10+, choose 3. On a 7-9, choose 2.

  • you inflict terrible harm
  • you suffer little harm
  • you resist marking stress
  • you avoid collateral damage
", + "turn_to_violence_trigger": "When you ***turn to violence***, roll with Savagery.", + "turn_to_violence_rollwith": "savagery", + "turn_to_violence_hitresult": "On a hit, mark stress and trade harm as established. On a 10+, choose 3.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "turn_to_violence_partialresult": "On a hit, mark stress and trade harm as established. On a 7-9, choose 2.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "heat moves": "heat moves", + "avoid_suspicion": "avoid suspicion", + "avoid_suspicion_html": "

When you try to avoid suspicion while handling business in public, roll with Heat. Add one for each:

  • you’re carrying a lot of drugs or money
  • you’re transporting at least one body, dead or alive
  • you’re equipped with military weaponry

On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.

", + "avoid_suspicion_trigger": "When you try to ***avoid suspicion while handling business in public***, roll with Heat.Add one for each:\n* you're carrying a lot of drugs or money \n* you're transporting at least one body, dead or alive \n* you're equipped with military weaponry", + "avoid_suspicion_rollwith": "heat & circumstances", + "avoid_suspicion_rollquery": "(@{heat} + ?{When you try to avoid suspicion while handling business in public, roll with Heat.Add one for each: 1- you're carrying a lot of drugs or money 2- you're transporting at least one body, dead or alive 3- you're equipped with military weaponry|0|1|2|3})", + "avoid_suspicion_hitresult": "On a 10+, someone dangerous has been looking for you. And here you are. *Mierda, cabrón.*", + "avoid_suspicion_partialresult": "On a 7-9, only the local *policia* take an interest; make a threat or flash some *dinero* to smooth things over.", + "avoid_suspicion_missresult": "On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.", + "leave_a_messy_crime_scene": "leave a messy crime scene", + "leave_a_messy_crime_scene_html": "When you try to leave a messy crime scene before the authorities arrive, roll with Heat. On a miss, you exit the scene; tell the MC what potentially in-criminating evidence you’ve left behind. On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive. On a 10+, la policia arrives in force...with los federales or an American in tow.", + "leave_a_messy_crime_scene_trigger": "When you try to ***leave a messy crime scene*** before the authorities arrive, roll with Heat.", + "leave_a_messy_crime_scene_rollwith": "heat", + "leave_a_messy_crime_scene_hitresult": "On a 10+, *la policia* arrives in force...with *los federales* or an American in tow.", + "leave_a_messy_crime_scene_partialresult": "On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive.", + "leave_a_messy_crime_scene_missresult": "On a miss, you exit the scene; tell the MC what potentially incriminating evidence you’ve left behind.", + "flee_from_los_federales": "flee from los federales", + "flee_from_los_federales_html": "When you flee from los federales, roll with Heat. On a miss, you get away clean. On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time. On a 10+, you’re fucked, güey: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_trigger": "When you ***flee from los federales***, roll with Heat.", + "flee_from_los_federales_rollwith": "heat", + "flee_from_los_federales_hitresult": "On a 10+, you’re fucked, *güey*: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_partialresult": "On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time.", + "flee_from_los_federales_missresult": "On a miss, you get away clean.", + "propose_a_deal": "propose a deal", + "propose_a_deal_html": "

When you propose a deal to get what you want, roll with Face. On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one:

  • impose a condition on your offer
  • adjust the price (+/-30%) and accept
  • point you at an interested party
", + "propose_a_deal_trigger": "When you ***propose a deal*** to get what you want, roll with Face. ", + "propose_a_deal_rollwith": "face", + "propose_a_deal_hitresult": "On a hit, they choose: take the deal or mark stress.", + "propose_a_deal_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "justify_your_behavior": "justify your behavior", + "justify_your_behavior_html": "

When you try to justify your behavior to someone, roll with Face. For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. For PCs: On a 10+, both. On a 7-9, choose 1:

  • if they accept your reasoning, they mark xp
  • if they keep their own counsel, they mark stress
", + "justify_your_behavior_trigger": "When you try to ***justify your behavior*** to someone, roll with Face.", + "justify_your_behavior_rollwith": "face", + "justify_your_behavior_hitresult": "For NPCs: On a hit, they accept your logic. \n\nFor PCs: On a 10+, both:\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "justify_your_behavior_partialresult": "For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. \n\nFor PCs: On a 7-9, choose 1: On a 10+, both:\n\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "stress & heat moves": "stress & heat moves", + "stress moves": "stress moves", + "stress_moves_description": "All sorts of fictional situations may cause stress–getting shot at, doing something horrific, fighting with a spouse–and the only way to keep that stress in check is through stress moves:", + "verbally_abuse_or_shame": "verbally abuse or shame", + "verbally_abuse_or_shame_html": "When you verbally abuse or shame someone you care about, roll with Face. On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track. On a 7-9, clear one stress. On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "verbally_abuse_or_shame_trigger": "When you **verbally abuse or shame someone** you care about, roll with Face.", + "verbally_abuse_or_shame_rollwith": "face", + "verbally_abuse_or_shame_hitresult": "On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track.", + "verbally_abuse_or_shame_partialresult": "On a hit, your words hit hard: tell them to mark stress. On a 7-9, clear one stress.", + "verbally_abuse_or_shame_missresult": "On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "lose_yourself_in_a_substance": "lose yourself in a substance", + "lose_yourself_in_a_substance_html": "When you lose yourself in a substance, roll with Grit. On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list. On a miss, you’re in deep. Buena suerte, cabrón.", + "lose_yourself_in_a_substance_trigger": "When you **lose yourself in a substance**, roll with Grit.", + "lose_yourself_in_a_substance_rollwith": "grit", + "lose_yourself_in_a_substance_hitresult": "On a hit, clear your stress track.", + "lose_yourself_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "lose_yourself_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "confess_your_sins": "confess your sins", + "confess_your_sins_html": "When you confess your sins to a priest, roll with Hustle. On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession. On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "confess_your_sins_trigger": "When you **confess your sins to a priest**, roll with Hustle.", + "confess_your_sins_rollwith": "hustle", + "confess_your_sins_hitresult": "On a hit, you find forgiveness; clear your stress track.", + "confess_your_sins_partialresult": "On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession.", + "confess_your_sins_missresult": "On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "dish_out_a_beatdown": "dish out a beatdown", + "dish_out_a_beatdown_html": "When you dish out a beatdown, roll with Savagery. On a 10+, you assert your dominance: clear your stress track. On a 7-9, you hurt them, but it’s not enough: clear one stress. On a miss, the violence gets out of hand. Enjoy the consequences, pendejo.", + "dish_out_a_beatdown_trigger": "When you **dish out a beatdown**, roll with Savagery.", + "dish_out_a_beatdown_rollwith": "savagery", + "dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "drug moves": "drug moves", + "drug moves description": "If the MC tells you to make a drug move, pick one:", + "cocaine": "cocaine", + "cocaine_move1": "start a fight with a mouthy pendejo or puta", + "cocaine_move2": "throw yourself at someone you shouldn’t", + "cocaine_move3": "spend your money stupidly or carelessly", + "heroin": "heroin", + "heroin_move1": "push someone who cares about you away", + "heroin_move2": "overlook a crucial deadline or event", + "heroin_move3": "steal funds in preparation for your next fix", + "crystal meth": "crystal meth", + "crystal meth_move1": "accuse a loved one of theft or betrayal", + "crystal meth_move2": "push a place you keep toward squalor", + "crystal meth_move3": "hurt yourself to keep your diablos at bay", + "alcohol": "alcohol", + "alcohol_move1": "make a scene about how you’ve been wronged", + "alcohol_move2": "let slip something to the wrong person", + "alcohol_move3": "wreck something meaningful, carelessly", + "hermanos": "hermanos", + "hermanos_desc": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle. On a 10+, all 3. On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers \n\nOn a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "hermanos_show_roll_button": "True", + "hermanos_rollwith": "hustle", + "hermanos_trigger": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle.", + "hermanos_hitresult": "On a 10+, all 3: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_partialresult": "On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_missresult": "On a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "mercado": "mercado", + "mercado_desc": "When you sell product on the street, roll with Hustle. On a 10+, sales are brisk; clear your stress track. On a 7-9, you make some money, but someone takes issue with your crew; clear one stress. On a miss, someone takes a run at you, and it probably isn’t the cops.", + "mercado_show_roll_button": "True", + "mercado_rollwith": "hustle", + "mercado_trigger": "When you sell product on the street, roll with Hustle.", + "mercado_hitresult": "On a 10+, sales are brisk; clear your stress track.", + "mercado_partialresult": "On a 7-9, you make some money, but someone takes issue with your crew; clear one stress.", + "mercado_missresult": "On a miss, someone takes a run at you, and it probably isn’t the cops.", + "bendito": "bendito", + "bendito_desc": "When you’re completely focused on escaping, push your luck with Hustle instead of Grit. Add +1 to your roll if you get fucking shot while trying to flee.", + "bendito_show_roll_button": "FALSE", + "vendedor": "vendedor", + "vendedor_desc": "When you propose a deal to someone and they pick an option off the 7-9 list you don’t like, mark stress to make them pick a different option off the list. You can do this multiple times, provided you can keep marking stress.", + "vendedor_show_roll_button": "FALSE", + "matador": "matador", + "matador_desc": "Fill your stress track—marking at least one stress—to turn to violence against an unsuspecting target as if you rolled a 10+.", + "matador_show_roll_button": "FALSE", + "la_plaza_desc": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_show_roll_button": "True", + "mandamás": "mandamás", + "mandamás_desc": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face. On a 10+, all 3. On a 7-9, choose 1. \n- they keep their wits and focus. \n- they minimize incriminating evidence. \n- they avoid collateral damage. On a miss, everything goes to shit, but it wasn't your people's fault. You know how it is, *jefe*: no plan survives contact with the enemy.", + "mandamás_show_roll_button": "True", + "mandamás_rollwith": "face", + "mandamás_trigger": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face.", + "mandamás_hitresult": "On a 10+, all 3: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_partialresult": "On a 7-9, choose 1: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_missresult": "On a miss, everything goes to shit, but it wasn’t your people’s fault. You know how it is, jefe: no plan survives contact with the enemy.", + "infiltrado": "infiltrado", + "infiltrado_desc": "At the start of session, roll with Grit. On a hit, you get wind of a development in the anti-cartel case before things get messy. On a 10+, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice. On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "infiltrado_show_roll_button": "True", + "infiltrado_rollwith": "grit", + "infiltrado_trigger": "At the start of session, roll with Grit. ", + "infiltrado_hitresult": "On a 10+, you get wind of a development in the anti-cartel case before things get messy. In fact, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice.", + "infiltrado_partialresult": "On a 7-9, you get wind of a development in the anti-cartel case before things get messy.", + "infiltrado_missresult": "On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "seguir": "seguir", + "seguir_desc": "When you follow someone through the streets, roll with Grit. On a hit, where they go, you follow. On a 7-9, you overstep; mark a stress to avoid being spotted. On a miss, you end up exposed without backup or cover. ¡Mierda!", + "seguir_show_roll_button": "True", + "seguir_rollwith": "grit", + "seguir_trigger": "When you follow someone through the streets, roll with Grit.", + "seguir_hitresult": "On a 10+, where they go, you follow.", + "seguir_partialresult": "On a 7-9, where they go, you follow...but you overstep; mark a stress to avoid being spotted.", + "seguir_missresult": "On a miss, you end up exposed without backup or cover. *¡Mierda!*", + "verdadero": "verdadero", + "verdadero_desc": "When you get the truth from someone during an official interrogation, pick an extra option, even on a miss.", + "verdadero_show_roll_button": "FALSE", + "siempre_listo": "siempre listo", + "siempre_listo_desc": "Mark stress to show up in a scene alongside *la policía* or *los federales*, assuming that you aren’t unavailable. Mark three stress to show up instead of the authorities; you’ll have a few minutes solo in the scene before anybody else arrives.", + "siempre_listo_show_roll_button": "FALSE", + "escolta": "escolta", + "escolta_desc": "When you draw attention away from someone, they can roll with your Heat instead of their own. On a 10+, they suffer the consequences...but you attract demasiada attention: raise your Heat by 1 until the end of the next session.", + "escolta_show_roll_button": "FALSE", + "entrenamiento": "entrenamiento", + "entrenamiento_desc": "When you turn to violence after declaring yourself as a federal, roll with Grit instead of Savagery. If you get shot as a result, take +1 forward.", + "entrenamiento_show_roll_button": "FALSE", + "conectada": "conectada", + "conectada_desc": "When you go looking for a cartel *güey* in la plaza to help with a problem, name them and roll with Face. On a hit, you track them down and they’ve got what you need. On a 7-9, pick 1. On a 10+, both. \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology\n\n On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "conectada_show_roll_button": "True", + "conectada_rollwith": "face", + "conectada_trigger": "When you go looking for a cartel güey in la plaza to help with a problem, name them and roll with Face.", + "conectada_hitresult": "On a 10+, you track them down and they've got what you need; you get both: \n- They aren't caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_partialresult": "On a 7-9, you track them down and they've got what you need; pick 1: \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_missresult": "On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "escapar": "escapar", + "escapar_desc": "When you try to exit a tense situation, roll with Face. On a 10+, you’re gone! On a 7-9, you leave something behind or take something with you, your choice. On a miss, you’re exposed por completo...", + "escapar_show_roll_button": "True", + "escapar_rollwith": "face", + "escapar_trigger": "When you try to exit a tense situation, roll with Face.", + "escapar_hitresult": "On a 10+, you’re gone! ", + "escapar_partialresult": "On a 7-9, you leave something behind or take something with you, your choice. ", + "escapar_missresult": "On a miss, you’re exposed por completo...", + "amante": "amante", + "amante_desc": "When you share a night of intimacy with a lover, roll with Face. On a hit, clear your stress track. On a 10+, ask 2.On a 7-9, ask 1. \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do? \n\nOn a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "amante_show_roll_button": "True", + "amante_rollwith": "face", + "amante_trigger": "When you share a night of intimacy with a lover, roll with Face.", + "amante_hitresult": "On a 10+, clear your stress track and ask 2: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_partialresult": "On a 7-9, clear your stress track and ask 1: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_missresult": "On a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "chimosa": "chimosa", + "chimosa_desc": "When you betray a friend or ally to the authorities, roll with Face. On a 10+, your treason is useful and valued: clear your stress track. On a 7-9, your handler is pleased...and demands more: clear one stress. On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "chimosa_show_roll_button": "True", + "chimosa_rollwith": "face", + "chimosa_trigger": "When you betray a friend or ally to the authorities, roll with Face.", + "chimosa_hitresult": "On a 10+, your treason is useful and valued: clear your stress track.", + "chimosa_partialresult": "On a 7-9, your handler is pleased...and demands more: clear one stress.", + "chimosa_missresult": "On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "mentirosa": "mentirosa", + "mentirosa_desc": "You get +1 Face (max+3).", + "mentirosa_show_roll_button": "FALSE", + "mirar": "mirar", + "mirar_desc": "When you read a charged situation, roll with Savagery. On a hit, ask the MC questions; take +1 when you act on the answers. On a 10+, ask 2. On a 7–9, ask 1: \n- where’s my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what’s my enemy’s true position? On a miss, ask one...but you reveal your position.", + "mirar_show_roll_button": "FALSE", + "mirar_rollwith": "savagery", + "mirar_trigger": "When you read a charged situation, roll with Savagery.", + "mirar_hitresult": "On a 10+, ask the MC 2 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_partialresult": "On a 7-9, ask the MC 1 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_missresult": "On a miss, ask one...but you reveal your position.", + "narcocorrido": "narcocorrido", + "narcocorrido_desc": "When you meet someone importante (your call), roll with Savagery. On a hit, they’ve heard of you. Say what they’ve heard, and they will act accordingly. On a 10+, you also take +1 forward to dealing with them. On a miss, your reputation convinces them that you’re something you’re not.", + "narcocorrido_show_roll_button": "True", + "narcocorrido_rollwith": "savagery", + "narcocorrido_trigger": "When you meet someone *importante* (your call), roll with Savagery.", + "narcocorrido_hitresult": "On a 10+, they've heard of you. Say what they've heard, and they will act accordingly; take +1 forward to dealing with them.", + "narcocorrido_partialresult": "On a 7-9, they've heard of you. Say what they've heard, and they will act accordingly.", + "narcocorrido_missresult": "On a miss, your reputation convinces them that you’re something you're not.", + "levantón": "levantón", + "levantón_desc": "When you track down an NPC, roll with Savagery. On a hit, you catch them exposed or vulnerable. On a 7-9, they have backup or it’s public. On a miss, someone you’re avoiding finds you first.", + "levantón_show_roll_button": "True", + "levantón_rollwith": "savagery", + "levantón_trigger": "When you track down an NPC, roll with Savagery.", + "levantón_hitresult": "On a 10+, you catch them exposed or vulnerable.", + "levantón_partialresult": "On a 7-9, you catch them exposed or vulnerable, but they have backup or it’s public.", + "levantón_missresult": "On a miss, someone you’re avoiding finds you first.", + "rematar": "rematar", + "rematar_desc": "You get +1 Savagery (max +3).", + "rematar_show_roll_button": "FALSE", + "encobijado": "encobijado", + "encobijado_desc": "When you ditch a body somewhere, roll with Savagery. On a hit, you lose the corpse, and it stays lost; clear one stress. On a 10+, dust to dust; clear your stress track. On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "encobijado_show_roll_button": "True", + "encobijado_rollwith": "savagery", + "encobijado_trigger": "When you ditch a body somewhere, roll with Savagery.", + "encobijado_hitresult": "On a 10+, you lose the corpse, and it stays lost; clear your stress track.", + "encobijado_partialresult": "On a 7-9, you lose the corpse, and it stays lost; clear one stress.", + "encobijado_missresult": "On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "duro": "duro", + "duro_desc": "When you get fucking shot, add +1 to your roll. On a miss, you have time for an act of ven- geance or kindness before you fall to your wounds.", + "duro_show_roll_button": "FALSE", + "notes": "notes" +} diff --git a/cartel/translations/fr.json b/cartel/translations/fr.json new file mode 100644 index 0000000000..c85da7a63a --- /dev/null +++ b/cartel/translations/fr.json @@ -0,0 +1,710 @@ +{ + "edit identity": "edit identity", + "character name": "character name", + "playbook": "playbook", + "el cocinero": "el cocinero", + "la esposa": "la esposa", + "el halcon": "el halcon", + "el narco": "el narco", + "la polizeta": "la polizeta", + "la rata": "la rata", + "la sicaria": "la sicaria", + "cocinero": "cocinero", + "esposa": "esposa", + "halcon": "halcon", + "narco": "narco", + "polizeta": "polizeta", + "rata": "rata", + "sicaria": "sicaria", + "look": "look", + "gear": "gear", + "lifestyle": "lifestyle", + "destitute": "destitute", + "destitute_desc": "nearly homeless, often unable to afford even basic staples, desperate", + "impoverished": "impoverished", + "impoverished_desc": "cash on hand for lodging and food, but little else, \"cash poor\"", + "stable": "stable", + "stable_desc": "relative comfort, regular lodging, enough resources to support a family", + "luxury": "luxury", + "luxury_desc": "wealth beyond most, able to put ten thousand dollars towards a problem", + "extravagant": "extravagant", + "extravagant_desc": "rich beyond measure, anything is accessible with enough patience", + "stats": "stats", + "character moves": "character moves", + "new character move": "new character move", + "click the pencil icon to edit your new move": "click the pencil icon to edit your new move", + "edit move": "edit move", + "basic moves": "basic moves", + "extras": "extras", + "stress": "stress", + "stress description": "Each session you start with two stress already marked, provided you didn't end the last section with more. If your stress track is ever filled, güey, you're in a bad spot.", + "reset": "reset", + "face": "face", + "grit": "grit", + "hustle": "hustle", + "savagery": "savagery", + "heat": "heat", + "tags": "tags", + "advancement": "advancement", + "advtxt1": "When you fill your xp track, select an advance from this list:", + "advtxt2": "After 5 advances, you can choose from this list instead:", + "los enlaces": "los enlaces", + "tus llaves": "tus llaves", + "move name": "move name", + "description": "description", + "show roll button?": "show roll button?", + "roll with": "roll with", + "is rolling with": "is rolling with", + "trigger": "trigger", + "el_cocinero-rel_text1": "_____ is familia. Close family. They don’t know what you do para el cartel, and you’re not sure you can keep your secrets for long.", + "el_cocinero-rel_text2": "_____ got you into this business to help you with your financial troubles but didn’t tell you the whole story. Now you’re both stuck.", + "el_cocinero-rel_text3": "You and _____ have an understanding. You need each other for now, but both of you know the current situation won’t last.", + "el_cocinero-adv1": "get +1 Grit (max+3)", + "el_cocinero-adv2": "get +1 Hustle (max+3)", + "el_cocinero-adv3": "get +1 Savagery (max+3)", + "el_cocinero-adv4": "choose a new laboratorio feature", + "el_cocinero-adv5": "get a new cocinero move", + "el_cocinero-adv6": "get a new cocinero move", + "el_cocinero-adv7": "get a move from another playbook", + "el_cocinero-adv8": "get a move from another playbook", + "el_cocinero-adv9": "get +1 to any stat (max+3)", + "el_cocinero-adv10": "resolve a laboratorio trouble", + "el_cocinero-adv11": "retire your character (to safety)", + "el_cocinero-adv12": "change your character to a new type", + "el_cocinero-adv13": "raise your lifestyle one level", + "la_esposa-rel_text1": "_____ and your spouse spend time together, but you’d prefer it if they weren’t in-volved in your life. Tell them what they did to anger you.", + "la_esposa-rel_text2": "_____ es familia. A sibling, maybe, or a cousin. Someone close. They mean well, but you worry about them. Tell them your fears.", + "la_esposa-rel_text3": "_____ and you were a thing back in the day, but it never went anywhere. Most people don’t know about it; you were young once también.", + "la_esposa-adv1": "get +1 Face (max+3)", + "la_esposa-adv2": "get +1 Grit (max+3)", + "la_esposa-adv3": "get +1 Hustle (max+3)", + "la_esposa-adv4": "change 2 obligations de la familia", + "la_esposa-adv5": "get a new esposa move", + "la_esposa-adv6": "get a new esposa move", + "la_esposa-adv7": "get a move from another playbook", + "la_esposa-adv8": "get a move from another playbook", + "la_esposa-adv9": "get +1 to any stat (max+3)", + "la_esposa-adv10": "permanently resolve a secret", + "la_esposa-adv11": "retire your character (to safety)", + "la_esposa-adv12": "change your character to a new type", + "la_esposa-adv13": "raise your spouse's lifestyle one level", + "spouse": "spouse", + "spouse-desc": "Ask everyone else “Who is willing to be my spouse?” Pick whomever you like. If no one volunteers, choose an NPC.", + "obligations-title": "Choose 5 obligations you perform for la familia:", + "secrets-title": "And choose 2 secrets you keep from la familia:", + "secret-nest_egg": "+nest egg: you put away some serious cash in a secret stash ($20,000!) for a rainy day.", + "secret-addiction": "+addiction: some nasty drug has a hold on you.", + "secret-affair": "+affair: you have another love...or at least another lover you spend time with.", + "secret-debt": "+debt: your spending has put you in a tough place, beyond what your family currently knows.", + "secret-lovechild": "+lovechild: you have a secret child that requires attention...and money.", + "la_familia": "la familia", + "la_familia_html": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle. On a 10+, you juggle your responsibilities with grace; clear your stress track. On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist. On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "la_familia_desc": "", + "la_familia_trigger": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle.", + "la_familia_rollwith": "hustle", + "la_familia_hitresult": "On a 10+, you juggle your responsibilities with grace; clear your stress track.", + "la_familia_partialresult": "On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist.", + "la_familia_missresult": "On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "el_halcon-rel_text1": "_____ gave you some new responsibilities lately, at your request. They have their doubts, but you’ll prove them wrong soon.", + "el_halcon-rel_text2": "_____ disapproves of your cartel work, and wants to get you out. You're not a niño; you can handle your own business.", + "el_halcon-rel_text3": "You and _____ have a plan to make some real money. They worry it’s not going to work, but you know it’s a sure thing, cabrón.", + "el_halcon-adv1": "get +1 Face (max+3)", + "el_halcon-adv2": "get +1 Grit (max+3)", + "el_halcon-adv3": "get +1 Hustle (max+3)", + "el_halcon-adv4": "choose a new pandilla feature", + "el_halcon-adv5": "get a new halcón move", + "el_halcon-adv6": "get a new halcón move", + "el_halcon-adv7": "get a move from another playbook", + "el_halcon-adv8": "get a move from another playbook", + "el_halcon-adv9": "get +1 to any stat (max+3)", + "el_halcon-adv10": "resolve a pandilla vulnerability", + "el_halcon-adv11": "retire your character (to safety)", + "el_halcon-adv12": "change your character to a new type", + "el_halcon-adv13": "raise your lifestyle one level", + "tu pandilla": "tu pandilla", + "amigos:": "amigos:", + "pandilla-amigos_description": "By default, your pandilla has three loyal amigos you’ve known a while. Give them names:", + "pandilla-amigos_names_list": "Azul, Blanco, Calaca, Charo, Chino, Flaco, Gordo, Lola, Moco, Nacho, Paco, Raki, Torpe, Zanahoria", + "pandilla-question_amigo1": "Who is there to cheer you up when mierda gets tough?", + "pandilla-question_amigo2": "Who is a real pendejo, but you just can't cut them loose?", + "pandilla-question_amigo3": "Who is truly solid, ready to entrarle and get things done when you need them?", + "choose 2 features:": "choose 2 features:", + "pandilla_feature1": "your crew has crews that work for you, cabrón. Your crew becomes a gang (small untrained unequipped).", + "pandilla_feature2": "your crew is down for a fiesta. Roll with Hustle instead of Grit when you get all get lost in a substance juntos.", + "pandilla_feature3": "your crew is down for a fight. Roll with Hustle instead of Savagery when you dish out a beatdown as a crew.", + "pandilla_feature4": "your crew is in touch with high-level smugglers and producers from other cartels. It gets +connected.", + "pandilla_feature5": "your crew is employed outside the cartel, officially or unofficially. Take +1 when you strain your finances.", + "choose 2 vulnerabilities:": "choose 2 vulnerabilities:", + "pandilla_vulnerability1": "your crew is on la policía's radar: +known.", + "pandilla_vulnerability2": "your crew is into heavy stuff: +addiction.", + "pandilla_vulnerability3": "your crew owes favors to someone: +obligation.", + "pandilla_vulnerability4": "your crew has enemies, cabrón: +turf war.", + "pandilla-get_lost_in_a_substance": "get lost in a substance", + "pandilla-get_lost_in_a_substance_trigger": "your crew is down for a *fiesta*. Roll with Hustle instead of Grit when you get all ***get lost in a substance*** *juntos*.", + "pandilla-get_lost_in_a_substance_rollwith": "hustle", + "pandilla-get_lost_in_a_substance_hitresult": "On a hit, clear your stress track.", + "pandilla-get_lost_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "pandilla-get_lost_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "pandilla-dish_out_a_beatdown": "dish out a beatdown", + "pandilla-dish_out_a_beatdown_trigger": "your crew is down for a fight. Roll with Hustle instead of Savagery when you ***dish out a beatdown*** as a crew.", + "pandilla-dish_out_a_beatdown_rollwith": "hustle", + "pandilla-dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "pandilla-dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "pandilla-dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "pandilla-strain_your_finances": "strain your finances", + "pandilla-strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "pandilla-strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "pandilla-strain_your_finances_rollwith": "*dinero*", + "pandilla-strain_your_finances_rollquery": "1[pandilla] + ?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "pandilla-strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "pandilla-strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "pandilla-strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "el_narco-rel_text1": "_____ is familia, but you’ve tried to shield them from the worst of the cartel. Tell them what they know about your dealings.", + "el_narco-rel_text2": "You're sure _____ is up to something, maybe with another cartel or los federales. Keep your eyes open, cabrón. Trust no one.", + "el_narco-relktext3": "You’ve taken _____ under your wing. You respect their skills and talents, and you want to see them thrive. ¡Qué generoso!", + "el_narco-adv1": "get +1 Face (max+3)", + "el_narco-adv2": "get +1 Hustle (max+3)", + "el_narco-adv3": "get +1 Savagery (max+3)", + "el_narco-adv4": "get +1 Control (max +3)", + "el_narco-adv5": "choose a new plaza feature", + "el_narco-adv6": "choose a new plaza feature", + "el_narco-adv7": "get a move from another playbook", + "el_narco-adv8": "get a move from another playbook", + "el_narco-adv9": "get +1 to any stat except Control (max+3)", + "el_narco-adv10": "permanently resolve a plaza trouble", + "el_narco-adv11": "permanently resolve a plaza trouble", + "el_narco-adv12": "retire your character (to safety)", + "el_narco-adv13": "change your character to a new type", + "el jefe de jefes": "el jefe de jefes", + "el_jefe_description": "You run la plaza, a pathway for narcos hoping to move product across the border and a lucrative area for local drug sales. The city of Durango is yours as long as you hold it, jefe.", + "contact": "contact", + "el_jefe_contact_description": "When you took control, the cartel gave you a contact who collects what you owe them, usually once a month. You only know their nickname, so you can’t sell them out if you get flipped by los federales (pick one):", + "la_plaza": "la plaza", + "la_plaza_html": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_trigger": "At the beginning of the session, roll with Control.", + "la_plaza_rollwith": "control", + "la_plaza_hitresult": "On a 10+, you get an opportunity to engage one your troubles (your choice) on your terms.", + "la_plaza_partialresult": "On a 7-9, you get an opportunity to engage one your troubles (your choice) on your terms, but the opportunity is short-lived and risky: act quickly or you may find that you miss your moment.", + "la_plaza_missresult": "On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "control": "control", + "troubles": "troubles", + "by default you've got:": "by default you've got:", + "la_plaza_bullet1": "a staff of unsophisticated narcos, coordinated via a network of burner phones (trouble: +los federales)", + "la_plaza_bullet2": "a mix of protection rackets and smuggling operations (lifestyle: stable)", + "la_plaza_bullet3": "5-10 loyal enforcers (gang small untrained impatient) and 1 or 2 corrupt cops (greedy informed)", + "la_plaza_bullet4": "a few halcones to keep you informed about what goes on in your city (Control = +1)", + "choose 4 features:": "choose 4 features", + "la_plaza_feature1": "your plaza is profitable, bringing in substantial, obvious sums. Lifestyle: +1 level & trouble: +robberies.", + "la_plaza_feature2": "for income, add kidnapping. Lifestyle: +1 level & trouble: +vigilantes.", + "la_plaza_feature3": "your enforcers have access to military weaponry and body armor. Add armored and armed to your gang.", + "la_plaza_feature4": "you have a reputation for violence. Roll with Face instead of Hustle when you pressure someone by threatening their life, limbs, or loved ones.", + "la_plaza_feature5": "your enforcers have extensive military training. Drop untrained and add savage. Take +1 when you order kidnappings or ambushes.", + "la_plaza_feature6": "your enforcers recruit heavily from the local population, making them a medium gang (10-20) instead of small.", + "la_plaza_feature7": "you have halcones at all chokepoints and smuggling roads. +1 Control.", + "la_plaza_feature8": "only a few know your real name and appearance. Take -2 heat; describe the business that you use as a cover for your activities.", + "choose 2 troubles:": "choose 2 troubles:", + "la_plaza_trouble1": "you are in the middle of a violent dispute with another cartel, probably Los Zetas. Trouble: +gang war.", + "la_plaza_trouble2": "your plaza has been recently infiltrated by someone working for los federales or the CIA/DEA. Trouble: +mole", + "la_plaza_trouble3": "The narcos you displaced to take control of la plaza remain at large. - 1 Control. Trouble: +rivals.", + "la_plaza_trouble4": "greedy agents of the Mex-ican tax authority (SHCP) are bleeding you dry with increasingly expensive demands for bribes and mordidas . -1 lifestyle.", + "la_polizeta-rel_text1": "You grew up with _____ on the streets of Durango. You still have a beer after work if you’re both free; it’s nice to know someone who isn’t involved with either side of your double life.", + "la_polizeta-rel_text2": "_____ is the target of an active investigation. You're not the lead investigator, but you’re regularly briefed on the case.", + "la_polizeta-rel_text3": "_____ is your main contact in the cartel. Tell them where you two go to speak directly when you need a face-to-face meeting.", + "la_polizeta-adv1": "get +1 Face (max+3)", + "la_polizeta-adv2": "get +1 Hustle (max+3)", + "la_polizeta-adv3": "get +1 Savagery (max+3)", + "la_polizeta-adv4": "get +1 Control (max +3)", + "la_polizeta-adv5": "choose a new plaza feature", + "la_polizeta-adv6": "choose a new plaza feature", + "la_polizeta-adv7": "get a move from another playbook", + "la_polizeta-adv8": "get a move from another playbook ", + "la_polizeta-adv9": "get +1 to any stat except Control (max+3)", + "la_polizeta-adv10": "permanently resolve a plaza trouble", + "la_polizeta-adv11": "permanently resolve a plaza trouble", + "la_polizeta-adv12": "retire your character (to safety)", + "la_polizeta-adv13": "change your character to a new type", + "You work closely with 5 NPCs (at least) in the unit:": "You work closely with 5 NPCs (at least) in the unit:", + "Who is your new partner?": "Who is your new partner?", + "Who is suspicious of you?": "Who is suspicious of you?", + "You also end up working with a few NPCs from the cartel:": "You also end up working with a few NPCs from the cartel:", + "Who almost gave you away?": "Who almost gave you away?", + "Who offered to scam el narco?": "Who offered to scam el narco?", + "task_force_equipment": "Your department has some new toys—¡gracias, Calderón!—you can use, provided you have some \"official\" business (pick 2):", + "task_force_equip1": "military-grade body armor (resilient bulky)", + "task_force_equip2": "full-scale surveillance van (hi-tech expensive)", + "task_force_equip3": "tracking devices or bugs (hi-tech concealable)", + "task_force_equip4": "court-approved wiretap (hi-tech persistent)", + "task_force_equip5": "network of criminal informants (informed costly)", + "la_rata-rel_text1": "You and _____ started sleeping together a few weeks ago. Tell them why you haven't been able to end things, despite the dangers. ", + "la_rata-adv1": "get +1 Face (max+3)", + "la_rata-adv2": "get +1 Grit (max+3)", + "la_rata-adv3": "get +1 Savagery (max+3)", + "la_rata-adv4": "get an NPC ally (detail with MC)", + "la_rata-adv5": "get a new rata move", + "la_rata-adv6": "get a new rata move", + "la_rata-adv7": "get a move from another playbook", + "la_rata-adv8": "get a move from another playbook", + "la_rata-adv9": "get +1 to any stat (max+3)", + "la_rata-adv10": "get 4 weapons y 4 gear (La Sicaria)", + "la_rata-adv11": "retire your character (to safety)", + "la_rata-adv12": "change your character to a new type", + "la_rata-adv13": "raise your lifestyle one level", + "el trabajo sucio": "el trabajo sucio", + "el trabajo sucio-description": "You are one of el narco's trusted lieutenants...but you’ve decided to betray the cartel. Choose a reason:", + "trabajo_sucio1": "you’re tired of the killing and death.", + "trabajo_sucio2": "you lost family or a loved one to el narco.", + "trabajo_sucio3": "you want to move up in the organization.", + "trabajo_sucio4": "you were arrested and flipped to avoid jail.", + "trabajo_sucio5": "you're an undercover cop on assignment.", + "supervivencia": "supervivencia", + "supervivencia_html": "

You are a survivor, a rata who will not be drowned just because this sinking ship of a plaza is finally dragged beneath the surface of the drug war.

You can mark stress to:

  • take a 10+ instead of rolling when you interfere with someone trying to get the truth out of you.
  • offer a PC an xp to accept your reasoning when you justify your behavior, even on a miss.
  • take +1 when you get fucking shot by another narco who suspects your treachery.
", + "la_sicaria-rel_text1": "_____ fucked up something crucial; you had to clean up the mess before things got messy with los federales or a rival drug cartel.", + "la_sicaria-adv1": "get +1 Grit (max+3)", + "la_sicaria-adv2": "get +1 Hustle (max+3)", + "la_sicaria-adv3": "get +1 Savagery (max+3)", + "la_sicaria-adv4": "choose 2 new weapons", + "la_sicaria-adv5": "get a new sicaria move", + "la_sicaria-adv6": "get a new sicaria move", + "la_sicaria-adv7": "get a move from another playbook", + "la_sicaria-adv8": "get a move from another playbook", + "la_sicaria-adv9": "get +1 to any stat (max+3)", + "la_sicaria-adv10": "choose 2 new pieces of gear or 2 new weapons", + "la_sicaria-adv11": "retire your character (to safety)", + "la_sicaria-adv12": "change your character to a new type", + "la_sicaria-adv13": "raise your lifestyle one level", + "weapons (choose 4)": "weapons (choose 4)", + "sicaria_weapon1": "sniper rifle (far hi-tech loud)", + "sicaria_weapon2": "assault rifle (close loud autofire)", + "sicaria_weapon3": "grenade launcher (close area messy)", + "sicaria_weapon4": "shotgun (close messy)", + "sicaria_weapon5": "submachine gun (close area loud)", + "sicaria_weapon6": "magnum (close reload loud)", + "sicaria_weapon7": "9mm (close loud)", + "sicaria_weapon8": "stun gun (close reload)", + "sicaria_weapon9": "fireman’s axe (close messy)", + "sicaria_weapon10": "machete (hand messy)", + "sicaria_weapon11": "garrote (hand grapple)", + "sicaria_weapon12": "knives (hand infinite)", + "gear (choose 4)": "gear (choose 4)", + "sicaria_gear1": "Armor Piercing Ammo (+ap to all weapons): Sometimes putos wear vests. Gotta be ready.", + "sicaria_gear2": "Body Armor (+armored): You want to live, right? Put on the fucking vest, pendeja.", + "sicaria_gear3": "Explosives Kit (close loud area reload): You can create improvised explosive devices (IEDs) if you’ve got time.", + "sicaria_gear4": "Tracking Device (hi-tech far concealable): They can’t hide if you plant this somewhere on them.", + "sicaria_gear5": "Secure Police Scanner (hi-tech hand): You can listen in even when they try to keep you out.", + "sicaria_gear6": "Silencer (remove +loud from any weapon): Quiet as a mouse. Dead as a doornail. Eh, cabrona?", + "sicaria_gear7": "Surveillance Gear (hi-tech close concealable): You can install cameras somewhere and watch all you want.", + "sicaria_gear8": "Police Uniform (official wearable stolen): Who is who anymore? You look like them and they look like you.", + "-- select a key --": "-- select a key --", + "ambition": "ambition", + "ambition_text": "Mark xp when you get someone important to let you handle some business on their behalf. Clear this key and advance when you seize the day and ask for forgiveness instead of permission.", + "arrogance": "arrogance", + "arrogance_text": "Mark xp when you use your superior knowledge or experience to verbally shame or abuse someone you care about. Clear this key and advance when you admit to a loved one that you're in over your head and urgently need help.", + "daring": "daring", + "daring_text": "Mark xp when you willingly enter a perilous situation without precautions or deception. Clear this key and advance when you retreat from a messy situation instead of risking further failure.", + "debt": "debt", + "debt_text": "Mark xp when you take on a new loan or strain your finances to meet your family's needs. Clear this key and advance when you find a way --legal or illegal--out from under your obligations.", + "dirty_hands": "dirty hands", + "dirty_hands_text": "Mark xp when you personally tackle a messy problem instead of sending goons. Clear this key and advance when you send someone to deal with a problem you should have attended to directly.", + "duty": "duty", + "duty_text": "Mark xp when you complete a task or assign-ment for your superiors or colleagues. Clear this key and advance when you intentionally thwart the goals of your organization or employer.", + "family": "family", + "family_text": "Mark xp when you violate your family members’ boundaries to protect them. Clear this key and advance when you allow one of them to be harmed when you could have intervened.", + "guilt": "guilt", + "guilt_text": "Mark xp when you confess a recent betrayal or deception to someone you shouldn’t trust. Clear this key and advance when you use a moment of intimacy to trick someone into advancing your schemes.", + "indomitable": "indomitable", + "indomitable_text": "Mark xp when you go into battle significantly outgunned or outmanned. Clear this key and advance when you surrender to your enemies instead of fighting your way out of a messy situation.", + "loyalty": "loyalty", + "loyalty_text": "Mark xp when you accept the lies or half-truths of a trusted friend or lover. Clear this key and advance when you confront a loved one with evidence of their betrayals and deceptions.", + "mercy": "mercy", + "mercy_text": "Mark xp when you try to head off a violent encounter with negotation or persuasion. Clear this key and advance when you greatly injure or kill someone who is defenseless or unaware.", + "paranoia": "paranoia", + "paranoia_text": "Mark xp when you try to get the truth out of someone about their true loyalties. Clear this key and advance when you expose someone’s betrayal to their family or employer.", + "pride": "pride", + "pride_text": "Mark xp when you claim an asset on the grounds that you or your family deserves it. Clear this key and advance when you give up something to keep yourself or a loved one safe from harm.", + "schemes": "schemes", + "schemes_text": "Mark xp when you take advantage of someone who believes you’re working on their behalf. Clear this key and advance when you openly choose one of your loyalties over the other.", + "secrets": "secrets", + "secrets_text": "Mark xp when you lie to someone close to you about your illicit activities. Clear this key and advance when you finally come clean to someone who trusts you about your lies and decepeptions.", + "default_hitresult": "¡Órale, amigo! Looks like things worked out. Don't get cocky! The MC will tell you what happens next.", + "default_partialresult": "Not bad, güey. Things could be better, but they could be worse too! The MC's going to tell you what's in store for you now.", + "default_missresult": "¡Ay diós, cabrón! Sometimes shit gets real. The MC will tell you what happens next.", + "---": "", + "---_desc": "", + "---_trigger": "", + "---_rollwith": "", + "---_hitresult": "", + "---_partialresult": "", + "---_missresult": "", + "cocinar": "cocinar", + "cocinar_desc": "If you’re fully stocked and cooking, at the start of session, roll with Grit. On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself. On a 7-9, your investment in the operation causes someone close to you to grow suspicious. On a miss, one of your lab’s problems comes to bear con todo.", + "cocinar_show_roll_button": "True", + "cocinar_trigger": "If you’re fully stocked and cooking, at the start of session, roll with Grit.", + "cocinar_rollwith": "grit", + "cocinar_hitresult": "On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself.", + "cocinar_partialresult": "On a hit, you make enough to meet your commitments. On a 7-9, your investment in the operation causes someone close to you to grow suspicious.", + "cocinar_missresult": "On a miss, one of your lab’s problems comes to bear con todo.", + "ciencia,_cabrón": "ciencia, cabrón", + "ciencia,_cabrón_show_roll_button": "True", + "ciencia,_cabrón_desc": "When you try to juryrig some-thing with science, roll with Grit. On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress. On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "ciencia,_cabrón_trigger": "When you try to juryrig some-thing with science, roll with Grit.", + "ciencia,_cabrón_rollwith": "grit", + "ciencia,_cabrón_hitresult": "On a hit, you create an opportunity or buy yourself some time.", + "ciencia,_cabrón_partialresult": "On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress.", + "ciencia,_cabrón_missresult": "On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "chillón": "chillón", + "chillón_desc": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_show_roll_button": "True", + "chillón_trigger": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_rollwith": "grit", + "chillón_hitresult": "For NPCs: On a hit, they accept your logic.", + "chillón_partialresult": "On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty.", + "de_calidad": "de calidad", + "de_calidad_show_roll_button": "True", + "de_calidad_desc": "When you propose a deal that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_trigger": "When you ***propose a deal*** that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_rollwith": "grit", + "de_calidad_hitresult": "On a hit, they choose: take the deal or mark stress.", + "de_calidad_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "afortunado": "afortunado", + "afortunado_desc": "You get +1 Grit (max+3)", + "pozolero": "pozolero", + "pozolero_desc": "When you get rid of a body using chemicals in your lab, roll with Grit. On a 10+, all 3. On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n* you aren’t missing any supplies or equipment.\n* you aren't interrupted getting it done.\n\nOn a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "pozolero_show_roll_button": "True", + "pozolero_trigger": "When you get rid of a body using chemicals in your lab, roll with Grit.", + "pozolero_rollwith": "grit", + "pozolero_hitresult": "On a 10+, all 3.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_partialresult": "On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_missresult": "On a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "tu laboratorio": "tu laboratorio", + "lab_tags": "small, fixed, unstable, indebted", + "tu laboratorio-desc": "By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.", + "choose 2 features": "choose 2 features", + "lab_feature1": "your lab is a food truck or RV. Replace fixed with mobile.", + "lab_feature2": "your lab has professional equipment, capable of larger cooks. raise your lifestyle; change small to medium.", + "lab_feature3": "your lab has equipment designed to dispose of dangerous chemicals. Remove unstable.", + "lab_feature4": "you have an assistant who prepares the chemicals in advance for your cooks. Take +1 to Cocinar; add payroll.", + "choose 2 troubles": "choose 2 troubles", + "lab_trouble1": "your lab is sometimes inaccessible. Add inconvenient.", + "lab_trouble2": "your lab gives off a byproduct or odor that makes it easy to uncover and report. Add detectable.", + "lab_trouble3": "your lab is poorly secured or locked down against intruders and thieves. Add exposed.", + "lab_trouble4": "your lab relies on uncommon chemicals. Add shortages.", + "tus misterios": "tus misterios", + "misterios_description": "You've fallen on hard times. Now you must keep your work secret from the people closest to you. Choose 3:", + "misterio1": "an esposa or novio who asks too many questions", + "misterio2": "a niño who thinks you’re beyond reproach", + "misterio3": "an elderly madre or tio who relies on you financially", + "misterio4": "a prima who works in federal law enforcement", + "misterio5": "an old coworker who feels badly about your troubles", + "misterio6": "a community leader who feels responsible for you", + "la familia": "la familia", + "amor_y_matrimonio": "amor y matrimonio", + "amor_y_matrimonio_desc": "You are the only one who can be trusted to protect la familia. Take +1 ongoing when you try to get one of them to do the right thing.", + "me_lo_chingué": "me lo chingué", + "me_lo_chingué_desc": "When you reveal that you betrayed a lover or friend, tell them to fill their stress track; you clear one stress for each stress they mark. If their stress track is already full, they must immediately make a stress move; you clear one stress.", + "reina_del_drama": "reina del drama", + "reina_del_drama_desc": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to push your luck as if you rolled a 10+.", + "reina_del_drama_trigger": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to ***push your luck*** as if you rolled a 10+.", + "reina_del_drama_rollwith": "grit", + "reina_del_drama_hitresult": "On a 10+, fortune favors the bold.", + "perderse": "perderse", + "perderse_desc": "When you lose yourself in another person, roll with Face. On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly. On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "perderse_show_roll_button": "True", + "perderse_trigger": "When you lose yourself in another person, roll with Face.", + "perderse_rollwith": "face", + "perderse_hitresult": "On a hit, you find solace in their embrace; clear your stress track.", + "perderse_partialresult": "On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly.", + "perderse_missresult": "On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "comer_algo": "comer algo", + "comer_algo_desc": "When you share a meal with some-one, roll with Face. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:\n\n* What do you want from me / my family?* What threat do you pose to us / our life?\n* Who are you protecting / hunting?\n\nOn a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "comer_algo_show_roll_button": "True", + "comer_algo_trigger": "When you share a meal with some-one, roll with Face.", + "comer_algo_rollwith": "face", + "comer_algo_hitresult": "On a 10+, hold 2. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_partialresult": "On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_missresult": "On a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "obligation1": "pregnant/finalizing adoption", + "obligation2": "new baby", + "obligation3": "preschool child", + "obligation4": "high school student", + "obligation5": "stepchild", + "obligation6": "corporate job", + "obligation7": "established home business", + "obligation8": "starting a new business", + "obligation9": "real estate license", + "obligation10": "social service job", + "obligation11": "managing family finances", + "obligation12": "elderly grand-parent", + "obligation13": "troubled sibling", + "obligation14": "school association", + "obligation15": "nonprofit board", + "obligation16": "parish volunteer", + "obligation17": "dinner parties", + "obligation18": "gossip and rumors", + "push_your_luck": "push your luck", + "push_your_luck_html": "

When you push your luck, roll with Grit. On a 10+, fortune favors the bold. On a 7-9, things don't work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.

", + "push_your_luck_trigger": "When you ***push your luck***, roll with Grit.", + "push_your_luck_rollwith": "grit", + "push_your_luck_hitresult": "On a 10+, fortune favors the bold. ", + "push_your_luck_partialresult": "On a 7-9, things don’t work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.", + "get_the_truth": "get the truth", + "get_the_truth_html": "

When you try to get the truth out of someone, roll with Hustle. On a hit, clear one stress. On a 10+, pick 2. On a 7-9, pick 1.

  • they can't mislead you with the truth
  • they can't confuse you with falsehoods
  • they can't stonewall you with silenc
", + "get_the_truth_trigger": "When you try to ***get the truth out of someone***, roll with Hustle.", + "get_the_truth_rollwith": "hustle", + "get_the_truth_hitresult": "On a hit, clear one stress. On a 10+, pick 2. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "get_the_truth_partialresult": "On a hit, clear one stress. On a 7-9, pick 1. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "pressure_someone": "pressure someone", + "pressure_someone_html": "When you pressure someone to go along with you, roll with Hustle. On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "pressure_someone_trigger": "When you ***pressure someone*** to go along with you, roll with Hustle.", + "pressure_someone_rollwith": "hustle", + "pressure_someone_hitresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress.", + "pressure_someone_partialresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "size_someone_up": "size someone up", + "size_someone_up_html": "

When you size someone up, roll with Savagery. On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3. On a 7-9, ask 1.

  • what are your current weaknesses / strengths?
  • how can I show you dominance / submission?
  • what do you intend to do next?
  • what do you wish I'd do right now?
  • how could I get you to _________
", + "size_someone_up_trigger": "When you ***size someone up***, roll with Savagery.", + "size_someone_up_rollwith": "savagery", + "size_someone_up_hitresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________? ", + "size_someone_up_partialresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 7-9, ask 1.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________?", + "strain_your_finances": "strain your finances", + "strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "strain_your_finances_rollwith": "*dinero*", + "strain_your_finances_rollquery": "?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "help_or_interfere": "help or interfere", + "help_or_interfere_html": "

When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked. On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered. On a miss, mark the stress you wagered and prepare for the worst.

", + "help_or_interfere_trigger": "When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.", + "help_or_interfere_rollwith": "stress wagered", + "help_or_interfere_rollquery": "?{When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.|1|2|3}", + "help_or_interfere_hitresult": "On a hit, give them a +1 or -2 to their roll, your choice.", + "help_or_interfere_partialresult": "On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered.", + "help_or_interfere_missresult": "On a miss, mark the stress you wagered and prepare for the worst.", + "turn_to_violence": "turn to violence", + "turn_to_violence_html": "

When you turn to violence, roll with Savagery. On a hit, mark stress and trade harm as established. On a 10+, choose 3. On a 7-9, choose 2.

  • you inflict terrible harm
  • you suffer little harm
  • you resist marking stress
  • you avoid collateral damage
", + "turn_to_violence_trigger": "When you ***turn to violence***, roll with Savagery.", + "turn_to_violence_rollwith": "savagery", + "turn_to_violence_hitresult": "On a hit, mark stress and trade harm as established. On a 10+, choose 3.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "turn_to_violence_partialresult": "On a hit, mark stress and trade harm as established. On a 7-9, choose 2.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "heat moves": "heat moves", + "avoid_suspicion": "avoid suspicion", + "avoid_suspicion_html": "

When you try to avoid suspicion while handling business in public, roll with Heat. Add one for each:

  • you’re carrying a lot of drugs or money
  • you’re transporting at least one body, dead or alive
  • you’re equipped with military weaponry

On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.

", + "avoid_suspicion_trigger": "When you try to ***avoid suspicion while handling business in public***, roll with Heat.Add one for each:\n* you're carrying a lot of drugs or money \n* you're transporting at least one body, dead or alive \n* you're equipped with military weaponry", + "avoid_suspicion_rollwith": "heat & circumstances", + "avoid_suspicion_rollquery": "(@{heat} + ?{When you try to avoid suspicion while handling business in public, roll with Heat.Add one for each: 1- you're carrying a lot of drugs or money 2- you're transporting at least one body, dead or alive 3- you're equipped with military weaponry|0|1|2|3})", + "avoid_suspicion_hitresult": "On a 10+, someone dangerous has been looking for you. And here you are. *Mierda, cabrón.*", + "avoid_suspicion_partialresult": "On a 7-9, only the local *policia* take an interest; make a threat or flash some *dinero* to smooth things over.", + "avoid_suspicion_missresult": "On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.", + "leave_a_messy_crime_scene": "leave a messy crime scene", + "leave_a_messy_crime_scene_html": "When you try to leave a messy crime scene before the authorities arrive, roll with Heat. On a miss, you exit the scene; tell the MC what potentially in-criminating evidence you’ve left behind. On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive. On a 10+, la policia arrives in force...with los federales or an American in tow.", + "leave_a_messy_crime_scene_trigger": "When you try to ***leave a messy crime scene*** before the authorities arrive, roll with Heat.", + "leave_a_messy_crime_scene_rollwith": "heat", + "leave_a_messy_crime_scene_hitresult": "On a 10+, *la policia* arrives in force...with *los federales* or an American in tow.", + "leave_a_messy_crime_scene_partialresult": "On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive.", + "leave_a_messy_crime_scene_missresult": "On a miss, you exit the scene; tell the MC what potentially incriminating evidence you’ve left behind.", + "flee_from_los_federales": "flee from los federales", + "flee_from_los_federales_html": "When you flee from los federales, roll with Heat. On a miss, you get away clean. On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time. On a 10+, you’re fucked, güey: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_trigger": "When you ***flee from los federales***, roll with Heat.", + "flee_from_los_federales_rollwith": "heat", + "flee_from_los_federales_hitresult": "On a 10+, you’re fucked, *güey*: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_partialresult": "On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time.", + "flee_from_los_federales_missresult": "On a miss, you get away clean.", + "propose_a_deal": "propose a deal", + "propose_a_deal_html": "

When you propose a deal to get what you want, roll with Face. On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one:

  • impose a condition on your offer
  • adjust the price (+/-30%) and accept
  • point you at an interested party
", + "propose_a_deal_trigger": "When you ***propose a deal*** to get what you want, roll with Face. ", + "propose_a_deal_rollwith": "face", + "propose_a_deal_hitresult": "On a hit, they choose: take the deal or mark stress.", + "propose_a_deal_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "justify_your_behavior": "justify your behavior", + "justify_your_behavior_html": "

When you try to justify your behavior to someone, roll with Face. For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. For PCs: On a 10+, both. On a 7-9, choose 1:

  • if they accept your reasoning, they mark xp
  • if they keep their own counsel, they mark stress
", + "justify_your_behavior_trigger": "When you try to ***justify your behavior*** to someone, roll with Face.", + "justify_your_behavior_rollwith": "face", + "justify_your_behavior_hitresult": "For NPCs: On a hit, they accept your logic. \n\nFor PCs: On a 10+, both:\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "justify_your_behavior_partialresult": "For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. \n\nFor PCs: On a 7-9, choose 1: On a 10+, both:\n\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "stress & heat moves": "stress & heat moves", + "stress moves": "stress moves", + "stress_moves_description": "All sorts of fictional situations may cause stress–getting shot at, doing something horrific, fighting with a spouse–and the only way to keep that stress in check is through stress moves:", + "verbally_abuse_or_shame": "verbally abuse or shame", + "verbally_abuse_or_shame_html": "When you verbally abuse or shame someone you care about, roll with Face. On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track. On a 7-9, clear one stress. On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "verbally_abuse_or_shame_trigger": "When you **verbally abuse or shame someone** you care about, roll with Face.", + "verbally_abuse_or_shame_rollwith": "face", + "verbally_abuse_or_shame_hitresult": "On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track.", + "verbally_abuse_or_shame_partialresult": "On a hit, your words hit hard: tell them to mark stress. On a 7-9, clear one stress.", + "verbally_abuse_or_shame_missresult": "On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "lose_yourself_in_a_substance": "lose yourself in a substance", + "lose_yourself_in_a_substance_html": "When you lose yourself in a substance, roll with Grit. On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list. On a miss, you’re in deep. Buena suerte, cabrón.", + "lose_yourself_in_a_substance_trigger": "When you **lose yourself in a substance**, roll with Grit.", + "lose_yourself_in_a_substance_rollwith": "grit", + "lose_yourself_in_a_substance_hitresult": "On a hit, clear your stress track.", + "lose_yourself_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "lose_yourself_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "confess_your_sins": "confess your sins", + "confess_your_sins_html": "When you confess your sins to a priest, roll with Hustle. On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession. On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "confess_your_sins_trigger": "When you **confess your sins to a priest**, roll with Hustle.", + "confess_your_sins_rollwith": "hustle", + "confess_your_sins_hitresult": "On a hit, you find forgiveness; clear your stress track.", + "confess_your_sins_partialresult": "On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession.", + "confess_your_sins_missresult": "On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "dish_out_a_beatdown": "dish out a beatdown", + "dish_out_a_beatdown_html": "When you dish out a beatdown, roll with Savagery. On a 10+, you assert your dominance: clear your stress track. On a 7-9, you hurt them, but it’s not enough: clear one stress. On a miss, the violence gets out of hand. Enjoy the consequences, pendejo.", + "dish_out_a_beatdown_trigger": "When you **dish out a beatdown**, roll with Savagery.", + "dish_out_a_beatdown_rollwith": "savagery", + "dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "drug moves": "drug moves", + "drug moves description": "If the MC tells you to make a drug move, pick one:", + "cocaine": "cocaine", + "cocaine_move1": "start a fight with a mouthy pendejo or puta", + "cocaine_move2": "throw yourself at someone you shouldn’t", + "cocaine_move3": "spend your money stupidly or carelessly", + "heroin": "heroin", + "heroin_move1": "push someone who cares about you away", + "heroin_move2": "overlook a crucial deadline or event", + "heroin_move3": "steal funds in preparation for your next fix", + "crystal meth": "crystal meth", + "crystal meth_move1": "accuse a loved one of theft or betrayal", + "crystal meth_move2": "push a place you keep toward squalor", + "crystal meth_move3": "hurt yourself to keep your diablos at bay", + "alcohol": "alcohol", + "alcohol_move1": "make a scene about how you’ve been wronged", + "alcohol_move2": "let slip something to the wrong person", + "alcohol_move3": "wreck something meaningful, carelessly", + "hermanos": "hermanos", + "hermanos_desc": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle. On a 10+, all 3. On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers \n\nOn a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "hermanos_show_roll_button": "True", + "hermanos_rollwith": "hustle", + "hermanos_trigger": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle.", + "hermanos_hitresult": "On a 10+, all 3: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_partialresult": "On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_missresult": "On a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "mercado": "mercado", + "mercado_desc": "When you sell product on the street, roll with Hustle. On a 10+, sales are brisk; clear your stress track. On a 7-9, you make some money, but someone takes issue with your crew; clear one stress. On a miss, someone takes a run at you, and it probably isn’t the cops.", + "mercado_show_roll_button": "True", + "mercado_rollwith": "hustle", + "mercado_trigger": "When you sell product on the street, roll with Hustle.", + "mercado_hitresult": "On a 10+, sales are brisk; clear your stress track.", + "mercado_partialresult": "On a 7-9, you make some money, but someone takes issue with your crew; clear one stress.", + "mercado_missresult": "On a miss, someone takes a run at you, and it probably isn’t the cops.", + "bendito": "bendito", + "bendito_desc": "When you’re completely focused on escaping, push your luck with Hustle instead of Grit. Add +1 to your roll if you get fucking shot while trying to flee.", + "bendito_show_roll_button": "FALSE", + "vendedor": "vendedor", + "vendedor_desc": "When you propose a deal to someone and they pick an option off the 7-9 list you don’t like, mark stress to make them pick a different option off the list. You can do this multiple times, provided you can keep marking stress.", + "vendedor_show_roll_button": "FALSE", + "matador": "matador", + "matador_desc": "Fill your stress track—marking at least one stress—to turn to violence against an unsuspecting target as if you rolled a 10+.", + "matador_show_roll_button": "FALSE", + "la_plaza_desc": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_show_roll_button": "True", + "mandamás": "mandamás", + "mandamás_desc": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face. On a 10+, all 3. On a 7-9, choose 1. \n- they keep their wits and focus. \n- they minimize incriminating evidence. \n- they avoid collateral damage. On a miss, everything goes to shit, but it wasn't your people's fault. You know how it is, *jefe*: no plan survives contact with the enemy.", + "mandamás_show_roll_button": "True", + "mandamás_rollwith": "face", + "mandamás_trigger": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face.", + "mandamás_hitresult": "On a 10+, all 3: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_partialresult": "On a 7-9, choose 1: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_missresult": "On a miss, everything goes to shit, but it wasn’t your people’s fault. You know how it is, jefe: no plan survives contact with the enemy.", + "infiltrado": "infiltrado", + "infiltrado_desc": "At the start of session, roll with Grit. On a hit, you get wind of a development in the anti-cartel case before things get messy. On a 10+, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice. On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "infiltrado_show_roll_button": "True", + "infiltrado_rollwith": "grit", + "infiltrado_trigger": "At the start of session, roll with Grit. ", + "infiltrado_hitresult": "On a 10+, you get wind of a development in the anti-cartel case before things get messy. In fact, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice.", + "infiltrado_partialresult": "On a 7-9, you get wind of a development in the anti-cartel case before things get messy.", + "infiltrado_missresult": "On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "seguir": "seguir", + "seguir_desc": "When you follow someone through the streets, roll with Grit. On a hit, where they go, you follow. On a 7-9, you overstep; mark a stress to avoid being spotted. On a miss, you end up exposed without backup or cover. ¡Mierda!", + "seguir_show_roll_button": "True", + "seguir_rollwith": "grit", + "seguir_trigger": "When you follow someone through the streets, roll with Grit.", + "seguir_hitresult": "On a 10+, where they go, you follow.", + "seguir_partialresult": "On a 7-9, where they go, you follow...but you overstep; mark a stress to avoid being spotted.", + "seguir_missresult": "On a miss, you end up exposed without backup or cover. *¡Mierda!*", + "verdadero": "verdadero", + "verdadero_desc": "When you get the truth from someone during an official interrogation, pick an extra option, even on a miss.", + "verdadero_show_roll_button": "FALSE", + "siempre_listo": "siempre listo", + "siempre_listo_desc": "Mark stress to show up in a scene alongside *la policía* or *los federales*, assuming that you aren’t unavailable. Mark three stress to show up instead of the authorities; you’ll have a few minutes solo in the scene before anybody else arrives.", + "siempre_listo_show_roll_button": "FALSE", + "escolta": "escolta", + "escolta_desc": "When you draw attention away from someone, they can roll with your Heat instead of their own. On a 10+, they suffer the consequences...but you attract demasiada attention: raise your Heat by 1 until the end of the next session.", + "escolta_show_roll_button": "FALSE", + "entrenamiento": "entrenamiento", + "entrenamiento_desc": "When you turn to violence after declaring yourself as a federal, roll with Grit instead of Savagery. If you get shot as a result, take +1 forward.", + "entrenamiento_show_roll_button": "FALSE", + "conectada": "conectada", + "conectada_desc": "When you go looking for a cartel *güey* in la plaza to help with a problem, name them and roll with Face. On a hit, you track them down and they’ve got what you need. On a 7-9, pick 1. On a 10+, both. \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology\n\n On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "conectada_show_roll_button": "True", + "conectada_rollwith": "face", + "conectada_trigger": "When you go looking for a cartel güey in la plaza to help with a problem, name them and roll with Face.", + "conectada_hitresult": "On a 10+, you track them down and they've got what you need; you get both: \n- They aren't caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_partialresult": "On a 7-9, you track them down and they've got what you need; pick 1: \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_missresult": "On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "escapar": "escapar", + "escapar_desc": "When you try to exit a tense situation, roll with Face. On a 10+, you’re gone! On a 7-9, you leave something behind or take something with you, your choice. On a miss, you’re exposed por completo...", + "escapar_show_roll_button": "True", + "escapar_rollwith": "face", + "escapar_trigger": "When you try to exit a tense situation, roll with Face.", + "escapar_hitresult": "On a 10+, you’re gone! ", + "escapar_partialresult": "On a 7-9, you leave something behind or take something with you, your choice. ", + "escapar_missresult": "On a miss, you’re exposed por completo...", + "amante": "amante", + "amante_desc": "When you share a night of intimacy with a lover, roll with Face. On a hit, clear your stress track. On a 10+, ask 2.On a 7-9, ask 1. \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do? \n\nOn a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "amante_show_roll_button": "True", + "amante_rollwith": "face", + "amante_trigger": "When you share a night of intimacy with a lover, roll with Face.", + "amante_hitresult": "On a 10+, clear your stress track and ask 2: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_partialresult": "On a 7-9, clear your stress track and ask 1: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_missresult": "On a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "chimosa": "chimosa", + "chimosa_desc": "When you betray a friend or ally to the authorities, roll with Face. On a 10+, your treason is useful and valued: clear your stress track. On a 7-9, your handler is pleased...and demands more: clear one stress. On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "chimosa_show_roll_button": "True", + "chimosa_rollwith": "face", + "chimosa_trigger": "When you betray a friend or ally to the authorities, roll with Face.", + "chimosa_hitresult": "On a 10+, your treason is useful and valued: clear your stress track.", + "chimosa_partialresult": "On a 7-9, your handler is pleased...and demands more: clear one stress.", + "chimosa_missresult": "On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "mentirosa": "mentirosa", + "mentirosa_desc": "You get +1 Face (max+3).", + "mentirosa_show_roll_button": "FALSE", + "mirar": "mirar", + "mirar_desc": "When you read a charged situation, roll with Savagery. On a hit, ask the MC questions; take +1 when you act on the answers. On a 10+, ask 2. On a 7–9, ask 1: \n- where’s my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what’s my enemy’s true position? On a miss, ask one...but you reveal your position.", + "mirar_show_roll_button": "FALSE", + "mirar_rollwith": "savagery", + "mirar_trigger": "When you read a charged situation, roll with Savagery.", + "mirar_hitresult": "On a 10+, ask the MC 2 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_partialresult": "On a 7-9, ask the MC 1 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_missresult": "On a miss, ask one...but you reveal your position.", + "narcocorrido": "narcocorrido", + "narcocorrido_desc": "When you meet someone importante (your call), roll with Savagery. On a hit, they’ve heard of you. Say what they’ve heard, and they will act accordingly. On a 10+, you also take +1 forward to dealing with them. On a miss, your reputation convinces them that you’re something you’re not.", + "narcocorrido_show_roll_button": "True", + "narcocorrido_rollwith": "savagery", + "narcocorrido_trigger": "When you meet someone *importante* (your call), roll with Savagery.", + "narcocorrido_hitresult": "On a 10+, they've heard of you. Say what they've heard, and they will act accordingly; take +1 forward to dealing with them.", + "narcocorrido_partialresult": "On a 7-9, they've heard of you. Say what they've heard, and they will act accordingly.", + "narcocorrido_missresult": "On a miss, your reputation convinces them that you’re something you're not.", + "levantón": "levantón", + "levantón_desc": "When you track down an NPC, roll with Savagery. On a hit, you catch them exposed or vulnerable. On a 7-9, they have backup or it’s public. On a miss, someone you’re avoiding finds you first.", + "levantón_show_roll_button": "True", + "levantón_rollwith": "savagery", + "levantón_trigger": "When you track down an NPC, roll with Savagery.", + "levantón_hitresult": "On a 10+, you catch them exposed or vulnerable.", + "levantón_partialresult": "On a 7-9, you catch them exposed or vulnerable, but they have backup or it’s public.", + "levantón_missresult": "On a miss, someone you’re avoiding finds you first.", + "rematar": "rematar", + "rematar_desc": "You get +1 Savagery (max +3).", + "rematar_show_roll_button": "FALSE", + "encobijado": "encobijado", + "encobijado_desc": "When you ditch a body somewhere, roll with Savagery. On a hit, you lose the corpse, and it stays lost; clear one stress. On a 10+, dust to dust; clear your stress track. On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "encobijado_show_roll_button": "True", + "encobijado_rollwith": "savagery", + "encobijado_trigger": "When you ditch a body somewhere, roll with Savagery.", + "encobijado_hitresult": "On a 10+, you lose the corpse, and it stays lost; clear your stress track.", + "encobijado_partialresult": "On a 7-9, you lose the corpse, and it stays lost; clear one stress.", + "encobijado_missresult": "On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "duro": "duro", + "duro_desc": "When you get fucking shot, add +1 to your roll. On a miss, you have time for an act of ven- geance or kindness before you fall to your wounds.", + "duro_show_roll_button": "FALSE", + "notes": "notes" +} diff --git a/cartel/translations/he.json b/cartel/translations/he.json new file mode 100644 index 0000000000..c85da7a63a --- /dev/null +++ b/cartel/translations/he.json @@ -0,0 +1,710 @@ +{ + "edit identity": "edit identity", + "character name": "character name", + "playbook": "playbook", + "el cocinero": "el cocinero", + "la esposa": "la esposa", + "el halcon": "el halcon", + "el narco": "el narco", + "la polizeta": "la polizeta", + "la rata": "la rata", + "la sicaria": "la sicaria", + "cocinero": "cocinero", + "esposa": "esposa", + "halcon": "halcon", + "narco": "narco", + "polizeta": "polizeta", + "rata": "rata", + "sicaria": "sicaria", + "look": "look", + "gear": "gear", + "lifestyle": "lifestyle", + "destitute": "destitute", + "destitute_desc": "nearly homeless, often unable to afford even basic staples, desperate", + "impoverished": "impoverished", + "impoverished_desc": "cash on hand for lodging and food, but little else, \"cash poor\"", + "stable": "stable", + "stable_desc": "relative comfort, regular lodging, enough resources to support a family", + "luxury": "luxury", + "luxury_desc": "wealth beyond most, able to put ten thousand dollars towards a problem", + "extravagant": "extravagant", + "extravagant_desc": "rich beyond measure, anything is accessible with enough patience", + "stats": "stats", + "character moves": "character moves", + "new character move": "new character move", + "click the pencil icon to edit your new move": "click the pencil icon to edit your new move", + "edit move": "edit move", + "basic moves": "basic moves", + "extras": "extras", + "stress": "stress", + "stress description": "Each session you start with two stress already marked, provided you didn't end the last section with more. If your stress track is ever filled, güey, you're in a bad spot.", + "reset": "reset", + "face": "face", + "grit": "grit", + "hustle": "hustle", + "savagery": "savagery", + "heat": "heat", + "tags": "tags", + "advancement": "advancement", + "advtxt1": "When you fill your xp track, select an advance from this list:", + "advtxt2": "After 5 advances, you can choose from this list instead:", + "los enlaces": "los enlaces", + "tus llaves": "tus llaves", + "move name": "move name", + "description": "description", + "show roll button?": "show roll button?", + "roll with": "roll with", + "is rolling with": "is rolling with", + "trigger": "trigger", + "el_cocinero-rel_text1": "_____ is familia. Close family. They don’t know what you do para el cartel, and you’re not sure you can keep your secrets for long.", + "el_cocinero-rel_text2": "_____ got you into this business to help you with your financial troubles but didn’t tell you the whole story. Now you’re both stuck.", + "el_cocinero-rel_text3": "You and _____ have an understanding. You need each other for now, but both of you know the current situation won’t last.", + "el_cocinero-adv1": "get +1 Grit (max+3)", + "el_cocinero-adv2": "get +1 Hustle (max+3)", + "el_cocinero-adv3": "get +1 Savagery (max+3)", + "el_cocinero-adv4": "choose a new laboratorio feature", + "el_cocinero-adv5": "get a new cocinero move", + "el_cocinero-adv6": "get a new cocinero move", + "el_cocinero-adv7": "get a move from another playbook", + "el_cocinero-adv8": "get a move from another playbook", + "el_cocinero-adv9": "get +1 to any stat (max+3)", + "el_cocinero-adv10": "resolve a laboratorio trouble", + "el_cocinero-adv11": "retire your character (to safety)", + "el_cocinero-adv12": "change your character to a new type", + "el_cocinero-adv13": "raise your lifestyle one level", + "la_esposa-rel_text1": "_____ and your spouse spend time together, but you’d prefer it if they weren’t in-volved in your life. Tell them what they did to anger you.", + "la_esposa-rel_text2": "_____ es familia. A sibling, maybe, or a cousin. Someone close. They mean well, but you worry about them. Tell them your fears.", + "la_esposa-rel_text3": "_____ and you were a thing back in the day, but it never went anywhere. Most people don’t know about it; you were young once también.", + "la_esposa-adv1": "get +1 Face (max+3)", + "la_esposa-adv2": "get +1 Grit (max+3)", + "la_esposa-adv3": "get +1 Hustle (max+3)", + "la_esposa-adv4": "change 2 obligations de la familia", + "la_esposa-adv5": "get a new esposa move", + "la_esposa-adv6": "get a new esposa move", + "la_esposa-adv7": "get a move from another playbook", + "la_esposa-adv8": "get a move from another playbook", + "la_esposa-adv9": "get +1 to any stat (max+3)", + "la_esposa-adv10": "permanently resolve a secret", + "la_esposa-adv11": "retire your character (to safety)", + "la_esposa-adv12": "change your character to a new type", + "la_esposa-adv13": "raise your spouse's lifestyle one level", + "spouse": "spouse", + "spouse-desc": "Ask everyone else “Who is willing to be my spouse?” Pick whomever you like. If no one volunteers, choose an NPC.", + "obligations-title": "Choose 5 obligations you perform for la familia:", + "secrets-title": "And choose 2 secrets you keep from la familia:", + "secret-nest_egg": "+nest egg: you put away some serious cash in a secret stash ($20,000!) for a rainy day.", + "secret-addiction": "+addiction: some nasty drug has a hold on you.", + "secret-affair": "+affair: you have another love...or at least another lover you spend time with.", + "secret-debt": "+debt: your spending has put you in a tough place, beyond what your family currently knows.", + "secret-lovechild": "+lovechild: you have a secret child that requires attention...and money.", + "la_familia": "la familia", + "la_familia_html": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle. On a 10+, you juggle your responsibilities with grace; clear your stress track. On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist. On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "la_familia_desc": "", + "la_familia_trigger": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle.", + "la_familia_rollwith": "hustle", + "la_familia_hitresult": "On a 10+, you juggle your responsibilities with grace; clear your stress track.", + "la_familia_partialresult": "On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist.", + "la_familia_missresult": "On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "el_halcon-rel_text1": "_____ gave you some new responsibilities lately, at your request. They have their doubts, but you’ll prove them wrong soon.", + "el_halcon-rel_text2": "_____ disapproves of your cartel work, and wants to get you out. You're not a niño; you can handle your own business.", + "el_halcon-rel_text3": "You and _____ have a plan to make some real money. They worry it’s not going to work, but you know it’s a sure thing, cabrón.", + "el_halcon-adv1": "get +1 Face (max+3)", + "el_halcon-adv2": "get +1 Grit (max+3)", + "el_halcon-adv3": "get +1 Hustle (max+3)", + "el_halcon-adv4": "choose a new pandilla feature", + "el_halcon-adv5": "get a new halcón move", + "el_halcon-adv6": "get a new halcón move", + "el_halcon-adv7": "get a move from another playbook", + "el_halcon-adv8": "get a move from another playbook", + "el_halcon-adv9": "get +1 to any stat (max+3)", + "el_halcon-adv10": "resolve a pandilla vulnerability", + "el_halcon-adv11": "retire your character (to safety)", + "el_halcon-adv12": "change your character to a new type", + "el_halcon-adv13": "raise your lifestyle one level", + "tu pandilla": "tu pandilla", + "amigos:": "amigos:", + "pandilla-amigos_description": "By default, your pandilla has three loyal amigos you’ve known a while. Give them names:", + "pandilla-amigos_names_list": "Azul, Blanco, Calaca, Charo, Chino, Flaco, Gordo, Lola, Moco, Nacho, Paco, Raki, Torpe, Zanahoria", + "pandilla-question_amigo1": "Who is there to cheer you up when mierda gets tough?", + "pandilla-question_amigo2": "Who is a real pendejo, but you just can't cut them loose?", + "pandilla-question_amigo3": "Who is truly solid, ready to entrarle and get things done when you need them?", + "choose 2 features:": "choose 2 features:", + "pandilla_feature1": "your crew has crews that work for you, cabrón. Your crew becomes a gang (small untrained unequipped).", + "pandilla_feature2": "your crew is down for a fiesta. Roll with Hustle instead of Grit when you get all get lost in a substance juntos.", + "pandilla_feature3": "your crew is down for a fight. Roll with Hustle instead of Savagery when you dish out a beatdown as a crew.", + "pandilla_feature4": "your crew is in touch with high-level smugglers and producers from other cartels. It gets +connected.", + "pandilla_feature5": "your crew is employed outside the cartel, officially or unofficially. Take +1 when you strain your finances.", + "choose 2 vulnerabilities:": "choose 2 vulnerabilities:", + "pandilla_vulnerability1": "your crew is on la policía's radar: +known.", + "pandilla_vulnerability2": "your crew is into heavy stuff: +addiction.", + "pandilla_vulnerability3": "your crew owes favors to someone: +obligation.", + "pandilla_vulnerability4": "your crew has enemies, cabrón: +turf war.", + "pandilla-get_lost_in_a_substance": "get lost in a substance", + "pandilla-get_lost_in_a_substance_trigger": "your crew is down for a *fiesta*. Roll with Hustle instead of Grit when you get all ***get lost in a substance*** *juntos*.", + "pandilla-get_lost_in_a_substance_rollwith": "hustle", + "pandilla-get_lost_in_a_substance_hitresult": "On a hit, clear your stress track.", + "pandilla-get_lost_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "pandilla-get_lost_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "pandilla-dish_out_a_beatdown": "dish out a beatdown", + "pandilla-dish_out_a_beatdown_trigger": "your crew is down for a fight. Roll with Hustle instead of Savagery when you ***dish out a beatdown*** as a crew.", + "pandilla-dish_out_a_beatdown_rollwith": "hustle", + "pandilla-dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "pandilla-dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "pandilla-dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "pandilla-strain_your_finances": "strain your finances", + "pandilla-strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "pandilla-strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "pandilla-strain_your_finances_rollwith": "*dinero*", + "pandilla-strain_your_finances_rollquery": "1[pandilla] + ?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "pandilla-strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "pandilla-strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "pandilla-strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "el_narco-rel_text1": "_____ is familia, but you’ve tried to shield them from the worst of the cartel. Tell them what they know about your dealings.", + "el_narco-rel_text2": "You're sure _____ is up to something, maybe with another cartel or los federales. Keep your eyes open, cabrón. Trust no one.", + "el_narco-relktext3": "You’ve taken _____ under your wing. You respect their skills and talents, and you want to see them thrive. ¡Qué generoso!", + "el_narco-adv1": "get +1 Face (max+3)", + "el_narco-adv2": "get +1 Hustle (max+3)", + "el_narco-adv3": "get +1 Savagery (max+3)", + "el_narco-adv4": "get +1 Control (max +3)", + "el_narco-adv5": "choose a new plaza feature", + "el_narco-adv6": "choose a new plaza feature", + "el_narco-adv7": "get a move from another playbook", + "el_narco-adv8": "get a move from another playbook", + "el_narco-adv9": "get +1 to any stat except Control (max+3)", + "el_narco-adv10": "permanently resolve a plaza trouble", + "el_narco-adv11": "permanently resolve a plaza trouble", + "el_narco-adv12": "retire your character (to safety)", + "el_narco-adv13": "change your character to a new type", + "el jefe de jefes": "el jefe de jefes", + "el_jefe_description": "You run la plaza, a pathway for narcos hoping to move product across the border and a lucrative area for local drug sales. The city of Durango is yours as long as you hold it, jefe.", + "contact": "contact", + "el_jefe_contact_description": "When you took control, the cartel gave you a contact who collects what you owe them, usually once a month. You only know their nickname, so you can’t sell them out if you get flipped by los federales (pick one):", + "la_plaza": "la plaza", + "la_plaza_html": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_trigger": "At the beginning of the session, roll with Control.", + "la_plaza_rollwith": "control", + "la_plaza_hitresult": "On a 10+, you get an opportunity to engage one your troubles (your choice) on your terms.", + "la_plaza_partialresult": "On a 7-9, you get an opportunity to engage one your troubles (your choice) on your terms, but the opportunity is short-lived and risky: act quickly or you may find that you miss your moment.", + "la_plaza_missresult": "On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "control": "control", + "troubles": "troubles", + "by default you've got:": "by default you've got:", + "la_plaza_bullet1": "a staff of unsophisticated narcos, coordinated via a network of burner phones (trouble: +los federales)", + "la_plaza_bullet2": "a mix of protection rackets and smuggling operations (lifestyle: stable)", + "la_plaza_bullet3": "5-10 loyal enforcers (gang small untrained impatient) and 1 or 2 corrupt cops (greedy informed)", + "la_plaza_bullet4": "a few halcones to keep you informed about what goes on in your city (Control = +1)", + "choose 4 features:": "choose 4 features", + "la_plaza_feature1": "your plaza is profitable, bringing in substantial, obvious sums. Lifestyle: +1 level & trouble: +robberies.", + "la_plaza_feature2": "for income, add kidnapping. Lifestyle: +1 level & trouble: +vigilantes.", + "la_plaza_feature3": "your enforcers have access to military weaponry and body armor. Add armored and armed to your gang.", + "la_plaza_feature4": "you have a reputation for violence. Roll with Face instead of Hustle when you pressure someone by threatening their life, limbs, or loved ones.", + "la_plaza_feature5": "your enforcers have extensive military training. Drop untrained and add savage. Take +1 when you order kidnappings or ambushes.", + "la_plaza_feature6": "your enforcers recruit heavily from the local population, making them a medium gang (10-20) instead of small.", + "la_plaza_feature7": "you have halcones at all chokepoints and smuggling roads. +1 Control.", + "la_plaza_feature8": "only a few know your real name and appearance. Take -2 heat; describe the business that you use as a cover for your activities.", + "choose 2 troubles:": "choose 2 troubles:", + "la_plaza_trouble1": "you are in the middle of a violent dispute with another cartel, probably Los Zetas. Trouble: +gang war.", + "la_plaza_trouble2": "your plaza has been recently infiltrated by someone working for los federales or the CIA/DEA. Trouble: +mole", + "la_plaza_trouble3": "The narcos you displaced to take control of la plaza remain at large. - 1 Control. Trouble: +rivals.", + "la_plaza_trouble4": "greedy agents of the Mex-ican tax authority (SHCP) are bleeding you dry with increasingly expensive demands for bribes and mordidas . -1 lifestyle.", + "la_polizeta-rel_text1": "You grew up with _____ on the streets of Durango. You still have a beer after work if you’re both free; it’s nice to know someone who isn’t involved with either side of your double life.", + "la_polizeta-rel_text2": "_____ is the target of an active investigation. You're not the lead investigator, but you’re regularly briefed on the case.", + "la_polizeta-rel_text3": "_____ is your main contact in the cartel. Tell them where you two go to speak directly when you need a face-to-face meeting.", + "la_polizeta-adv1": "get +1 Face (max+3)", + "la_polizeta-adv2": "get +1 Hustle (max+3)", + "la_polizeta-adv3": "get +1 Savagery (max+3)", + "la_polizeta-adv4": "get +1 Control (max +3)", + "la_polizeta-adv5": "choose a new plaza feature", + "la_polizeta-adv6": "choose a new plaza feature", + "la_polizeta-adv7": "get a move from another playbook", + "la_polizeta-adv8": "get a move from another playbook ", + "la_polizeta-adv9": "get +1 to any stat except Control (max+3)", + "la_polizeta-adv10": "permanently resolve a plaza trouble", + "la_polizeta-adv11": "permanently resolve a plaza trouble", + "la_polizeta-adv12": "retire your character (to safety)", + "la_polizeta-adv13": "change your character to a new type", + "You work closely with 5 NPCs (at least) in the unit:": "You work closely with 5 NPCs (at least) in the unit:", + "Who is your new partner?": "Who is your new partner?", + "Who is suspicious of you?": "Who is suspicious of you?", + "You also end up working with a few NPCs from the cartel:": "You also end up working with a few NPCs from the cartel:", + "Who almost gave you away?": "Who almost gave you away?", + "Who offered to scam el narco?": "Who offered to scam el narco?", + "task_force_equipment": "Your department has some new toys—¡gracias, Calderón!—you can use, provided you have some \"official\" business (pick 2):", + "task_force_equip1": "military-grade body armor (resilient bulky)", + "task_force_equip2": "full-scale surveillance van (hi-tech expensive)", + "task_force_equip3": "tracking devices or bugs (hi-tech concealable)", + "task_force_equip4": "court-approved wiretap (hi-tech persistent)", + "task_force_equip5": "network of criminal informants (informed costly)", + "la_rata-rel_text1": "You and _____ started sleeping together a few weeks ago. Tell them why you haven't been able to end things, despite the dangers. ", + "la_rata-adv1": "get +1 Face (max+3)", + "la_rata-adv2": "get +1 Grit (max+3)", + "la_rata-adv3": "get +1 Savagery (max+3)", + "la_rata-adv4": "get an NPC ally (detail with MC)", + "la_rata-adv5": "get a new rata move", + "la_rata-adv6": "get a new rata move", + "la_rata-adv7": "get a move from another playbook", + "la_rata-adv8": "get a move from another playbook", + "la_rata-adv9": "get +1 to any stat (max+3)", + "la_rata-adv10": "get 4 weapons y 4 gear (La Sicaria)", + "la_rata-adv11": "retire your character (to safety)", + "la_rata-adv12": "change your character to a new type", + "la_rata-adv13": "raise your lifestyle one level", + "el trabajo sucio": "el trabajo sucio", + "el trabajo sucio-description": "You are one of el narco's trusted lieutenants...but you’ve decided to betray the cartel. Choose a reason:", + "trabajo_sucio1": "you’re tired of the killing and death.", + "trabajo_sucio2": "you lost family or a loved one to el narco.", + "trabajo_sucio3": "you want to move up in the organization.", + "trabajo_sucio4": "you were arrested and flipped to avoid jail.", + "trabajo_sucio5": "you're an undercover cop on assignment.", + "supervivencia": "supervivencia", + "supervivencia_html": "

You are a survivor, a rata who will not be drowned just because this sinking ship of a plaza is finally dragged beneath the surface of the drug war.

You can mark stress to:

  • take a 10+ instead of rolling when you interfere with someone trying to get the truth out of you.
  • offer a PC an xp to accept your reasoning when you justify your behavior, even on a miss.
  • take +1 when you get fucking shot by another narco who suspects your treachery.
", + "la_sicaria-rel_text1": "_____ fucked up something crucial; you had to clean up the mess before things got messy with los federales or a rival drug cartel.", + "la_sicaria-adv1": "get +1 Grit (max+3)", + "la_sicaria-adv2": "get +1 Hustle (max+3)", + "la_sicaria-adv3": "get +1 Savagery (max+3)", + "la_sicaria-adv4": "choose 2 new weapons", + "la_sicaria-adv5": "get a new sicaria move", + "la_sicaria-adv6": "get a new sicaria move", + "la_sicaria-adv7": "get a move from another playbook", + "la_sicaria-adv8": "get a move from another playbook", + "la_sicaria-adv9": "get +1 to any stat (max+3)", + "la_sicaria-adv10": "choose 2 new pieces of gear or 2 new weapons", + "la_sicaria-adv11": "retire your character (to safety)", + "la_sicaria-adv12": "change your character to a new type", + "la_sicaria-adv13": "raise your lifestyle one level", + "weapons (choose 4)": "weapons (choose 4)", + "sicaria_weapon1": "sniper rifle (far hi-tech loud)", + "sicaria_weapon2": "assault rifle (close loud autofire)", + "sicaria_weapon3": "grenade launcher (close area messy)", + "sicaria_weapon4": "shotgun (close messy)", + "sicaria_weapon5": "submachine gun (close area loud)", + "sicaria_weapon6": "magnum (close reload loud)", + "sicaria_weapon7": "9mm (close loud)", + "sicaria_weapon8": "stun gun (close reload)", + "sicaria_weapon9": "fireman’s axe (close messy)", + "sicaria_weapon10": "machete (hand messy)", + "sicaria_weapon11": "garrote (hand grapple)", + "sicaria_weapon12": "knives (hand infinite)", + "gear (choose 4)": "gear (choose 4)", + "sicaria_gear1": "Armor Piercing Ammo (+ap to all weapons): Sometimes putos wear vests. Gotta be ready.", + "sicaria_gear2": "Body Armor (+armored): You want to live, right? Put on the fucking vest, pendeja.", + "sicaria_gear3": "Explosives Kit (close loud area reload): You can create improvised explosive devices (IEDs) if you’ve got time.", + "sicaria_gear4": "Tracking Device (hi-tech far concealable): They can’t hide if you plant this somewhere on them.", + "sicaria_gear5": "Secure Police Scanner (hi-tech hand): You can listen in even when they try to keep you out.", + "sicaria_gear6": "Silencer (remove +loud from any weapon): Quiet as a mouse. Dead as a doornail. Eh, cabrona?", + "sicaria_gear7": "Surveillance Gear (hi-tech close concealable): You can install cameras somewhere and watch all you want.", + "sicaria_gear8": "Police Uniform (official wearable stolen): Who is who anymore? You look like them and they look like you.", + "-- select a key --": "-- select a key --", + "ambition": "ambition", + "ambition_text": "Mark xp when you get someone important to let you handle some business on their behalf. Clear this key and advance when you seize the day and ask for forgiveness instead of permission.", + "arrogance": "arrogance", + "arrogance_text": "Mark xp when you use your superior knowledge or experience to verbally shame or abuse someone you care about. Clear this key and advance when you admit to a loved one that you're in over your head and urgently need help.", + "daring": "daring", + "daring_text": "Mark xp when you willingly enter a perilous situation without precautions or deception. Clear this key and advance when you retreat from a messy situation instead of risking further failure.", + "debt": "debt", + "debt_text": "Mark xp when you take on a new loan or strain your finances to meet your family's needs. Clear this key and advance when you find a way --legal or illegal--out from under your obligations.", + "dirty_hands": "dirty hands", + "dirty_hands_text": "Mark xp when you personally tackle a messy problem instead of sending goons. Clear this key and advance when you send someone to deal with a problem you should have attended to directly.", + "duty": "duty", + "duty_text": "Mark xp when you complete a task or assign-ment for your superiors or colleagues. Clear this key and advance when you intentionally thwart the goals of your organization or employer.", + "family": "family", + "family_text": "Mark xp when you violate your family members’ boundaries to protect them. Clear this key and advance when you allow one of them to be harmed when you could have intervened.", + "guilt": "guilt", + "guilt_text": "Mark xp when you confess a recent betrayal or deception to someone you shouldn’t trust. Clear this key and advance when you use a moment of intimacy to trick someone into advancing your schemes.", + "indomitable": "indomitable", + "indomitable_text": "Mark xp when you go into battle significantly outgunned or outmanned. Clear this key and advance when you surrender to your enemies instead of fighting your way out of a messy situation.", + "loyalty": "loyalty", + "loyalty_text": "Mark xp when you accept the lies or half-truths of a trusted friend or lover. Clear this key and advance when you confront a loved one with evidence of their betrayals and deceptions.", + "mercy": "mercy", + "mercy_text": "Mark xp when you try to head off a violent encounter with negotation or persuasion. Clear this key and advance when you greatly injure or kill someone who is defenseless or unaware.", + "paranoia": "paranoia", + "paranoia_text": "Mark xp when you try to get the truth out of someone about their true loyalties. Clear this key and advance when you expose someone’s betrayal to their family or employer.", + "pride": "pride", + "pride_text": "Mark xp when you claim an asset on the grounds that you or your family deserves it. Clear this key and advance when you give up something to keep yourself or a loved one safe from harm.", + "schemes": "schemes", + "schemes_text": "Mark xp when you take advantage of someone who believes you’re working on their behalf. Clear this key and advance when you openly choose one of your loyalties over the other.", + "secrets": "secrets", + "secrets_text": "Mark xp when you lie to someone close to you about your illicit activities. Clear this key and advance when you finally come clean to someone who trusts you about your lies and decepeptions.", + "default_hitresult": "¡Órale, amigo! Looks like things worked out. Don't get cocky! The MC will tell you what happens next.", + "default_partialresult": "Not bad, güey. Things could be better, but they could be worse too! The MC's going to tell you what's in store for you now.", + "default_missresult": "¡Ay diós, cabrón! Sometimes shit gets real. The MC will tell you what happens next.", + "---": "", + "---_desc": "", + "---_trigger": "", + "---_rollwith": "", + "---_hitresult": "", + "---_partialresult": "", + "---_missresult": "", + "cocinar": "cocinar", + "cocinar_desc": "If you’re fully stocked and cooking, at the start of session, roll with Grit. On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself. On a 7-9, your investment in the operation causes someone close to you to grow suspicious. On a miss, one of your lab’s problems comes to bear con todo.", + "cocinar_show_roll_button": "True", + "cocinar_trigger": "If you’re fully stocked and cooking, at the start of session, roll with Grit.", + "cocinar_rollwith": "grit", + "cocinar_hitresult": "On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself.", + "cocinar_partialresult": "On a hit, you make enough to meet your commitments. On a 7-9, your investment in the operation causes someone close to you to grow suspicious.", + "cocinar_missresult": "On a miss, one of your lab’s problems comes to bear con todo.", + "ciencia,_cabrón": "ciencia, cabrón", + "ciencia,_cabrón_show_roll_button": "True", + "ciencia,_cabrón_desc": "When you try to juryrig some-thing with science, roll with Grit. On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress. On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "ciencia,_cabrón_trigger": "When you try to juryrig some-thing with science, roll with Grit.", + "ciencia,_cabrón_rollwith": "grit", + "ciencia,_cabrón_hitresult": "On a hit, you create an opportunity or buy yourself some time.", + "ciencia,_cabrón_partialresult": "On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress.", + "ciencia,_cabrón_missresult": "On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "chillón": "chillón", + "chillón_desc": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_show_roll_button": "True", + "chillón_trigger": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_rollwith": "grit", + "chillón_hitresult": "For NPCs: On a hit, they accept your logic.", + "chillón_partialresult": "On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty.", + "de_calidad": "de calidad", + "de_calidad_show_roll_button": "True", + "de_calidad_desc": "When you propose a deal that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_trigger": "When you ***propose a deal*** that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_rollwith": "grit", + "de_calidad_hitresult": "On a hit, they choose: take the deal or mark stress.", + "de_calidad_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "afortunado": "afortunado", + "afortunado_desc": "You get +1 Grit (max+3)", + "pozolero": "pozolero", + "pozolero_desc": "When you get rid of a body using chemicals in your lab, roll with Grit. On a 10+, all 3. On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n* you aren’t missing any supplies or equipment.\n* you aren't interrupted getting it done.\n\nOn a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "pozolero_show_roll_button": "True", + "pozolero_trigger": "When you get rid of a body using chemicals in your lab, roll with Grit.", + "pozolero_rollwith": "grit", + "pozolero_hitresult": "On a 10+, all 3.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_partialresult": "On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_missresult": "On a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "tu laboratorio": "tu laboratorio", + "lab_tags": "small, fixed, unstable, indebted", + "tu laboratorio-desc": "By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.", + "choose 2 features": "choose 2 features", + "lab_feature1": "your lab is a food truck or RV. Replace fixed with mobile.", + "lab_feature2": "your lab has professional equipment, capable of larger cooks. raise your lifestyle; change small to medium.", + "lab_feature3": "your lab has equipment designed to dispose of dangerous chemicals. Remove unstable.", + "lab_feature4": "you have an assistant who prepares the chemicals in advance for your cooks. Take +1 to Cocinar; add payroll.", + "choose 2 troubles": "choose 2 troubles", + "lab_trouble1": "your lab is sometimes inaccessible. Add inconvenient.", + "lab_trouble2": "your lab gives off a byproduct or odor that makes it easy to uncover and report. Add detectable.", + "lab_trouble3": "your lab is poorly secured or locked down against intruders and thieves. Add exposed.", + "lab_trouble4": "your lab relies on uncommon chemicals. Add shortages.", + "tus misterios": "tus misterios", + "misterios_description": "You've fallen on hard times. Now you must keep your work secret from the people closest to you. Choose 3:", + "misterio1": "an esposa or novio who asks too many questions", + "misterio2": "a niño who thinks you’re beyond reproach", + "misterio3": "an elderly madre or tio who relies on you financially", + "misterio4": "a prima who works in federal law enforcement", + "misterio5": "an old coworker who feels badly about your troubles", + "misterio6": "a community leader who feels responsible for you", + "la familia": "la familia", + "amor_y_matrimonio": "amor y matrimonio", + "amor_y_matrimonio_desc": "You are the only one who can be trusted to protect la familia. Take +1 ongoing when you try to get one of them to do the right thing.", + "me_lo_chingué": "me lo chingué", + "me_lo_chingué_desc": "When you reveal that you betrayed a lover or friend, tell them to fill their stress track; you clear one stress for each stress they mark. If their stress track is already full, they must immediately make a stress move; you clear one stress.", + "reina_del_drama": "reina del drama", + "reina_del_drama_desc": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to push your luck as if you rolled a 10+.", + "reina_del_drama_trigger": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to ***push your luck*** as if you rolled a 10+.", + "reina_del_drama_rollwith": "grit", + "reina_del_drama_hitresult": "On a 10+, fortune favors the bold.", + "perderse": "perderse", + "perderse_desc": "When you lose yourself in another person, roll with Face. On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly. On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "perderse_show_roll_button": "True", + "perderse_trigger": "When you lose yourself in another person, roll with Face.", + "perderse_rollwith": "face", + "perderse_hitresult": "On a hit, you find solace in their embrace; clear your stress track.", + "perderse_partialresult": "On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly.", + "perderse_missresult": "On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "comer_algo": "comer algo", + "comer_algo_desc": "When you share a meal with some-one, roll with Face. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:\n\n* What do you want from me / my family?* What threat do you pose to us / our life?\n* Who are you protecting / hunting?\n\nOn a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "comer_algo_show_roll_button": "True", + "comer_algo_trigger": "When you share a meal with some-one, roll with Face.", + "comer_algo_rollwith": "face", + "comer_algo_hitresult": "On a 10+, hold 2. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_partialresult": "On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_missresult": "On a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "obligation1": "pregnant/finalizing adoption", + "obligation2": "new baby", + "obligation3": "preschool child", + "obligation4": "high school student", + "obligation5": "stepchild", + "obligation6": "corporate job", + "obligation7": "established home business", + "obligation8": "starting a new business", + "obligation9": "real estate license", + "obligation10": "social service job", + "obligation11": "managing family finances", + "obligation12": "elderly grand-parent", + "obligation13": "troubled sibling", + "obligation14": "school association", + "obligation15": "nonprofit board", + "obligation16": "parish volunteer", + "obligation17": "dinner parties", + "obligation18": "gossip and rumors", + "push_your_luck": "push your luck", + "push_your_luck_html": "

When you push your luck, roll with Grit. On a 10+, fortune favors the bold. On a 7-9, things don't work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.

", + "push_your_luck_trigger": "When you ***push your luck***, roll with Grit.", + "push_your_luck_rollwith": "grit", + "push_your_luck_hitresult": "On a 10+, fortune favors the bold. ", + "push_your_luck_partialresult": "On a 7-9, things don’t work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.", + "get_the_truth": "get the truth", + "get_the_truth_html": "

When you try to get the truth out of someone, roll with Hustle. On a hit, clear one stress. On a 10+, pick 2. On a 7-9, pick 1.

  • they can't mislead you with the truth
  • they can't confuse you with falsehoods
  • they can't stonewall you with silenc
", + "get_the_truth_trigger": "When you try to ***get the truth out of someone***, roll with Hustle.", + "get_the_truth_rollwith": "hustle", + "get_the_truth_hitresult": "On a hit, clear one stress. On a 10+, pick 2. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "get_the_truth_partialresult": "On a hit, clear one stress. On a 7-9, pick 1. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "pressure_someone": "pressure someone", + "pressure_someone_html": "When you pressure someone to go along with you, roll with Hustle. On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "pressure_someone_trigger": "When you ***pressure someone*** to go along with you, roll with Hustle.", + "pressure_someone_rollwith": "hustle", + "pressure_someone_hitresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress.", + "pressure_someone_partialresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "size_someone_up": "size someone up", + "size_someone_up_html": "

When you size someone up, roll with Savagery. On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3. On a 7-9, ask 1.

  • what are your current weaknesses / strengths?
  • how can I show you dominance / submission?
  • what do you intend to do next?
  • what do you wish I'd do right now?
  • how could I get you to _________
", + "size_someone_up_trigger": "When you ***size someone up***, roll with Savagery.", + "size_someone_up_rollwith": "savagery", + "size_someone_up_hitresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________? ", + "size_someone_up_partialresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 7-9, ask 1.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________?", + "strain_your_finances": "strain your finances", + "strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "strain_your_finances_rollwith": "*dinero*", + "strain_your_finances_rollquery": "?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "help_or_interfere": "help or interfere", + "help_or_interfere_html": "

When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked. On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered. On a miss, mark the stress you wagered and prepare for the worst.

", + "help_or_interfere_trigger": "When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.", + "help_or_interfere_rollwith": "stress wagered", + "help_or_interfere_rollquery": "?{When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.|1|2|3}", + "help_or_interfere_hitresult": "On a hit, give them a +1 or -2 to their roll, your choice.", + "help_or_interfere_partialresult": "On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered.", + "help_or_interfere_missresult": "On a miss, mark the stress you wagered and prepare for the worst.", + "turn_to_violence": "turn to violence", + "turn_to_violence_html": "

When you turn to violence, roll with Savagery. On a hit, mark stress and trade harm as established. On a 10+, choose 3. On a 7-9, choose 2.

  • you inflict terrible harm
  • you suffer little harm
  • you resist marking stress
  • you avoid collateral damage
", + "turn_to_violence_trigger": "When you ***turn to violence***, roll with Savagery.", + "turn_to_violence_rollwith": "savagery", + "turn_to_violence_hitresult": "On a hit, mark stress and trade harm as established. On a 10+, choose 3.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "turn_to_violence_partialresult": "On a hit, mark stress and trade harm as established. On a 7-9, choose 2.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "heat moves": "heat moves", + "avoid_suspicion": "avoid suspicion", + "avoid_suspicion_html": "

When you try to avoid suspicion while handling business in public, roll with Heat. Add one for each:

  • you’re carrying a lot of drugs or money
  • you’re transporting at least one body, dead or alive
  • you’re equipped with military weaponry

On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.

", + "avoid_suspicion_trigger": "When you try to ***avoid suspicion while handling business in public***, roll with Heat.Add one for each:\n* you're carrying a lot of drugs or money \n* you're transporting at least one body, dead or alive \n* you're equipped with military weaponry", + "avoid_suspicion_rollwith": "heat & circumstances", + "avoid_suspicion_rollquery": "(@{heat} + ?{When you try to avoid suspicion while handling business in public, roll with Heat.Add one for each: 1- you're carrying a lot of drugs or money 2- you're transporting at least one body, dead or alive 3- you're equipped with military weaponry|0|1|2|3})", + "avoid_suspicion_hitresult": "On a 10+, someone dangerous has been looking for you. And here you are. *Mierda, cabrón.*", + "avoid_suspicion_partialresult": "On a 7-9, only the local *policia* take an interest; make a threat or flash some *dinero* to smooth things over.", + "avoid_suspicion_missresult": "On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.", + "leave_a_messy_crime_scene": "leave a messy crime scene", + "leave_a_messy_crime_scene_html": "When you try to leave a messy crime scene before the authorities arrive, roll with Heat. On a miss, you exit the scene; tell the MC what potentially in-criminating evidence you’ve left behind. On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive. On a 10+, la policia arrives in force...with los federales or an American in tow.", + "leave_a_messy_crime_scene_trigger": "When you try to ***leave a messy crime scene*** before the authorities arrive, roll with Heat.", + "leave_a_messy_crime_scene_rollwith": "heat", + "leave_a_messy_crime_scene_hitresult": "On a 10+, *la policia* arrives in force...with *los federales* or an American in tow.", + "leave_a_messy_crime_scene_partialresult": "On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive.", + "leave_a_messy_crime_scene_missresult": "On a miss, you exit the scene; tell the MC what potentially incriminating evidence you’ve left behind.", + "flee_from_los_federales": "flee from los federales", + "flee_from_los_federales_html": "When you flee from los federales, roll with Heat. On a miss, you get away clean. On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time. On a 10+, you’re fucked, güey: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_trigger": "When you ***flee from los federales***, roll with Heat.", + "flee_from_los_federales_rollwith": "heat", + "flee_from_los_federales_hitresult": "On a 10+, you’re fucked, *güey*: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_partialresult": "On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time.", + "flee_from_los_federales_missresult": "On a miss, you get away clean.", + "propose_a_deal": "propose a deal", + "propose_a_deal_html": "

When you propose a deal to get what you want, roll with Face. On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one:

  • impose a condition on your offer
  • adjust the price (+/-30%) and accept
  • point you at an interested party
", + "propose_a_deal_trigger": "When you ***propose a deal*** to get what you want, roll with Face. ", + "propose_a_deal_rollwith": "face", + "propose_a_deal_hitresult": "On a hit, they choose: take the deal or mark stress.", + "propose_a_deal_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "justify_your_behavior": "justify your behavior", + "justify_your_behavior_html": "

When you try to justify your behavior to someone, roll with Face. For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. For PCs: On a 10+, both. On a 7-9, choose 1:

  • if they accept your reasoning, they mark xp
  • if they keep their own counsel, they mark stress
", + "justify_your_behavior_trigger": "When you try to ***justify your behavior*** to someone, roll with Face.", + "justify_your_behavior_rollwith": "face", + "justify_your_behavior_hitresult": "For NPCs: On a hit, they accept your logic. \n\nFor PCs: On a 10+, both:\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "justify_your_behavior_partialresult": "For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. \n\nFor PCs: On a 7-9, choose 1: On a 10+, both:\n\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "stress & heat moves": "stress & heat moves", + "stress moves": "stress moves", + "stress_moves_description": "All sorts of fictional situations may cause stress–getting shot at, doing something horrific, fighting with a spouse–and the only way to keep that stress in check is through stress moves:", + "verbally_abuse_or_shame": "verbally abuse or shame", + "verbally_abuse_or_shame_html": "When you verbally abuse or shame someone you care about, roll with Face. On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track. On a 7-9, clear one stress. On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "verbally_abuse_or_shame_trigger": "When you **verbally abuse or shame someone** you care about, roll with Face.", + "verbally_abuse_or_shame_rollwith": "face", + "verbally_abuse_or_shame_hitresult": "On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track.", + "verbally_abuse_or_shame_partialresult": "On a hit, your words hit hard: tell them to mark stress. On a 7-9, clear one stress.", + "verbally_abuse_or_shame_missresult": "On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "lose_yourself_in_a_substance": "lose yourself in a substance", + "lose_yourself_in_a_substance_html": "When you lose yourself in a substance, roll with Grit. On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list. On a miss, you’re in deep. Buena suerte, cabrón.", + "lose_yourself_in_a_substance_trigger": "When you **lose yourself in a substance**, roll with Grit.", + "lose_yourself_in_a_substance_rollwith": "grit", + "lose_yourself_in_a_substance_hitresult": "On a hit, clear your stress track.", + "lose_yourself_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "lose_yourself_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "confess_your_sins": "confess your sins", + "confess_your_sins_html": "When you confess your sins to a priest, roll with Hustle. On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession. On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "confess_your_sins_trigger": "When you **confess your sins to a priest**, roll with Hustle.", + "confess_your_sins_rollwith": "hustle", + "confess_your_sins_hitresult": "On a hit, you find forgiveness; clear your stress track.", + "confess_your_sins_partialresult": "On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession.", + "confess_your_sins_missresult": "On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "dish_out_a_beatdown": "dish out a beatdown", + "dish_out_a_beatdown_html": "When you dish out a beatdown, roll with Savagery. On a 10+, you assert your dominance: clear your stress track. On a 7-9, you hurt them, but it’s not enough: clear one stress. On a miss, the violence gets out of hand. Enjoy the consequences, pendejo.", + "dish_out_a_beatdown_trigger": "When you **dish out a beatdown**, roll with Savagery.", + "dish_out_a_beatdown_rollwith": "savagery", + "dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "drug moves": "drug moves", + "drug moves description": "If the MC tells you to make a drug move, pick one:", + "cocaine": "cocaine", + "cocaine_move1": "start a fight with a mouthy pendejo or puta", + "cocaine_move2": "throw yourself at someone you shouldn’t", + "cocaine_move3": "spend your money stupidly or carelessly", + "heroin": "heroin", + "heroin_move1": "push someone who cares about you away", + "heroin_move2": "overlook a crucial deadline or event", + "heroin_move3": "steal funds in preparation for your next fix", + "crystal meth": "crystal meth", + "crystal meth_move1": "accuse a loved one of theft or betrayal", + "crystal meth_move2": "push a place you keep toward squalor", + "crystal meth_move3": "hurt yourself to keep your diablos at bay", + "alcohol": "alcohol", + "alcohol_move1": "make a scene about how you’ve been wronged", + "alcohol_move2": "let slip something to the wrong person", + "alcohol_move3": "wreck something meaningful, carelessly", + "hermanos": "hermanos", + "hermanos_desc": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle. On a 10+, all 3. On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers \n\nOn a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "hermanos_show_roll_button": "True", + "hermanos_rollwith": "hustle", + "hermanos_trigger": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle.", + "hermanos_hitresult": "On a 10+, all 3: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_partialresult": "On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_missresult": "On a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "mercado": "mercado", + "mercado_desc": "When you sell product on the street, roll with Hustle. On a 10+, sales are brisk; clear your stress track. On a 7-9, you make some money, but someone takes issue with your crew; clear one stress. On a miss, someone takes a run at you, and it probably isn’t the cops.", + "mercado_show_roll_button": "True", + "mercado_rollwith": "hustle", + "mercado_trigger": "When you sell product on the street, roll with Hustle.", + "mercado_hitresult": "On a 10+, sales are brisk; clear your stress track.", + "mercado_partialresult": "On a 7-9, you make some money, but someone takes issue with your crew; clear one stress.", + "mercado_missresult": "On a miss, someone takes a run at you, and it probably isn’t the cops.", + "bendito": "bendito", + "bendito_desc": "When you’re completely focused on escaping, push your luck with Hustle instead of Grit. Add +1 to your roll if you get fucking shot while trying to flee.", + "bendito_show_roll_button": "FALSE", + "vendedor": "vendedor", + "vendedor_desc": "When you propose a deal to someone and they pick an option off the 7-9 list you don’t like, mark stress to make them pick a different option off the list. You can do this multiple times, provided you can keep marking stress.", + "vendedor_show_roll_button": "FALSE", + "matador": "matador", + "matador_desc": "Fill your stress track—marking at least one stress—to turn to violence against an unsuspecting target as if you rolled a 10+.", + "matador_show_roll_button": "FALSE", + "la_plaza_desc": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_show_roll_button": "True", + "mandamás": "mandamás", + "mandamás_desc": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face. On a 10+, all 3. On a 7-9, choose 1. \n- they keep their wits and focus. \n- they minimize incriminating evidence. \n- they avoid collateral damage. On a miss, everything goes to shit, but it wasn't your people's fault. You know how it is, *jefe*: no plan survives contact with the enemy.", + "mandamás_show_roll_button": "True", + "mandamás_rollwith": "face", + "mandamás_trigger": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face.", + "mandamás_hitresult": "On a 10+, all 3: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_partialresult": "On a 7-9, choose 1: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_missresult": "On a miss, everything goes to shit, but it wasn’t your people’s fault. You know how it is, jefe: no plan survives contact with the enemy.", + "infiltrado": "infiltrado", + "infiltrado_desc": "At the start of session, roll with Grit. On a hit, you get wind of a development in the anti-cartel case before things get messy. On a 10+, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice. On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "infiltrado_show_roll_button": "True", + "infiltrado_rollwith": "grit", + "infiltrado_trigger": "At the start of session, roll with Grit. ", + "infiltrado_hitresult": "On a 10+, you get wind of a development in the anti-cartel case before things get messy. In fact, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice.", + "infiltrado_partialresult": "On a 7-9, you get wind of a development in the anti-cartel case before things get messy.", + "infiltrado_missresult": "On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "seguir": "seguir", + "seguir_desc": "When you follow someone through the streets, roll with Grit. On a hit, where they go, you follow. On a 7-9, you overstep; mark a stress to avoid being spotted. On a miss, you end up exposed without backup or cover. ¡Mierda!", + "seguir_show_roll_button": "True", + "seguir_rollwith": "grit", + "seguir_trigger": "When you follow someone through the streets, roll with Grit.", + "seguir_hitresult": "On a 10+, where they go, you follow.", + "seguir_partialresult": "On a 7-9, where they go, you follow...but you overstep; mark a stress to avoid being spotted.", + "seguir_missresult": "On a miss, you end up exposed without backup or cover. *¡Mierda!*", + "verdadero": "verdadero", + "verdadero_desc": "When you get the truth from someone during an official interrogation, pick an extra option, even on a miss.", + "verdadero_show_roll_button": "FALSE", + "siempre_listo": "siempre listo", + "siempre_listo_desc": "Mark stress to show up in a scene alongside *la policía* or *los federales*, assuming that you aren’t unavailable. Mark three stress to show up instead of the authorities; you’ll have a few minutes solo in the scene before anybody else arrives.", + "siempre_listo_show_roll_button": "FALSE", + "escolta": "escolta", + "escolta_desc": "When you draw attention away from someone, they can roll with your Heat instead of their own. On a 10+, they suffer the consequences...but you attract demasiada attention: raise your Heat by 1 until the end of the next session.", + "escolta_show_roll_button": "FALSE", + "entrenamiento": "entrenamiento", + "entrenamiento_desc": "When you turn to violence after declaring yourself as a federal, roll with Grit instead of Savagery. If you get shot as a result, take +1 forward.", + "entrenamiento_show_roll_button": "FALSE", + "conectada": "conectada", + "conectada_desc": "When you go looking for a cartel *güey* in la plaza to help with a problem, name them and roll with Face. On a hit, you track them down and they’ve got what you need. On a 7-9, pick 1. On a 10+, both. \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology\n\n On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "conectada_show_roll_button": "True", + "conectada_rollwith": "face", + "conectada_trigger": "When you go looking for a cartel güey in la plaza to help with a problem, name them and roll with Face.", + "conectada_hitresult": "On a 10+, you track them down and they've got what you need; you get both: \n- They aren't caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_partialresult": "On a 7-9, you track them down and they've got what you need; pick 1: \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_missresult": "On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "escapar": "escapar", + "escapar_desc": "When you try to exit a tense situation, roll with Face. On a 10+, you’re gone! On a 7-9, you leave something behind or take something with you, your choice. On a miss, you’re exposed por completo...", + "escapar_show_roll_button": "True", + "escapar_rollwith": "face", + "escapar_trigger": "When you try to exit a tense situation, roll with Face.", + "escapar_hitresult": "On a 10+, you’re gone! ", + "escapar_partialresult": "On a 7-9, you leave something behind or take something with you, your choice. ", + "escapar_missresult": "On a miss, you’re exposed por completo...", + "amante": "amante", + "amante_desc": "When you share a night of intimacy with a lover, roll with Face. On a hit, clear your stress track. On a 10+, ask 2.On a 7-9, ask 1. \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do? \n\nOn a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "amante_show_roll_button": "True", + "amante_rollwith": "face", + "amante_trigger": "When you share a night of intimacy with a lover, roll with Face.", + "amante_hitresult": "On a 10+, clear your stress track and ask 2: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_partialresult": "On a 7-9, clear your stress track and ask 1: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_missresult": "On a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "chimosa": "chimosa", + "chimosa_desc": "When you betray a friend or ally to the authorities, roll with Face. On a 10+, your treason is useful and valued: clear your stress track. On a 7-9, your handler is pleased...and demands more: clear one stress. On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "chimosa_show_roll_button": "True", + "chimosa_rollwith": "face", + "chimosa_trigger": "When you betray a friend or ally to the authorities, roll with Face.", + "chimosa_hitresult": "On a 10+, your treason is useful and valued: clear your stress track.", + "chimosa_partialresult": "On a 7-9, your handler is pleased...and demands more: clear one stress.", + "chimosa_missresult": "On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "mentirosa": "mentirosa", + "mentirosa_desc": "You get +1 Face (max+3).", + "mentirosa_show_roll_button": "FALSE", + "mirar": "mirar", + "mirar_desc": "When you read a charged situation, roll with Savagery. On a hit, ask the MC questions; take +1 when you act on the answers. On a 10+, ask 2. On a 7–9, ask 1: \n- where’s my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what’s my enemy’s true position? On a miss, ask one...but you reveal your position.", + "mirar_show_roll_button": "FALSE", + "mirar_rollwith": "savagery", + "mirar_trigger": "When you read a charged situation, roll with Savagery.", + "mirar_hitresult": "On a 10+, ask the MC 2 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_partialresult": "On a 7-9, ask the MC 1 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_missresult": "On a miss, ask one...but you reveal your position.", + "narcocorrido": "narcocorrido", + "narcocorrido_desc": "When you meet someone importante (your call), roll with Savagery. On a hit, they’ve heard of you. Say what they’ve heard, and they will act accordingly. On a 10+, you also take +1 forward to dealing with them. On a miss, your reputation convinces them that you’re something you’re not.", + "narcocorrido_show_roll_button": "True", + "narcocorrido_rollwith": "savagery", + "narcocorrido_trigger": "When you meet someone *importante* (your call), roll with Savagery.", + "narcocorrido_hitresult": "On a 10+, they've heard of you. Say what they've heard, and they will act accordingly; take +1 forward to dealing with them.", + "narcocorrido_partialresult": "On a 7-9, they've heard of you. Say what they've heard, and they will act accordingly.", + "narcocorrido_missresult": "On a miss, your reputation convinces them that you’re something you're not.", + "levantón": "levantón", + "levantón_desc": "When you track down an NPC, roll with Savagery. On a hit, you catch them exposed or vulnerable. On a 7-9, they have backup or it’s public. On a miss, someone you’re avoiding finds you first.", + "levantón_show_roll_button": "True", + "levantón_rollwith": "savagery", + "levantón_trigger": "When you track down an NPC, roll with Savagery.", + "levantón_hitresult": "On a 10+, you catch them exposed or vulnerable.", + "levantón_partialresult": "On a 7-9, you catch them exposed or vulnerable, but they have backup or it’s public.", + "levantón_missresult": "On a miss, someone you’re avoiding finds you first.", + "rematar": "rematar", + "rematar_desc": "You get +1 Savagery (max +3).", + "rematar_show_roll_button": "FALSE", + "encobijado": "encobijado", + "encobijado_desc": "When you ditch a body somewhere, roll with Savagery. On a hit, you lose the corpse, and it stays lost; clear one stress. On a 10+, dust to dust; clear your stress track. On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "encobijado_show_roll_button": "True", + "encobijado_rollwith": "savagery", + "encobijado_trigger": "When you ditch a body somewhere, roll with Savagery.", + "encobijado_hitresult": "On a 10+, you lose the corpse, and it stays lost; clear your stress track.", + "encobijado_partialresult": "On a 7-9, you lose the corpse, and it stays lost; clear one stress.", + "encobijado_missresult": "On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "duro": "duro", + "duro_desc": "When you get fucking shot, add +1 to your roll. On a miss, you have time for an act of ven- geance or kindness before you fall to your wounds.", + "duro_show_roll_button": "FALSE", + "notes": "notes" +} diff --git a/cartel/translations/hu.json b/cartel/translations/hu.json new file mode 100644 index 0000000000..c85da7a63a --- /dev/null +++ b/cartel/translations/hu.json @@ -0,0 +1,710 @@ +{ + "edit identity": "edit identity", + "character name": "character name", + "playbook": "playbook", + "el cocinero": "el cocinero", + "la esposa": "la esposa", + "el halcon": "el halcon", + "el narco": "el narco", + "la polizeta": "la polizeta", + "la rata": "la rata", + "la sicaria": "la sicaria", + "cocinero": "cocinero", + "esposa": "esposa", + "halcon": "halcon", + "narco": "narco", + "polizeta": "polizeta", + "rata": "rata", + "sicaria": "sicaria", + "look": "look", + "gear": "gear", + "lifestyle": "lifestyle", + "destitute": "destitute", + "destitute_desc": "nearly homeless, often unable to afford even basic staples, desperate", + "impoverished": "impoverished", + "impoverished_desc": "cash on hand for lodging and food, but little else, \"cash poor\"", + "stable": "stable", + "stable_desc": "relative comfort, regular lodging, enough resources to support a family", + "luxury": "luxury", + "luxury_desc": "wealth beyond most, able to put ten thousand dollars towards a problem", + "extravagant": "extravagant", + "extravagant_desc": "rich beyond measure, anything is accessible with enough patience", + "stats": "stats", + "character moves": "character moves", + "new character move": "new character move", + "click the pencil icon to edit your new move": "click the pencil icon to edit your new move", + "edit move": "edit move", + "basic moves": "basic moves", + "extras": "extras", + "stress": "stress", + "stress description": "Each session you start with two stress already marked, provided you didn't end the last section with more. If your stress track is ever filled, güey, you're in a bad spot.", + "reset": "reset", + "face": "face", + "grit": "grit", + "hustle": "hustle", + "savagery": "savagery", + "heat": "heat", + "tags": "tags", + "advancement": "advancement", + "advtxt1": "When you fill your xp track, select an advance from this list:", + "advtxt2": "After 5 advances, you can choose from this list instead:", + "los enlaces": "los enlaces", + "tus llaves": "tus llaves", + "move name": "move name", + "description": "description", + "show roll button?": "show roll button?", + "roll with": "roll with", + "is rolling with": "is rolling with", + "trigger": "trigger", + "el_cocinero-rel_text1": "_____ is familia. Close family. They don’t know what you do para el cartel, and you’re not sure you can keep your secrets for long.", + "el_cocinero-rel_text2": "_____ got you into this business to help you with your financial troubles but didn’t tell you the whole story. Now you’re both stuck.", + "el_cocinero-rel_text3": "You and _____ have an understanding. You need each other for now, but both of you know the current situation won’t last.", + "el_cocinero-adv1": "get +1 Grit (max+3)", + "el_cocinero-adv2": "get +1 Hustle (max+3)", + "el_cocinero-adv3": "get +1 Savagery (max+3)", + "el_cocinero-adv4": "choose a new laboratorio feature", + "el_cocinero-adv5": "get a new cocinero move", + "el_cocinero-adv6": "get a new cocinero move", + "el_cocinero-adv7": "get a move from another playbook", + "el_cocinero-adv8": "get a move from another playbook", + "el_cocinero-adv9": "get +1 to any stat (max+3)", + "el_cocinero-adv10": "resolve a laboratorio trouble", + "el_cocinero-adv11": "retire your character (to safety)", + "el_cocinero-adv12": "change your character to a new type", + "el_cocinero-adv13": "raise your lifestyle one level", + "la_esposa-rel_text1": "_____ and your spouse spend time together, but you’d prefer it if they weren’t in-volved in your life. Tell them what they did to anger you.", + "la_esposa-rel_text2": "_____ es familia. A sibling, maybe, or a cousin. Someone close. They mean well, but you worry about them. Tell them your fears.", + "la_esposa-rel_text3": "_____ and you were a thing back in the day, but it never went anywhere. Most people don’t know about it; you were young once también.", + "la_esposa-adv1": "get +1 Face (max+3)", + "la_esposa-adv2": "get +1 Grit (max+3)", + "la_esposa-adv3": "get +1 Hustle (max+3)", + "la_esposa-adv4": "change 2 obligations de la familia", + "la_esposa-adv5": "get a new esposa move", + "la_esposa-adv6": "get a new esposa move", + "la_esposa-adv7": "get a move from another playbook", + "la_esposa-adv8": "get a move from another playbook", + "la_esposa-adv9": "get +1 to any stat (max+3)", + "la_esposa-adv10": "permanently resolve a secret", + "la_esposa-adv11": "retire your character (to safety)", + "la_esposa-adv12": "change your character to a new type", + "la_esposa-adv13": "raise your spouse's lifestyle one level", + "spouse": "spouse", + "spouse-desc": "Ask everyone else “Who is willing to be my spouse?” Pick whomever you like. If no one volunteers, choose an NPC.", + "obligations-title": "Choose 5 obligations you perform for la familia:", + "secrets-title": "And choose 2 secrets you keep from la familia:", + "secret-nest_egg": "+nest egg: you put away some serious cash in a secret stash ($20,000!) for a rainy day.", + "secret-addiction": "+addiction: some nasty drug has a hold on you.", + "secret-affair": "+affair: you have another love...or at least another lover you spend time with.", + "secret-debt": "+debt: your spending has put you in a tough place, beyond what your family currently knows.", + "secret-lovechild": "+lovechild: you have a secret child that requires attention...and money.", + "la_familia": "la familia", + "la_familia_html": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle. On a 10+, you juggle your responsibilities with grace; clear your stress track. On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist. On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "la_familia_desc": "", + "la_familia_trigger": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle.", + "la_familia_rollwith": "hustle", + "la_familia_hitresult": "On a 10+, you juggle your responsibilities with grace; clear your stress track.", + "la_familia_partialresult": "On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist.", + "la_familia_missresult": "On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "el_halcon-rel_text1": "_____ gave you some new responsibilities lately, at your request. They have their doubts, but you’ll prove them wrong soon.", + "el_halcon-rel_text2": "_____ disapproves of your cartel work, and wants to get you out. You're not a niño; you can handle your own business.", + "el_halcon-rel_text3": "You and _____ have a plan to make some real money. They worry it’s not going to work, but you know it’s a sure thing, cabrón.", + "el_halcon-adv1": "get +1 Face (max+3)", + "el_halcon-adv2": "get +1 Grit (max+3)", + "el_halcon-adv3": "get +1 Hustle (max+3)", + "el_halcon-adv4": "choose a new pandilla feature", + "el_halcon-adv5": "get a new halcón move", + "el_halcon-adv6": "get a new halcón move", + "el_halcon-adv7": "get a move from another playbook", + "el_halcon-adv8": "get a move from another playbook", + "el_halcon-adv9": "get +1 to any stat (max+3)", + "el_halcon-adv10": "resolve a pandilla vulnerability", + "el_halcon-adv11": "retire your character (to safety)", + "el_halcon-adv12": "change your character to a new type", + "el_halcon-adv13": "raise your lifestyle one level", + "tu pandilla": "tu pandilla", + "amigos:": "amigos:", + "pandilla-amigos_description": "By default, your pandilla has three loyal amigos you’ve known a while. Give them names:", + "pandilla-amigos_names_list": "Azul, Blanco, Calaca, Charo, Chino, Flaco, Gordo, Lola, Moco, Nacho, Paco, Raki, Torpe, Zanahoria", + "pandilla-question_amigo1": "Who is there to cheer you up when mierda gets tough?", + "pandilla-question_amigo2": "Who is a real pendejo, but you just can't cut them loose?", + "pandilla-question_amigo3": "Who is truly solid, ready to entrarle and get things done when you need them?", + "choose 2 features:": "choose 2 features:", + "pandilla_feature1": "your crew has crews that work for you, cabrón. Your crew becomes a gang (small untrained unequipped).", + "pandilla_feature2": "your crew is down for a fiesta. Roll with Hustle instead of Grit when you get all get lost in a substance juntos.", + "pandilla_feature3": "your crew is down for a fight. Roll with Hustle instead of Savagery when you dish out a beatdown as a crew.", + "pandilla_feature4": "your crew is in touch with high-level smugglers and producers from other cartels. It gets +connected.", + "pandilla_feature5": "your crew is employed outside the cartel, officially or unofficially. Take +1 when you strain your finances.", + "choose 2 vulnerabilities:": "choose 2 vulnerabilities:", + "pandilla_vulnerability1": "your crew is on la policía's radar: +known.", + "pandilla_vulnerability2": "your crew is into heavy stuff: +addiction.", + "pandilla_vulnerability3": "your crew owes favors to someone: +obligation.", + "pandilla_vulnerability4": "your crew has enemies, cabrón: +turf war.", + "pandilla-get_lost_in_a_substance": "get lost in a substance", + "pandilla-get_lost_in_a_substance_trigger": "your crew is down for a *fiesta*. Roll with Hustle instead of Grit when you get all ***get lost in a substance*** *juntos*.", + "pandilla-get_lost_in_a_substance_rollwith": "hustle", + "pandilla-get_lost_in_a_substance_hitresult": "On a hit, clear your stress track.", + "pandilla-get_lost_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "pandilla-get_lost_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "pandilla-dish_out_a_beatdown": "dish out a beatdown", + "pandilla-dish_out_a_beatdown_trigger": "your crew is down for a fight. Roll with Hustle instead of Savagery when you ***dish out a beatdown*** as a crew.", + "pandilla-dish_out_a_beatdown_rollwith": "hustle", + "pandilla-dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "pandilla-dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "pandilla-dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "pandilla-strain_your_finances": "strain your finances", + "pandilla-strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "pandilla-strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "pandilla-strain_your_finances_rollwith": "*dinero*", + "pandilla-strain_your_finances_rollquery": "1[pandilla] + ?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "pandilla-strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "pandilla-strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "pandilla-strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "el_narco-rel_text1": "_____ is familia, but you’ve tried to shield them from the worst of the cartel. Tell them what they know about your dealings.", + "el_narco-rel_text2": "You're sure _____ is up to something, maybe with another cartel or los federales. Keep your eyes open, cabrón. Trust no one.", + "el_narco-relktext3": "You’ve taken _____ under your wing. You respect their skills and talents, and you want to see them thrive. ¡Qué generoso!", + "el_narco-adv1": "get +1 Face (max+3)", + "el_narco-adv2": "get +1 Hustle (max+3)", + "el_narco-adv3": "get +1 Savagery (max+3)", + "el_narco-adv4": "get +1 Control (max +3)", + "el_narco-adv5": "choose a new plaza feature", + "el_narco-adv6": "choose a new plaza feature", + "el_narco-adv7": "get a move from another playbook", + "el_narco-adv8": "get a move from another playbook", + "el_narco-adv9": "get +1 to any stat except Control (max+3)", + "el_narco-adv10": "permanently resolve a plaza trouble", + "el_narco-adv11": "permanently resolve a plaza trouble", + "el_narco-adv12": "retire your character (to safety)", + "el_narco-adv13": "change your character to a new type", + "el jefe de jefes": "el jefe de jefes", + "el_jefe_description": "You run la plaza, a pathway for narcos hoping to move product across the border and a lucrative area for local drug sales. The city of Durango is yours as long as you hold it, jefe.", + "contact": "contact", + "el_jefe_contact_description": "When you took control, the cartel gave you a contact who collects what you owe them, usually once a month. You only know their nickname, so you can’t sell them out if you get flipped by los federales (pick one):", + "la_plaza": "la plaza", + "la_plaza_html": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_trigger": "At the beginning of the session, roll with Control.", + "la_plaza_rollwith": "control", + "la_plaza_hitresult": "On a 10+, you get an opportunity to engage one your troubles (your choice) on your terms.", + "la_plaza_partialresult": "On a 7-9, you get an opportunity to engage one your troubles (your choice) on your terms, but the opportunity is short-lived and risky: act quickly or you may find that you miss your moment.", + "la_plaza_missresult": "On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "control": "control", + "troubles": "troubles", + "by default you've got:": "by default you've got:", + "la_plaza_bullet1": "a staff of unsophisticated narcos, coordinated via a network of burner phones (trouble: +los federales)", + "la_plaza_bullet2": "a mix of protection rackets and smuggling operations (lifestyle: stable)", + "la_plaza_bullet3": "5-10 loyal enforcers (gang small untrained impatient) and 1 or 2 corrupt cops (greedy informed)", + "la_plaza_bullet4": "a few halcones to keep you informed about what goes on in your city (Control = +1)", + "choose 4 features:": "choose 4 features", + "la_plaza_feature1": "your plaza is profitable, bringing in substantial, obvious sums. Lifestyle: +1 level & trouble: +robberies.", + "la_plaza_feature2": "for income, add kidnapping. Lifestyle: +1 level & trouble: +vigilantes.", + "la_plaza_feature3": "your enforcers have access to military weaponry and body armor. Add armored and armed to your gang.", + "la_plaza_feature4": "you have a reputation for violence. Roll with Face instead of Hustle when you pressure someone by threatening their life, limbs, or loved ones.", + "la_plaza_feature5": "your enforcers have extensive military training. Drop untrained and add savage. Take +1 when you order kidnappings or ambushes.", + "la_plaza_feature6": "your enforcers recruit heavily from the local population, making them a medium gang (10-20) instead of small.", + "la_plaza_feature7": "you have halcones at all chokepoints and smuggling roads. +1 Control.", + "la_plaza_feature8": "only a few know your real name and appearance. Take -2 heat; describe the business that you use as a cover for your activities.", + "choose 2 troubles:": "choose 2 troubles:", + "la_plaza_trouble1": "you are in the middle of a violent dispute with another cartel, probably Los Zetas. Trouble: +gang war.", + "la_plaza_trouble2": "your plaza has been recently infiltrated by someone working for los federales or the CIA/DEA. Trouble: +mole", + "la_plaza_trouble3": "The narcos you displaced to take control of la plaza remain at large. - 1 Control. Trouble: +rivals.", + "la_plaza_trouble4": "greedy agents of the Mex-ican tax authority (SHCP) are bleeding you dry with increasingly expensive demands for bribes and mordidas . -1 lifestyle.", + "la_polizeta-rel_text1": "You grew up with _____ on the streets of Durango. You still have a beer after work if you’re both free; it’s nice to know someone who isn’t involved with either side of your double life.", + "la_polizeta-rel_text2": "_____ is the target of an active investigation. You're not the lead investigator, but you’re regularly briefed on the case.", + "la_polizeta-rel_text3": "_____ is your main contact in the cartel. Tell them where you two go to speak directly when you need a face-to-face meeting.", + "la_polizeta-adv1": "get +1 Face (max+3)", + "la_polizeta-adv2": "get +1 Hustle (max+3)", + "la_polizeta-adv3": "get +1 Savagery (max+3)", + "la_polizeta-adv4": "get +1 Control (max +3)", + "la_polizeta-adv5": "choose a new plaza feature", + "la_polizeta-adv6": "choose a new plaza feature", + "la_polizeta-adv7": "get a move from another playbook", + "la_polizeta-adv8": "get a move from another playbook ", + "la_polizeta-adv9": "get +1 to any stat except Control (max+3)", + "la_polizeta-adv10": "permanently resolve a plaza trouble", + "la_polizeta-adv11": "permanently resolve a plaza trouble", + "la_polizeta-adv12": "retire your character (to safety)", + "la_polizeta-adv13": "change your character to a new type", + "You work closely with 5 NPCs (at least) in the unit:": "You work closely with 5 NPCs (at least) in the unit:", + "Who is your new partner?": "Who is your new partner?", + "Who is suspicious of you?": "Who is suspicious of you?", + "You also end up working with a few NPCs from the cartel:": "You also end up working with a few NPCs from the cartel:", + "Who almost gave you away?": "Who almost gave you away?", + "Who offered to scam el narco?": "Who offered to scam el narco?", + "task_force_equipment": "Your department has some new toys—¡gracias, Calderón!—you can use, provided you have some \"official\" business (pick 2):", + "task_force_equip1": "military-grade body armor (resilient bulky)", + "task_force_equip2": "full-scale surveillance van (hi-tech expensive)", + "task_force_equip3": "tracking devices or bugs (hi-tech concealable)", + "task_force_equip4": "court-approved wiretap (hi-tech persistent)", + "task_force_equip5": "network of criminal informants (informed costly)", + "la_rata-rel_text1": "You and _____ started sleeping together a few weeks ago. Tell them why you haven't been able to end things, despite the dangers. ", + "la_rata-adv1": "get +1 Face (max+3)", + "la_rata-adv2": "get +1 Grit (max+3)", + "la_rata-adv3": "get +1 Savagery (max+3)", + "la_rata-adv4": "get an NPC ally (detail with MC)", + "la_rata-adv5": "get a new rata move", + "la_rata-adv6": "get a new rata move", + "la_rata-adv7": "get a move from another playbook", + "la_rata-adv8": "get a move from another playbook", + "la_rata-adv9": "get +1 to any stat (max+3)", + "la_rata-adv10": "get 4 weapons y 4 gear (La Sicaria)", + "la_rata-adv11": "retire your character (to safety)", + "la_rata-adv12": "change your character to a new type", + "la_rata-adv13": "raise your lifestyle one level", + "el trabajo sucio": "el trabajo sucio", + "el trabajo sucio-description": "You are one of el narco's trusted lieutenants...but you’ve decided to betray the cartel. Choose a reason:", + "trabajo_sucio1": "you’re tired of the killing and death.", + "trabajo_sucio2": "you lost family or a loved one to el narco.", + "trabajo_sucio3": "you want to move up in the organization.", + "trabajo_sucio4": "you were arrested and flipped to avoid jail.", + "trabajo_sucio5": "you're an undercover cop on assignment.", + "supervivencia": "supervivencia", + "supervivencia_html": "

You are a survivor, a rata who will not be drowned just because this sinking ship of a plaza is finally dragged beneath the surface of the drug war.

You can mark stress to:

  • take a 10+ instead of rolling when you interfere with someone trying to get the truth out of you.
  • offer a PC an xp to accept your reasoning when you justify your behavior, even on a miss.
  • take +1 when you get fucking shot by another narco who suspects your treachery.
", + "la_sicaria-rel_text1": "_____ fucked up something crucial; you had to clean up the mess before things got messy with los federales or a rival drug cartel.", + "la_sicaria-adv1": "get +1 Grit (max+3)", + "la_sicaria-adv2": "get +1 Hustle (max+3)", + "la_sicaria-adv3": "get +1 Savagery (max+3)", + "la_sicaria-adv4": "choose 2 new weapons", + "la_sicaria-adv5": "get a new sicaria move", + "la_sicaria-adv6": "get a new sicaria move", + "la_sicaria-adv7": "get a move from another playbook", + "la_sicaria-adv8": "get a move from another playbook", + "la_sicaria-adv9": "get +1 to any stat (max+3)", + "la_sicaria-adv10": "choose 2 new pieces of gear or 2 new weapons", + "la_sicaria-adv11": "retire your character (to safety)", + "la_sicaria-adv12": "change your character to a new type", + "la_sicaria-adv13": "raise your lifestyle one level", + "weapons (choose 4)": "weapons (choose 4)", + "sicaria_weapon1": "sniper rifle (far hi-tech loud)", + "sicaria_weapon2": "assault rifle (close loud autofire)", + "sicaria_weapon3": "grenade launcher (close area messy)", + "sicaria_weapon4": "shotgun (close messy)", + "sicaria_weapon5": "submachine gun (close area loud)", + "sicaria_weapon6": "magnum (close reload loud)", + "sicaria_weapon7": "9mm (close loud)", + "sicaria_weapon8": "stun gun (close reload)", + "sicaria_weapon9": "fireman’s axe (close messy)", + "sicaria_weapon10": "machete (hand messy)", + "sicaria_weapon11": "garrote (hand grapple)", + "sicaria_weapon12": "knives (hand infinite)", + "gear (choose 4)": "gear (choose 4)", + "sicaria_gear1": "Armor Piercing Ammo (+ap to all weapons): Sometimes putos wear vests. Gotta be ready.", + "sicaria_gear2": "Body Armor (+armored): You want to live, right? Put on the fucking vest, pendeja.", + "sicaria_gear3": "Explosives Kit (close loud area reload): You can create improvised explosive devices (IEDs) if you’ve got time.", + "sicaria_gear4": "Tracking Device (hi-tech far concealable): They can’t hide if you plant this somewhere on them.", + "sicaria_gear5": "Secure Police Scanner (hi-tech hand): You can listen in even when they try to keep you out.", + "sicaria_gear6": "Silencer (remove +loud from any weapon): Quiet as a mouse. Dead as a doornail. Eh, cabrona?", + "sicaria_gear7": "Surveillance Gear (hi-tech close concealable): You can install cameras somewhere and watch all you want.", + "sicaria_gear8": "Police Uniform (official wearable stolen): Who is who anymore? You look like them and they look like you.", + "-- select a key --": "-- select a key --", + "ambition": "ambition", + "ambition_text": "Mark xp when you get someone important to let you handle some business on their behalf. Clear this key and advance when you seize the day and ask for forgiveness instead of permission.", + "arrogance": "arrogance", + "arrogance_text": "Mark xp when you use your superior knowledge or experience to verbally shame or abuse someone you care about. Clear this key and advance when you admit to a loved one that you're in over your head and urgently need help.", + "daring": "daring", + "daring_text": "Mark xp when you willingly enter a perilous situation without precautions or deception. Clear this key and advance when you retreat from a messy situation instead of risking further failure.", + "debt": "debt", + "debt_text": "Mark xp when you take on a new loan or strain your finances to meet your family's needs. Clear this key and advance when you find a way --legal or illegal--out from under your obligations.", + "dirty_hands": "dirty hands", + "dirty_hands_text": "Mark xp when you personally tackle a messy problem instead of sending goons. Clear this key and advance when you send someone to deal with a problem you should have attended to directly.", + "duty": "duty", + "duty_text": "Mark xp when you complete a task or assign-ment for your superiors or colleagues. Clear this key and advance when you intentionally thwart the goals of your organization or employer.", + "family": "family", + "family_text": "Mark xp when you violate your family members’ boundaries to protect them. Clear this key and advance when you allow one of them to be harmed when you could have intervened.", + "guilt": "guilt", + "guilt_text": "Mark xp when you confess a recent betrayal or deception to someone you shouldn’t trust. Clear this key and advance when you use a moment of intimacy to trick someone into advancing your schemes.", + "indomitable": "indomitable", + "indomitable_text": "Mark xp when you go into battle significantly outgunned or outmanned. Clear this key and advance when you surrender to your enemies instead of fighting your way out of a messy situation.", + "loyalty": "loyalty", + "loyalty_text": "Mark xp when you accept the lies or half-truths of a trusted friend or lover. Clear this key and advance when you confront a loved one with evidence of their betrayals and deceptions.", + "mercy": "mercy", + "mercy_text": "Mark xp when you try to head off a violent encounter with negotation or persuasion. Clear this key and advance when you greatly injure or kill someone who is defenseless or unaware.", + "paranoia": "paranoia", + "paranoia_text": "Mark xp when you try to get the truth out of someone about their true loyalties. Clear this key and advance when you expose someone’s betrayal to their family or employer.", + "pride": "pride", + "pride_text": "Mark xp when you claim an asset on the grounds that you or your family deserves it. Clear this key and advance when you give up something to keep yourself or a loved one safe from harm.", + "schemes": "schemes", + "schemes_text": "Mark xp when you take advantage of someone who believes you’re working on their behalf. Clear this key and advance when you openly choose one of your loyalties over the other.", + "secrets": "secrets", + "secrets_text": "Mark xp when you lie to someone close to you about your illicit activities. Clear this key and advance when you finally come clean to someone who trusts you about your lies and decepeptions.", + "default_hitresult": "¡Órale, amigo! Looks like things worked out. Don't get cocky! The MC will tell you what happens next.", + "default_partialresult": "Not bad, güey. Things could be better, but they could be worse too! The MC's going to tell you what's in store for you now.", + "default_missresult": "¡Ay diós, cabrón! Sometimes shit gets real. The MC will tell you what happens next.", + "---": "", + "---_desc": "", + "---_trigger": "", + "---_rollwith": "", + "---_hitresult": "", + "---_partialresult": "", + "---_missresult": "", + "cocinar": "cocinar", + "cocinar_desc": "If you’re fully stocked and cooking, at the start of session, roll with Grit. On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself. On a 7-9, your investment in the operation causes someone close to you to grow suspicious. On a miss, one of your lab’s problems comes to bear con todo.", + "cocinar_show_roll_button": "True", + "cocinar_trigger": "If you’re fully stocked and cooking, at the start of session, roll with Grit.", + "cocinar_rollwith": "grit", + "cocinar_hitresult": "On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself.", + "cocinar_partialresult": "On a hit, you make enough to meet your commitments. On a 7-9, your investment in the operation causes someone close to you to grow suspicious.", + "cocinar_missresult": "On a miss, one of your lab’s problems comes to bear con todo.", + "ciencia,_cabrón": "ciencia, cabrón", + "ciencia,_cabrón_show_roll_button": "True", + "ciencia,_cabrón_desc": "When you try to juryrig some-thing with science, roll with Grit. On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress. On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "ciencia,_cabrón_trigger": "When you try to juryrig some-thing with science, roll with Grit.", + "ciencia,_cabrón_rollwith": "grit", + "ciencia,_cabrón_hitresult": "On a hit, you create an opportunity or buy yourself some time.", + "ciencia,_cabrón_partialresult": "On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress.", + "ciencia,_cabrón_missresult": "On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "chillón": "chillón", + "chillón_desc": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_show_roll_button": "True", + "chillón_trigger": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_rollwith": "grit", + "chillón_hitresult": "For NPCs: On a hit, they accept your logic.", + "chillón_partialresult": "On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty.", + "de_calidad": "de calidad", + "de_calidad_show_roll_button": "True", + "de_calidad_desc": "When you propose a deal that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_trigger": "When you ***propose a deal*** that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_rollwith": "grit", + "de_calidad_hitresult": "On a hit, they choose: take the deal or mark stress.", + "de_calidad_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "afortunado": "afortunado", + "afortunado_desc": "You get +1 Grit (max+3)", + "pozolero": "pozolero", + "pozolero_desc": "When you get rid of a body using chemicals in your lab, roll with Grit. On a 10+, all 3. On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n* you aren’t missing any supplies or equipment.\n* you aren't interrupted getting it done.\n\nOn a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "pozolero_show_roll_button": "True", + "pozolero_trigger": "When you get rid of a body using chemicals in your lab, roll with Grit.", + "pozolero_rollwith": "grit", + "pozolero_hitresult": "On a 10+, all 3.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_partialresult": "On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_missresult": "On a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "tu laboratorio": "tu laboratorio", + "lab_tags": "small, fixed, unstable, indebted", + "tu laboratorio-desc": "By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.", + "choose 2 features": "choose 2 features", + "lab_feature1": "your lab is a food truck or RV. Replace fixed with mobile.", + "lab_feature2": "your lab has professional equipment, capable of larger cooks. raise your lifestyle; change small to medium.", + "lab_feature3": "your lab has equipment designed to dispose of dangerous chemicals. Remove unstable.", + "lab_feature4": "you have an assistant who prepares the chemicals in advance for your cooks. Take +1 to Cocinar; add payroll.", + "choose 2 troubles": "choose 2 troubles", + "lab_trouble1": "your lab is sometimes inaccessible. Add inconvenient.", + "lab_trouble2": "your lab gives off a byproduct or odor that makes it easy to uncover and report. Add detectable.", + "lab_trouble3": "your lab is poorly secured or locked down against intruders and thieves. Add exposed.", + "lab_trouble4": "your lab relies on uncommon chemicals. Add shortages.", + "tus misterios": "tus misterios", + "misterios_description": "You've fallen on hard times. Now you must keep your work secret from the people closest to you. Choose 3:", + "misterio1": "an esposa or novio who asks too many questions", + "misterio2": "a niño who thinks you’re beyond reproach", + "misterio3": "an elderly madre or tio who relies on you financially", + "misterio4": "a prima who works in federal law enforcement", + "misterio5": "an old coworker who feels badly about your troubles", + "misterio6": "a community leader who feels responsible for you", + "la familia": "la familia", + "amor_y_matrimonio": "amor y matrimonio", + "amor_y_matrimonio_desc": "You are the only one who can be trusted to protect la familia. Take +1 ongoing when you try to get one of them to do the right thing.", + "me_lo_chingué": "me lo chingué", + "me_lo_chingué_desc": "When you reveal that you betrayed a lover or friend, tell them to fill their stress track; you clear one stress for each stress they mark. If their stress track is already full, they must immediately make a stress move; you clear one stress.", + "reina_del_drama": "reina del drama", + "reina_del_drama_desc": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to push your luck as if you rolled a 10+.", + "reina_del_drama_trigger": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to ***push your luck*** as if you rolled a 10+.", + "reina_del_drama_rollwith": "grit", + "reina_del_drama_hitresult": "On a 10+, fortune favors the bold.", + "perderse": "perderse", + "perderse_desc": "When you lose yourself in another person, roll with Face. On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly. On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "perderse_show_roll_button": "True", + "perderse_trigger": "When you lose yourself in another person, roll with Face.", + "perderse_rollwith": "face", + "perderse_hitresult": "On a hit, you find solace in their embrace; clear your stress track.", + "perderse_partialresult": "On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly.", + "perderse_missresult": "On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "comer_algo": "comer algo", + "comer_algo_desc": "When you share a meal with some-one, roll with Face. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:\n\n* What do you want from me / my family?* What threat do you pose to us / our life?\n* Who are you protecting / hunting?\n\nOn a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "comer_algo_show_roll_button": "True", + "comer_algo_trigger": "When you share a meal with some-one, roll with Face.", + "comer_algo_rollwith": "face", + "comer_algo_hitresult": "On a 10+, hold 2. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_partialresult": "On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_missresult": "On a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "obligation1": "pregnant/finalizing adoption", + "obligation2": "new baby", + "obligation3": "preschool child", + "obligation4": "high school student", + "obligation5": "stepchild", + "obligation6": "corporate job", + "obligation7": "established home business", + "obligation8": "starting a new business", + "obligation9": "real estate license", + "obligation10": "social service job", + "obligation11": "managing family finances", + "obligation12": "elderly grand-parent", + "obligation13": "troubled sibling", + "obligation14": "school association", + "obligation15": "nonprofit board", + "obligation16": "parish volunteer", + "obligation17": "dinner parties", + "obligation18": "gossip and rumors", + "push_your_luck": "push your luck", + "push_your_luck_html": "

When you push your luck, roll with Grit. On a 10+, fortune favors the bold. On a 7-9, things don't work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.

", + "push_your_luck_trigger": "When you ***push your luck***, roll with Grit.", + "push_your_luck_rollwith": "grit", + "push_your_luck_hitresult": "On a 10+, fortune favors the bold. ", + "push_your_luck_partialresult": "On a 7-9, things don’t work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.", + "get_the_truth": "get the truth", + "get_the_truth_html": "

When you try to get the truth out of someone, roll with Hustle. On a hit, clear one stress. On a 10+, pick 2. On a 7-9, pick 1.

  • they can't mislead you with the truth
  • they can't confuse you with falsehoods
  • they can't stonewall you with silenc
", + "get_the_truth_trigger": "When you try to ***get the truth out of someone***, roll with Hustle.", + "get_the_truth_rollwith": "hustle", + "get_the_truth_hitresult": "On a hit, clear one stress. On a 10+, pick 2. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "get_the_truth_partialresult": "On a hit, clear one stress. On a 7-9, pick 1. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "pressure_someone": "pressure someone", + "pressure_someone_html": "When you pressure someone to go along with you, roll with Hustle. On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "pressure_someone_trigger": "When you ***pressure someone*** to go along with you, roll with Hustle.", + "pressure_someone_rollwith": "hustle", + "pressure_someone_hitresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress.", + "pressure_someone_partialresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "size_someone_up": "size someone up", + "size_someone_up_html": "

When you size someone up, roll with Savagery. On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3. On a 7-9, ask 1.

  • what are your current weaknesses / strengths?
  • how can I show you dominance / submission?
  • what do you intend to do next?
  • what do you wish I'd do right now?
  • how could I get you to _________
", + "size_someone_up_trigger": "When you ***size someone up***, roll with Savagery.", + "size_someone_up_rollwith": "savagery", + "size_someone_up_hitresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________? ", + "size_someone_up_partialresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 7-9, ask 1.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________?", + "strain_your_finances": "strain your finances", + "strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "strain_your_finances_rollwith": "*dinero*", + "strain_your_finances_rollquery": "?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "help_or_interfere": "help or interfere", + "help_or_interfere_html": "

When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked. On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered. On a miss, mark the stress you wagered and prepare for the worst.

", + "help_or_interfere_trigger": "When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.", + "help_or_interfere_rollwith": "stress wagered", + "help_or_interfere_rollquery": "?{When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.|1|2|3}", + "help_or_interfere_hitresult": "On a hit, give them a +1 or -2 to their roll, your choice.", + "help_or_interfere_partialresult": "On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered.", + "help_or_interfere_missresult": "On a miss, mark the stress you wagered and prepare for the worst.", + "turn_to_violence": "turn to violence", + "turn_to_violence_html": "

When you turn to violence, roll with Savagery. On a hit, mark stress and trade harm as established. On a 10+, choose 3. On a 7-9, choose 2.

  • you inflict terrible harm
  • you suffer little harm
  • you resist marking stress
  • you avoid collateral damage
", + "turn_to_violence_trigger": "When you ***turn to violence***, roll with Savagery.", + "turn_to_violence_rollwith": "savagery", + "turn_to_violence_hitresult": "On a hit, mark stress and trade harm as established. On a 10+, choose 3.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "turn_to_violence_partialresult": "On a hit, mark stress and trade harm as established. On a 7-9, choose 2.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "heat moves": "heat moves", + "avoid_suspicion": "avoid suspicion", + "avoid_suspicion_html": "

When you try to avoid suspicion while handling business in public, roll with Heat. Add one for each:

  • you’re carrying a lot of drugs or money
  • you’re transporting at least one body, dead or alive
  • you’re equipped with military weaponry

On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.

", + "avoid_suspicion_trigger": "When you try to ***avoid suspicion while handling business in public***, roll with Heat.Add one for each:\n* you're carrying a lot of drugs or money \n* you're transporting at least one body, dead or alive \n* you're equipped with military weaponry", + "avoid_suspicion_rollwith": "heat & circumstances", + "avoid_suspicion_rollquery": "(@{heat} + ?{When you try to avoid suspicion while handling business in public, roll with Heat.Add one for each: 1- you're carrying a lot of drugs or money 2- you're transporting at least one body, dead or alive 3- you're equipped with military weaponry|0|1|2|3})", + "avoid_suspicion_hitresult": "On a 10+, someone dangerous has been looking for you. And here you are. *Mierda, cabrón.*", + "avoid_suspicion_partialresult": "On a 7-9, only the local *policia* take an interest; make a threat or flash some *dinero* to smooth things over.", + "avoid_suspicion_missresult": "On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.", + "leave_a_messy_crime_scene": "leave a messy crime scene", + "leave_a_messy_crime_scene_html": "When you try to leave a messy crime scene before the authorities arrive, roll with Heat. On a miss, you exit the scene; tell the MC what potentially in-criminating evidence you’ve left behind. On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive. On a 10+, la policia arrives in force...with los federales or an American in tow.", + "leave_a_messy_crime_scene_trigger": "When you try to ***leave a messy crime scene*** before the authorities arrive, roll with Heat.", + "leave_a_messy_crime_scene_rollwith": "heat", + "leave_a_messy_crime_scene_hitresult": "On a 10+, *la policia* arrives in force...with *los federales* or an American in tow.", + "leave_a_messy_crime_scene_partialresult": "On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive.", + "leave_a_messy_crime_scene_missresult": "On a miss, you exit the scene; tell the MC what potentially incriminating evidence you’ve left behind.", + "flee_from_los_federales": "flee from los federales", + "flee_from_los_federales_html": "When you flee from los federales, roll with Heat. On a miss, you get away clean. On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time. On a 10+, you’re fucked, güey: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_trigger": "When you ***flee from los federales***, roll with Heat.", + "flee_from_los_federales_rollwith": "heat", + "flee_from_los_federales_hitresult": "On a 10+, you’re fucked, *güey*: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_partialresult": "On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time.", + "flee_from_los_federales_missresult": "On a miss, you get away clean.", + "propose_a_deal": "propose a deal", + "propose_a_deal_html": "

When you propose a deal to get what you want, roll with Face. On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one:

  • impose a condition on your offer
  • adjust the price (+/-30%) and accept
  • point you at an interested party
", + "propose_a_deal_trigger": "When you ***propose a deal*** to get what you want, roll with Face. ", + "propose_a_deal_rollwith": "face", + "propose_a_deal_hitresult": "On a hit, they choose: take the deal or mark stress.", + "propose_a_deal_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "justify_your_behavior": "justify your behavior", + "justify_your_behavior_html": "

When you try to justify your behavior to someone, roll with Face. For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. For PCs: On a 10+, both. On a 7-9, choose 1:

  • if they accept your reasoning, they mark xp
  • if they keep their own counsel, they mark stress
", + "justify_your_behavior_trigger": "When you try to ***justify your behavior*** to someone, roll with Face.", + "justify_your_behavior_rollwith": "face", + "justify_your_behavior_hitresult": "For NPCs: On a hit, they accept your logic. \n\nFor PCs: On a 10+, both:\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "justify_your_behavior_partialresult": "For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. \n\nFor PCs: On a 7-9, choose 1: On a 10+, both:\n\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "stress & heat moves": "stress & heat moves", + "stress moves": "stress moves", + "stress_moves_description": "All sorts of fictional situations may cause stress–getting shot at, doing something horrific, fighting with a spouse–and the only way to keep that stress in check is through stress moves:", + "verbally_abuse_or_shame": "verbally abuse or shame", + "verbally_abuse_or_shame_html": "When you verbally abuse or shame someone you care about, roll with Face. On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track. On a 7-9, clear one stress. On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "verbally_abuse_or_shame_trigger": "When you **verbally abuse or shame someone** you care about, roll with Face.", + "verbally_abuse_or_shame_rollwith": "face", + "verbally_abuse_or_shame_hitresult": "On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track.", + "verbally_abuse_or_shame_partialresult": "On a hit, your words hit hard: tell them to mark stress. On a 7-9, clear one stress.", + "verbally_abuse_or_shame_missresult": "On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "lose_yourself_in_a_substance": "lose yourself in a substance", + "lose_yourself_in_a_substance_html": "When you lose yourself in a substance, roll with Grit. On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list. On a miss, you’re in deep. Buena suerte, cabrón.", + "lose_yourself_in_a_substance_trigger": "When you **lose yourself in a substance**, roll with Grit.", + "lose_yourself_in_a_substance_rollwith": "grit", + "lose_yourself_in_a_substance_hitresult": "On a hit, clear your stress track.", + "lose_yourself_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "lose_yourself_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "confess_your_sins": "confess your sins", + "confess_your_sins_html": "When you confess your sins to a priest, roll with Hustle. On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession. On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "confess_your_sins_trigger": "When you **confess your sins to a priest**, roll with Hustle.", + "confess_your_sins_rollwith": "hustle", + "confess_your_sins_hitresult": "On a hit, you find forgiveness; clear your stress track.", + "confess_your_sins_partialresult": "On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession.", + "confess_your_sins_missresult": "On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "dish_out_a_beatdown": "dish out a beatdown", + "dish_out_a_beatdown_html": "When you dish out a beatdown, roll with Savagery. On a 10+, you assert your dominance: clear your stress track. On a 7-9, you hurt them, but it’s not enough: clear one stress. On a miss, the violence gets out of hand. Enjoy the consequences, pendejo.", + "dish_out_a_beatdown_trigger": "When you **dish out a beatdown**, roll with Savagery.", + "dish_out_a_beatdown_rollwith": "savagery", + "dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "drug moves": "drug moves", + "drug moves description": "If the MC tells you to make a drug move, pick one:", + "cocaine": "cocaine", + "cocaine_move1": "start a fight with a mouthy pendejo or puta", + "cocaine_move2": "throw yourself at someone you shouldn’t", + "cocaine_move3": "spend your money stupidly or carelessly", + "heroin": "heroin", + "heroin_move1": "push someone who cares about you away", + "heroin_move2": "overlook a crucial deadline or event", + "heroin_move3": "steal funds in preparation for your next fix", + "crystal meth": "crystal meth", + "crystal meth_move1": "accuse a loved one of theft or betrayal", + "crystal meth_move2": "push a place you keep toward squalor", + "crystal meth_move3": "hurt yourself to keep your diablos at bay", + "alcohol": "alcohol", + "alcohol_move1": "make a scene about how you’ve been wronged", + "alcohol_move2": "let slip something to the wrong person", + "alcohol_move3": "wreck something meaningful, carelessly", + "hermanos": "hermanos", + "hermanos_desc": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle. On a 10+, all 3. On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers \n\nOn a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "hermanos_show_roll_button": "True", + "hermanos_rollwith": "hustle", + "hermanos_trigger": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle.", + "hermanos_hitresult": "On a 10+, all 3: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_partialresult": "On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_missresult": "On a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "mercado": "mercado", + "mercado_desc": "When you sell product on the street, roll with Hustle. On a 10+, sales are brisk; clear your stress track. On a 7-9, you make some money, but someone takes issue with your crew; clear one stress. On a miss, someone takes a run at you, and it probably isn’t the cops.", + "mercado_show_roll_button": "True", + "mercado_rollwith": "hustle", + "mercado_trigger": "When you sell product on the street, roll with Hustle.", + "mercado_hitresult": "On a 10+, sales are brisk; clear your stress track.", + "mercado_partialresult": "On a 7-9, you make some money, but someone takes issue with your crew; clear one stress.", + "mercado_missresult": "On a miss, someone takes a run at you, and it probably isn’t the cops.", + "bendito": "bendito", + "bendito_desc": "When you’re completely focused on escaping, push your luck with Hustle instead of Grit. Add +1 to your roll if you get fucking shot while trying to flee.", + "bendito_show_roll_button": "FALSE", + "vendedor": "vendedor", + "vendedor_desc": "When you propose a deal to someone and they pick an option off the 7-9 list you don’t like, mark stress to make them pick a different option off the list. You can do this multiple times, provided you can keep marking stress.", + "vendedor_show_roll_button": "FALSE", + "matador": "matador", + "matador_desc": "Fill your stress track—marking at least one stress—to turn to violence against an unsuspecting target as if you rolled a 10+.", + "matador_show_roll_button": "FALSE", + "la_plaza_desc": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_show_roll_button": "True", + "mandamás": "mandamás", + "mandamás_desc": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face. On a 10+, all 3. On a 7-9, choose 1. \n- they keep their wits and focus. \n- they minimize incriminating evidence. \n- they avoid collateral damage. On a miss, everything goes to shit, but it wasn't your people's fault. You know how it is, *jefe*: no plan survives contact with the enemy.", + "mandamás_show_roll_button": "True", + "mandamás_rollwith": "face", + "mandamás_trigger": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face.", + "mandamás_hitresult": "On a 10+, all 3: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_partialresult": "On a 7-9, choose 1: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_missresult": "On a miss, everything goes to shit, but it wasn’t your people’s fault. You know how it is, jefe: no plan survives contact with the enemy.", + "infiltrado": "infiltrado", + "infiltrado_desc": "At the start of session, roll with Grit. On a hit, you get wind of a development in the anti-cartel case before things get messy. On a 10+, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice. On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "infiltrado_show_roll_button": "True", + "infiltrado_rollwith": "grit", + "infiltrado_trigger": "At the start of session, roll with Grit. ", + "infiltrado_hitresult": "On a 10+, you get wind of a development in the anti-cartel case before things get messy. In fact, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice.", + "infiltrado_partialresult": "On a 7-9, you get wind of a development in the anti-cartel case before things get messy.", + "infiltrado_missresult": "On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "seguir": "seguir", + "seguir_desc": "When you follow someone through the streets, roll with Grit. On a hit, where they go, you follow. On a 7-9, you overstep; mark a stress to avoid being spotted. On a miss, you end up exposed without backup or cover. ¡Mierda!", + "seguir_show_roll_button": "True", + "seguir_rollwith": "grit", + "seguir_trigger": "When you follow someone through the streets, roll with Grit.", + "seguir_hitresult": "On a 10+, where they go, you follow.", + "seguir_partialresult": "On a 7-9, where they go, you follow...but you overstep; mark a stress to avoid being spotted.", + "seguir_missresult": "On a miss, you end up exposed without backup or cover. *¡Mierda!*", + "verdadero": "verdadero", + "verdadero_desc": "When you get the truth from someone during an official interrogation, pick an extra option, even on a miss.", + "verdadero_show_roll_button": "FALSE", + "siempre_listo": "siempre listo", + "siempre_listo_desc": "Mark stress to show up in a scene alongside *la policía* or *los federales*, assuming that you aren’t unavailable. Mark three stress to show up instead of the authorities; you’ll have a few minutes solo in the scene before anybody else arrives.", + "siempre_listo_show_roll_button": "FALSE", + "escolta": "escolta", + "escolta_desc": "When you draw attention away from someone, they can roll with your Heat instead of their own. On a 10+, they suffer the consequences...but you attract demasiada attention: raise your Heat by 1 until the end of the next session.", + "escolta_show_roll_button": "FALSE", + "entrenamiento": "entrenamiento", + "entrenamiento_desc": "When you turn to violence after declaring yourself as a federal, roll with Grit instead of Savagery. If you get shot as a result, take +1 forward.", + "entrenamiento_show_roll_button": "FALSE", + "conectada": "conectada", + "conectada_desc": "When you go looking for a cartel *güey* in la plaza to help with a problem, name them and roll with Face. On a hit, you track them down and they’ve got what you need. On a 7-9, pick 1. On a 10+, both. \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology\n\n On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "conectada_show_roll_button": "True", + "conectada_rollwith": "face", + "conectada_trigger": "When you go looking for a cartel güey in la plaza to help with a problem, name them and roll with Face.", + "conectada_hitresult": "On a 10+, you track them down and they've got what you need; you get both: \n- They aren't caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_partialresult": "On a 7-9, you track them down and they've got what you need; pick 1: \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_missresult": "On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "escapar": "escapar", + "escapar_desc": "When you try to exit a tense situation, roll with Face. On a 10+, you’re gone! On a 7-9, you leave something behind or take something with you, your choice. On a miss, you’re exposed por completo...", + "escapar_show_roll_button": "True", + "escapar_rollwith": "face", + "escapar_trigger": "When you try to exit a tense situation, roll with Face.", + "escapar_hitresult": "On a 10+, you’re gone! ", + "escapar_partialresult": "On a 7-9, you leave something behind or take something with you, your choice. ", + "escapar_missresult": "On a miss, you’re exposed por completo...", + "amante": "amante", + "amante_desc": "When you share a night of intimacy with a lover, roll with Face. On a hit, clear your stress track. On a 10+, ask 2.On a 7-9, ask 1. \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do? \n\nOn a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "amante_show_roll_button": "True", + "amante_rollwith": "face", + "amante_trigger": "When you share a night of intimacy with a lover, roll with Face.", + "amante_hitresult": "On a 10+, clear your stress track and ask 2: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_partialresult": "On a 7-9, clear your stress track and ask 1: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_missresult": "On a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "chimosa": "chimosa", + "chimosa_desc": "When you betray a friend or ally to the authorities, roll with Face. On a 10+, your treason is useful and valued: clear your stress track. On a 7-9, your handler is pleased...and demands more: clear one stress. On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "chimosa_show_roll_button": "True", + "chimosa_rollwith": "face", + "chimosa_trigger": "When you betray a friend or ally to the authorities, roll with Face.", + "chimosa_hitresult": "On a 10+, your treason is useful and valued: clear your stress track.", + "chimosa_partialresult": "On a 7-9, your handler is pleased...and demands more: clear one stress.", + "chimosa_missresult": "On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "mentirosa": "mentirosa", + "mentirosa_desc": "You get +1 Face (max+3).", + "mentirosa_show_roll_button": "FALSE", + "mirar": "mirar", + "mirar_desc": "When you read a charged situation, roll with Savagery. On a hit, ask the MC questions; take +1 when you act on the answers. On a 10+, ask 2. On a 7–9, ask 1: \n- where’s my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what’s my enemy’s true position? On a miss, ask one...but you reveal your position.", + "mirar_show_roll_button": "FALSE", + "mirar_rollwith": "savagery", + "mirar_trigger": "When you read a charged situation, roll with Savagery.", + "mirar_hitresult": "On a 10+, ask the MC 2 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_partialresult": "On a 7-9, ask the MC 1 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_missresult": "On a miss, ask one...but you reveal your position.", + "narcocorrido": "narcocorrido", + "narcocorrido_desc": "When you meet someone importante (your call), roll with Savagery. On a hit, they’ve heard of you. Say what they’ve heard, and they will act accordingly. On a 10+, you also take +1 forward to dealing with them. On a miss, your reputation convinces them that you’re something you’re not.", + "narcocorrido_show_roll_button": "True", + "narcocorrido_rollwith": "savagery", + "narcocorrido_trigger": "When you meet someone *importante* (your call), roll with Savagery.", + "narcocorrido_hitresult": "On a 10+, they've heard of you. Say what they've heard, and they will act accordingly; take +1 forward to dealing with them.", + "narcocorrido_partialresult": "On a 7-9, they've heard of you. Say what they've heard, and they will act accordingly.", + "narcocorrido_missresult": "On a miss, your reputation convinces them that you’re something you're not.", + "levantón": "levantón", + "levantón_desc": "When you track down an NPC, roll with Savagery. On a hit, you catch them exposed or vulnerable. On a 7-9, they have backup or it’s public. On a miss, someone you’re avoiding finds you first.", + "levantón_show_roll_button": "True", + "levantón_rollwith": "savagery", + "levantón_trigger": "When you track down an NPC, roll with Savagery.", + "levantón_hitresult": "On a 10+, you catch them exposed or vulnerable.", + "levantón_partialresult": "On a 7-9, you catch them exposed or vulnerable, but they have backup or it’s public.", + "levantón_missresult": "On a miss, someone you’re avoiding finds you first.", + "rematar": "rematar", + "rematar_desc": "You get +1 Savagery (max +3).", + "rematar_show_roll_button": "FALSE", + "encobijado": "encobijado", + "encobijado_desc": "When you ditch a body somewhere, roll with Savagery. On a hit, you lose the corpse, and it stays lost; clear one stress. On a 10+, dust to dust; clear your stress track. On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "encobijado_show_roll_button": "True", + "encobijado_rollwith": "savagery", + "encobijado_trigger": "When you ditch a body somewhere, roll with Savagery.", + "encobijado_hitresult": "On a 10+, you lose the corpse, and it stays lost; clear your stress track.", + "encobijado_partialresult": "On a 7-9, you lose the corpse, and it stays lost; clear one stress.", + "encobijado_missresult": "On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "duro": "duro", + "duro_desc": "When you get fucking shot, add +1 to your roll. On a miss, you have time for an act of ven- geance or kindness before you fall to your wounds.", + "duro_show_roll_button": "FALSE", + "notes": "notes" +} diff --git a/cartel/translations/it.json b/cartel/translations/it.json new file mode 100644 index 0000000000..c85da7a63a --- /dev/null +++ b/cartel/translations/it.json @@ -0,0 +1,710 @@ +{ + "edit identity": "edit identity", + "character name": "character name", + "playbook": "playbook", + "el cocinero": "el cocinero", + "la esposa": "la esposa", + "el halcon": "el halcon", + "el narco": "el narco", + "la polizeta": "la polizeta", + "la rata": "la rata", + "la sicaria": "la sicaria", + "cocinero": "cocinero", + "esposa": "esposa", + "halcon": "halcon", + "narco": "narco", + "polizeta": "polizeta", + "rata": "rata", + "sicaria": "sicaria", + "look": "look", + "gear": "gear", + "lifestyle": "lifestyle", + "destitute": "destitute", + "destitute_desc": "nearly homeless, often unable to afford even basic staples, desperate", + "impoverished": "impoverished", + "impoverished_desc": "cash on hand for lodging and food, but little else, \"cash poor\"", + "stable": "stable", + "stable_desc": "relative comfort, regular lodging, enough resources to support a family", + "luxury": "luxury", + "luxury_desc": "wealth beyond most, able to put ten thousand dollars towards a problem", + "extravagant": "extravagant", + "extravagant_desc": "rich beyond measure, anything is accessible with enough patience", + "stats": "stats", + "character moves": "character moves", + "new character move": "new character move", + "click the pencil icon to edit your new move": "click the pencil icon to edit your new move", + "edit move": "edit move", + "basic moves": "basic moves", + "extras": "extras", + "stress": "stress", + "stress description": "Each session you start with two stress already marked, provided you didn't end the last section with more. If your stress track is ever filled, güey, you're in a bad spot.", + "reset": "reset", + "face": "face", + "grit": "grit", + "hustle": "hustle", + "savagery": "savagery", + "heat": "heat", + "tags": "tags", + "advancement": "advancement", + "advtxt1": "When you fill your xp track, select an advance from this list:", + "advtxt2": "After 5 advances, you can choose from this list instead:", + "los enlaces": "los enlaces", + "tus llaves": "tus llaves", + "move name": "move name", + "description": "description", + "show roll button?": "show roll button?", + "roll with": "roll with", + "is rolling with": "is rolling with", + "trigger": "trigger", + "el_cocinero-rel_text1": "_____ is familia. Close family. They don’t know what you do para el cartel, and you’re not sure you can keep your secrets for long.", + "el_cocinero-rel_text2": "_____ got you into this business to help you with your financial troubles but didn’t tell you the whole story. Now you’re both stuck.", + "el_cocinero-rel_text3": "You and _____ have an understanding. You need each other for now, but both of you know the current situation won’t last.", + "el_cocinero-adv1": "get +1 Grit (max+3)", + "el_cocinero-adv2": "get +1 Hustle (max+3)", + "el_cocinero-adv3": "get +1 Savagery (max+3)", + "el_cocinero-adv4": "choose a new laboratorio feature", + "el_cocinero-adv5": "get a new cocinero move", + "el_cocinero-adv6": "get a new cocinero move", + "el_cocinero-adv7": "get a move from another playbook", + "el_cocinero-adv8": "get a move from another playbook", + "el_cocinero-adv9": "get +1 to any stat (max+3)", + "el_cocinero-adv10": "resolve a laboratorio trouble", + "el_cocinero-adv11": "retire your character (to safety)", + "el_cocinero-adv12": "change your character to a new type", + "el_cocinero-adv13": "raise your lifestyle one level", + "la_esposa-rel_text1": "_____ and your spouse spend time together, but you’d prefer it if they weren’t in-volved in your life. Tell them what they did to anger you.", + "la_esposa-rel_text2": "_____ es familia. A sibling, maybe, or a cousin. Someone close. They mean well, but you worry about them. Tell them your fears.", + "la_esposa-rel_text3": "_____ and you were a thing back in the day, but it never went anywhere. Most people don’t know about it; you were young once también.", + "la_esposa-adv1": "get +1 Face (max+3)", + "la_esposa-adv2": "get +1 Grit (max+3)", + "la_esposa-adv3": "get +1 Hustle (max+3)", + "la_esposa-adv4": "change 2 obligations de la familia", + "la_esposa-adv5": "get a new esposa move", + "la_esposa-adv6": "get a new esposa move", + "la_esposa-adv7": "get a move from another playbook", + "la_esposa-adv8": "get a move from another playbook", + "la_esposa-adv9": "get +1 to any stat (max+3)", + "la_esposa-adv10": "permanently resolve a secret", + "la_esposa-adv11": "retire your character (to safety)", + "la_esposa-adv12": "change your character to a new type", + "la_esposa-adv13": "raise your spouse's lifestyle one level", + "spouse": "spouse", + "spouse-desc": "Ask everyone else “Who is willing to be my spouse?” Pick whomever you like. If no one volunteers, choose an NPC.", + "obligations-title": "Choose 5 obligations you perform for la familia:", + "secrets-title": "And choose 2 secrets you keep from la familia:", + "secret-nest_egg": "+nest egg: you put away some serious cash in a secret stash ($20,000!) for a rainy day.", + "secret-addiction": "+addiction: some nasty drug has a hold on you.", + "secret-affair": "+affair: you have another love...or at least another lover you spend time with.", + "secret-debt": "+debt: your spending has put you in a tough place, beyond what your family currently knows.", + "secret-lovechild": "+lovechild: you have a secret child that requires attention...and money.", + "la_familia": "la familia", + "la_familia_html": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle. On a 10+, you juggle your responsibilities with grace; clear your stress track. On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist. On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "la_familia_desc": "", + "la_familia_trigger": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle.", + "la_familia_rollwith": "hustle", + "la_familia_hitresult": "On a 10+, you juggle your responsibilities with grace; clear your stress track.", + "la_familia_partialresult": "On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist.", + "la_familia_missresult": "On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "el_halcon-rel_text1": "_____ gave you some new responsibilities lately, at your request. They have their doubts, but you’ll prove them wrong soon.", + "el_halcon-rel_text2": "_____ disapproves of your cartel work, and wants to get you out. You're not a niño; you can handle your own business.", + "el_halcon-rel_text3": "You and _____ have a plan to make some real money. They worry it’s not going to work, but you know it’s a sure thing, cabrón.", + "el_halcon-adv1": "get +1 Face (max+3)", + "el_halcon-adv2": "get +1 Grit (max+3)", + "el_halcon-adv3": "get +1 Hustle (max+3)", + "el_halcon-adv4": "choose a new pandilla feature", + "el_halcon-adv5": "get a new halcón move", + "el_halcon-adv6": "get a new halcón move", + "el_halcon-adv7": "get a move from another playbook", + "el_halcon-adv8": "get a move from another playbook", + "el_halcon-adv9": "get +1 to any stat (max+3)", + "el_halcon-adv10": "resolve a pandilla vulnerability", + "el_halcon-adv11": "retire your character (to safety)", + "el_halcon-adv12": "change your character to a new type", + "el_halcon-adv13": "raise your lifestyle one level", + "tu pandilla": "tu pandilla", + "amigos:": "amigos:", + "pandilla-amigos_description": "By default, your pandilla has three loyal amigos you’ve known a while. Give them names:", + "pandilla-amigos_names_list": "Azul, Blanco, Calaca, Charo, Chino, Flaco, Gordo, Lola, Moco, Nacho, Paco, Raki, Torpe, Zanahoria", + "pandilla-question_amigo1": "Who is there to cheer you up when mierda gets tough?", + "pandilla-question_amigo2": "Who is a real pendejo, but you just can't cut them loose?", + "pandilla-question_amigo3": "Who is truly solid, ready to entrarle and get things done when you need them?", + "choose 2 features:": "choose 2 features:", + "pandilla_feature1": "your crew has crews that work for you, cabrón. Your crew becomes a gang (small untrained unequipped).", + "pandilla_feature2": "your crew is down for a fiesta. Roll with Hustle instead of Grit when you get all get lost in a substance juntos.", + "pandilla_feature3": "your crew is down for a fight. Roll with Hustle instead of Savagery when you dish out a beatdown as a crew.", + "pandilla_feature4": "your crew is in touch with high-level smugglers and producers from other cartels. It gets +connected.", + "pandilla_feature5": "your crew is employed outside the cartel, officially or unofficially. Take +1 when you strain your finances.", + "choose 2 vulnerabilities:": "choose 2 vulnerabilities:", + "pandilla_vulnerability1": "your crew is on la policía's radar: +known.", + "pandilla_vulnerability2": "your crew is into heavy stuff: +addiction.", + "pandilla_vulnerability3": "your crew owes favors to someone: +obligation.", + "pandilla_vulnerability4": "your crew has enemies, cabrón: +turf war.", + "pandilla-get_lost_in_a_substance": "get lost in a substance", + "pandilla-get_lost_in_a_substance_trigger": "your crew is down for a *fiesta*. Roll with Hustle instead of Grit when you get all ***get lost in a substance*** *juntos*.", + "pandilla-get_lost_in_a_substance_rollwith": "hustle", + "pandilla-get_lost_in_a_substance_hitresult": "On a hit, clear your stress track.", + "pandilla-get_lost_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "pandilla-get_lost_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "pandilla-dish_out_a_beatdown": "dish out a beatdown", + "pandilla-dish_out_a_beatdown_trigger": "your crew is down for a fight. Roll with Hustle instead of Savagery when you ***dish out a beatdown*** as a crew.", + "pandilla-dish_out_a_beatdown_rollwith": "hustle", + "pandilla-dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "pandilla-dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "pandilla-dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "pandilla-strain_your_finances": "strain your finances", + "pandilla-strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "pandilla-strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "pandilla-strain_your_finances_rollwith": "*dinero*", + "pandilla-strain_your_finances_rollquery": "1[pandilla] + ?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "pandilla-strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "pandilla-strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "pandilla-strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "el_narco-rel_text1": "_____ is familia, but you’ve tried to shield them from the worst of the cartel. Tell them what they know about your dealings.", + "el_narco-rel_text2": "You're sure _____ is up to something, maybe with another cartel or los federales. Keep your eyes open, cabrón. Trust no one.", + "el_narco-relktext3": "You’ve taken _____ under your wing. You respect their skills and talents, and you want to see them thrive. ¡Qué generoso!", + "el_narco-adv1": "get +1 Face (max+3)", + "el_narco-adv2": "get +1 Hustle (max+3)", + "el_narco-adv3": "get +1 Savagery (max+3)", + "el_narco-adv4": "get +1 Control (max +3)", + "el_narco-adv5": "choose a new plaza feature", + "el_narco-adv6": "choose a new plaza feature", + "el_narco-adv7": "get a move from another playbook", + "el_narco-adv8": "get a move from another playbook", + "el_narco-adv9": "get +1 to any stat except Control (max+3)", + "el_narco-adv10": "permanently resolve a plaza trouble", + "el_narco-adv11": "permanently resolve a plaza trouble", + "el_narco-adv12": "retire your character (to safety)", + "el_narco-adv13": "change your character to a new type", + "el jefe de jefes": "el jefe de jefes", + "el_jefe_description": "You run la plaza, a pathway for narcos hoping to move product across the border and a lucrative area for local drug sales. The city of Durango is yours as long as you hold it, jefe.", + "contact": "contact", + "el_jefe_contact_description": "When you took control, the cartel gave you a contact who collects what you owe them, usually once a month. You only know their nickname, so you can’t sell them out if you get flipped by los federales (pick one):", + "la_plaza": "la plaza", + "la_plaza_html": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_trigger": "At the beginning of the session, roll with Control.", + "la_plaza_rollwith": "control", + "la_plaza_hitresult": "On a 10+, you get an opportunity to engage one your troubles (your choice) on your terms.", + "la_plaza_partialresult": "On a 7-9, you get an opportunity to engage one your troubles (your choice) on your terms, but the opportunity is short-lived and risky: act quickly or you may find that you miss your moment.", + "la_plaza_missresult": "On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "control": "control", + "troubles": "troubles", + "by default you've got:": "by default you've got:", + "la_plaza_bullet1": "a staff of unsophisticated narcos, coordinated via a network of burner phones (trouble: +los federales)", + "la_plaza_bullet2": "a mix of protection rackets and smuggling operations (lifestyle: stable)", + "la_plaza_bullet3": "5-10 loyal enforcers (gang small untrained impatient) and 1 or 2 corrupt cops (greedy informed)", + "la_plaza_bullet4": "a few halcones to keep you informed about what goes on in your city (Control = +1)", + "choose 4 features:": "choose 4 features", + "la_plaza_feature1": "your plaza is profitable, bringing in substantial, obvious sums. Lifestyle: +1 level & trouble: +robberies.", + "la_plaza_feature2": "for income, add kidnapping. Lifestyle: +1 level & trouble: +vigilantes.", + "la_plaza_feature3": "your enforcers have access to military weaponry and body armor. Add armored and armed to your gang.", + "la_plaza_feature4": "you have a reputation for violence. Roll with Face instead of Hustle when you pressure someone by threatening their life, limbs, or loved ones.", + "la_plaza_feature5": "your enforcers have extensive military training. Drop untrained and add savage. Take +1 when you order kidnappings or ambushes.", + "la_plaza_feature6": "your enforcers recruit heavily from the local population, making them a medium gang (10-20) instead of small.", + "la_plaza_feature7": "you have halcones at all chokepoints and smuggling roads. +1 Control.", + "la_plaza_feature8": "only a few know your real name and appearance. Take -2 heat; describe the business that you use as a cover for your activities.", + "choose 2 troubles:": "choose 2 troubles:", + "la_plaza_trouble1": "you are in the middle of a violent dispute with another cartel, probably Los Zetas. Trouble: +gang war.", + "la_plaza_trouble2": "your plaza has been recently infiltrated by someone working for los federales or the CIA/DEA. Trouble: +mole", + "la_plaza_trouble3": "The narcos you displaced to take control of la plaza remain at large. - 1 Control. Trouble: +rivals.", + "la_plaza_trouble4": "greedy agents of the Mex-ican tax authority (SHCP) are bleeding you dry with increasingly expensive demands for bribes and mordidas . -1 lifestyle.", + "la_polizeta-rel_text1": "You grew up with _____ on the streets of Durango. You still have a beer after work if you’re both free; it’s nice to know someone who isn’t involved with either side of your double life.", + "la_polizeta-rel_text2": "_____ is the target of an active investigation. You're not the lead investigator, but you’re regularly briefed on the case.", + "la_polizeta-rel_text3": "_____ is your main contact in the cartel. Tell them where you two go to speak directly when you need a face-to-face meeting.", + "la_polizeta-adv1": "get +1 Face (max+3)", + "la_polizeta-adv2": "get +1 Hustle (max+3)", + "la_polizeta-adv3": "get +1 Savagery (max+3)", + "la_polizeta-adv4": "get +1 Control (max +3)", + "la_polizeta-adv5": "choose a new plaza feature", + "la_polizeta-adv6": "choose a new plaza feature", + "la_polizeta-adv7": "get a move from another playbook", + "la_polizeta-adv8": "get a move from another playbook ", + "la_polizeta-adv9": "get +1 to any stat except Control (max+3)", + "la_polizeta-adv10": "permanently resolve a plaza trouble", + "la_polizeta-adv11": "permanently resolve a plaza trouble", + "la_polizeta-adv12": "retire your character (to safety)", + "la_polizeta-adv13": "change your character to a new type", + "You work closely with 5 NPCs (at least) in the unit:": "You work closely with 5 NPCs (at least) in the unit:", + "Who is your new partner?": "Who is your new partner?", + "Who is suspicious of you?": "Who is suspicious of you?", + "You also end up working with a few NPCs from the cartel:": "You also end up working with a few NPCs from the cartel:", + "Who almost gave you away?": "Who almost gave you away?", + "Who offered to scam el narco?": "Who offered to scam el narco?", + "task_force_equipment": "Your department has some new toys—¡gracias, Calderón!—you can use, provided you have some \"official\" business (pick 2):", + "task_force_equip1": "military-grade body armor (resilient bulky)", + "task_force_equip2": "full-scale surveillance van (hi-tech expensive)", + "task_force_equip3": "tracking devices or bugs (hi-tech concealable)", + "task_force_equip4": "court-approved wiretap (hi-tech persistent)", + "task_force_equip5": "network of criminal informants (informed costly)", + "la_rata-rel_text1": "You and _____ started sleeping together a few weeks ago. Tell them why you haven't been able to end things, despite the dangers. ", + "la_rata-adv1": "get +1 Face (max+3)", + "la_rata-adv2": "get +1 Grit (max+3)", + "la_rata-adv3": "get +1 Savagery (max+3)", + "la_rata-adv4": "get an NPC ally (detail with MC)", + "la_rata-adv5": "get a new rata move", + "la_rata-adv6": "get a new rata move", + "la_rata-adv7": "get a move from another playbook", + "la_rata-adv8": "get a move from another playbook", + "la_rata-adv9": "get +1 to any stat (max+3)", + "la_rata-adv10": "get 4 weapons y 4 gear (La Sicaria)", + "la_rata-adv11": "retire your character (to safety)", + "la_rata-adv12": "change your character to a new type", + "la_rata-adv13": "raise your lifestyle one level", + "el trabajo sucio": "el trabajo sucio", + "el trabajo sucio-description": "You are one of el narco's trusted lieutenants...but you’ve decided to betray the cartel. Choose a reason:", + "trabajo_sucio1": "you’re tired of the killing and death.", + "trabajo_sucio2": "you lost family or a loved one to el narco.", + "trabajo_sucio3": "you want to move up in the organization.", + "trabajo_sucio4": "you were arrested and flipped to avoid jail.", + "trabajo_sucio5": "you're an undercover cop on assignment.", + "supervivencia": "supervivencia", + "supervivencia_html": "

You are a survivor, a rata who will not be drowned just because this sinking ship of a plaza is finally dragged beneath the surface of the drug war.

You can mark stress to:

  • take a 10+ instead of rolling when you interfere with someone trying to get the truth out of you.
  • offer a PC an xp to accept your reasoning when you justify your behavior, even on a miss.
  • take +1 when you get fucking shot by another narco who suspects your treachery.
", + "la_sicaria-rel_text1": "_____ fucked up something crucial; you had to clean up the mess before things got messy with los federales or a rival drug cartel.", + "la_sicaria-adv1": "get +1 Grit (max+3)", + "la_sicaria-adv2": "get +1 Hustle (max+3)", + "la_sicaria-adv3": "get +1 Savagery (max+3)", + "la_sicaria-adv4": "choose 2 new weapons", + "la_sicaria-adv5": "get a new sicaria move", + "la_sicaria-adv6": "get a new sicaria move", + "la_sicaria-adv7": "get a move from another playbook", + "la_sicaria-adv8": "get a move from another playbook", + "la_sicaria-adv9": "get +1 to any stat (max+3)", + "la_sicaria-adv10": "choose 2 new pieces of gear or 2 new weapons", + "la_sicaria-adv11": "retire your character (to safety)", + "la_sicaria-adv12": "change your character to a new type", + "la_sicaria-adv13": "raise your lifestyle one level", + "weapons (choose 4)": "weapons (choose 4)", + "sicaria_weapon1": "sniper rifle (far hi-tech loud)", + "sicaria_weapon2": "assault rifle (close loud autofire)", + "sicaria_weapon3": "grenade launcher (close area messy)", + "sicaria_weapon4": "shotgun (close messy)", + "sicaria_weapon5": "submachine gun (close area loud)", + "sicaria_weapon6": "magnum (close reload loud)", + "sicaria_weapon7": "9mm (close loud)", + "sicaria_weapon8": "stun gun (close reload)", + "sicaria_weapon9": "fireman’s axe (close messy)", + "sicaria_weapon10": "machete (hand messy)", + "sicaria_weapon11": "garrote (hand grapple)", + "sicaria_weapon12": "knives (hand infinite)", + "gear (choose 4)": "gear (choose 4)", + "sicaria_gear1": "Armor Piercing Ammo (+ap to all weapons): Sometimes putos wear vests. Gotta be ready.", + "sicaria_gear2": "Body Armor (+armored): You want to live, right? Put on the fucking vest, pendeja.", + "sicaria_gear3": "Explosives Kit (close loud area reload): You can create improvised explosive devices (IEDs) if you’ve got time.", + "sicaria_gear4": "Tracking Device (hi-tech far concealable): They can’t hide if you plant this somewhere on them.", + "sicaria_gear5": "Secure Police Scanner (hi-tech hand): You can listen in even when they try to keep you out.", + "sicaria_gear6": "Silencer (remove +loud from any weapon): Quiet as a mouse. Dead as a doornail. Eh, cabrona?", + "sicaria_gear7": "Surveillance Gear (hi-tech close concealable): You can install cameras somewhere and watch all you want.", + "sicaria_gear8": "Police Uniform (official wearable stolen): Who is who anymore? You look like them and they look like you.", + "-- select a key --": "-- select a key --", + "ambition": "ambition", + "ambition_text": "Mark xp when you get someone important to let you handle some business on their behalf. Clear this key and advance when you seize the day and ask for forgiveness instead of permission.", + "arrogance": "arrogance", + "arrogance_text": "Mark xp when you use your superior knowledge or experience to verbally shame or abuse someone you care about. Clear this key and advance when you admit to a loved one that you're in over your head and urgently need help.", + "daring": "daring", + "daring_text": "Mark xp when you willingly enter a perilous situation without precautions or deception. Clear this key and advance when you retreat from a messy situation instead of risking further failure.", + "debt": "debt", + "debt_text": "Mark xp when you take on a new loan or strain your finances to meet your family's needs. Clear this key and advance when you find a way --legal or illegal--out from under your obligations.", + "dirty_hands": "dirty hands", + "dirty_hands_text": "Mark xp when you personally tackle a messy problem instead of sending goons. Clear this key and advance when you send someone to deal with a problem you should have attended to directly.", + "duty": "duty", + "duty_text": "Mark xp when you complete a task or assign-ment for your superiors or colleagues. Clear this key and advance when you intentionally thwart the goals of your organization or employer.", + "family": "family", + "family_text": "Mark xp when you violate your family members’ boundaries to protect them. Clear this key and advance when you allow one of them to be harmed when you could have intervened.", + "guilt": "guilt", + "guilt_text": "Mark xp when you confess a recent betrayal or deception to someone you shouldn’t trust. Clear this key and advance when you use a moment of intimacy to trick someone into advancing your schemes.", + "indomitable": "indomitable", + "indomitable_text": "Mark xp when you go into battle significantly outgunned or outmanned. Clear this key and advance when you surrender to your enemies instead of fighting your way out of a messy situation.", + "loyalty": "loyalty", + "loyalty_text": "Mark xp when you accept the lies or half-truths of a trusted friend or lover. Clear this key and advance when you confront a loved one with evidence of their betrayals and deceptions.", + "mercy": "mercy", + "mercy_text": "Mark xp when you try to head off a violent encounter with negotation or persuasion. Clear this key and advance when you greatly injure or kill someone who is defenseless or unaware.", + "paranoia": "paranoia", + "paranoia_text": "Mark xp when you try to get the truth out of someone about their true loyalties. Clear this key and advance when you expose someone’s betrayal to their family or employer.", + "pride": "pride", + "pride_text": "Mark xp when you claim an asset on the grounds that you or your family deserves it. Clear this key and advance when you give up something to keep yourself or a loved one safe from harm.", + "schemes": "schemes", + "schemes_text": "Mark xp when you take advantage of someone who believes you’re working on their behalf. Clear this key and advance when you openly choose one of your loyalties over the other.", + "secrets": "secrets", + "secrets_text": "Mark xp when you lie to someone close to you about your illicit activities. Clear this key and advance when you finally come clean to someone who trusts you about your lies and decepeptions.", + "default_hitresult": "¡Órale, amigo! Looks like things worked out. Don't get cocky! The MC will tell you what happens next.", + "default_partialresult": "Not bad, güey. Things could be better, but they could be worse too! The MC's going to tell you what's in store for you now.", + "default_missresult": "¡Ay diós, cabrón! Sometimes shit gets real. The MC will tell you what happens next.", + "---": "", + "---_desc": "", + "---_trigger": "", + "---_rollwith": "", + "---_hitresult": "", + "---_partialresult": "", + "---_missresult": "", + "cocinar": "cocinar", + "cocinar_desc": "If you’re fully stocked and cooking, at the start of session, roll with Grit. On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself. On a 7-9, your investment in the operation causes someone close to you to grow suspicious. On a miss, one of your lab’s problems comes to bear con todo.", + "cocinar_show_roll_button": "True", + "cocinar_trigger": "If you’re fully stocked and cooking, at the start of session, roll with Grit.", + "cocinar_rollwith": "grit", + "cocinar_hitresult": "On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself.", + "cocinar_partialresult": "On a hit, you make enough to meet your commitments. On a 7-9, your investment in the operation causes someone close to you to grow suspicious.", + "cocinar_missresult": "On a miss, one of your lab’s problems comes to bear con todo.", + "ciencia,_cabrón": "ciencia, cabrón", + "ciencia,_cabrón_show_roll_button": "True", + "ciencia,_cabrón_desc": "When you try to juryrig some-thing with science, roll with Grit. On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress. On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "ciencia,_cabrón_trigger": "When you try to juryrig some-thing with science, roll with Grit.", + "ciencia,_cabrón_rollwith": "grit", + "ciencia,_cabrón_hitresult": "On a hit, you create an opportunity or buy yourself some time.", + "ciencia,_cabrón_partialresult": "On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress.", + "ciencia,_cabrón_missresult": "On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "chillón": "chillón", + "chillón_desc": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_show_roll_button": "True", + "chillón_trigger": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_rollwith": "grit", + "chillón_hitresult": "For NPCs: On a hit, they accept your logic.", + "chillón_partialresult": "On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty.", + "de_calidad": "de calidad", + "de_calidad_show_roll_button": "True", + "de_calidad_desc": "When you propose a deal that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_trigger": "When you ***propose a deal*** that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_rollwith": "grit", + "de_calidad_hitresult": "On a hit, they choose: take the deal or mark stress.", + "de_calidad_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "afortunado": "afortunado", + "afortunado_desc": "You get +1 Grit (max+3)", + "pozolero": "pozolero", + "pozolero_desc": "When you get rid of a body using chemicals in your lab, roll with Grit. On a 10+, all 3. On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n* you aren’t missing any supplies or equipment.\n* you aren't interrupted getting it done.\n\nOn a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "pozolero_show_roll_button": "True", + "pozolero_trigger": "When you get rid of a body using chemicals in your lab, roll with Grit.", + "pozolero_rollwith": "grit", + "pozolero_hitresult": "On a 10+, all 3.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_partialresult": "On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_missresult": "On a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "tu laboratorio": "tu laboratorio", + "lab_tags": "small, fixed, unstable, indebted", + "tu laboratorio-desc": "By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.", + "choose 2 features": "choose 2 features", + "lab_feature1": "your lab is a food truck or RV. Replace fixed with mobile.", + "lab_feature2": "your lab has professional equipment, capable of larger cooks. raise your lifestyle; change small to medium.", + "lab_feature3": "your lab has equipment designed to dispose of dangerous chemicals. Remove unstable.", + "lab_feature4": "you have an assistant who prepares the chemicals in advance for your cooks. Take +1 to Cocinar; add payroll.", + "choose 2 troubles": "choose 2 troubles", + "lab_trouble1": "your lab is sometimes inaccessible. Add inconvenient.", + "lab_trouble2": "your lab gives off a byproduct or odor that makes it easy to uncover and report. Add detectable.", + "lab_trouble3": "your lab is poorly secured or locked down against intruders and thieves. Add exposed.", + "lab_trouble4": "your lab relies on uncommon chemicals. Add shortages.", + "tus misterios": "tus misterios", + "misterios_description": "You've fallen on hard times. Now you must keep your work secret from the people closest to you. Choose 3:", + "misterio1": "an esposa or novio who asks too many questions", + "misterio2": "a niño who thinks you’re beyond reproach", + "misterio3": "an elderly madre or tio who relies on you financially", + "misterio4": "a prima who works in federal law enforcement", + "misterio5": "an old coworker who feels badly about your troubles", + "misterio6": "a community leader who feels responsible for you", + "la familia": "la familia", + "amor_y_matrimonio": "amor y matrimonio", + "amor_y_matrimonio_desc": "You are the only one who can be trusted to protect la familia. Take +1 ongoing when you try to get one of them to do the right thing.", + "me_lo_chingué": "me lo chingué", + "me_lo_chingué_desc": "When you reveal that you betrayed a lover or friend, tell them to fill their stress track; you clear one stress for each stress they mark. If their stress track is already full, they must immediately make a stress move; you clear one stress.", + "reina_del_drama": "reina del drama", + "reina_del_drama_desc": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to push your luck as if you rolled a 10+.", + "reina_del_drama_trigger": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to ***push your luck*** as if you rolled a 10+.", + "reina_del_drama_rollwith": "grit", + "reina_del_drama_hitresult": "On a 10+, fortune favors the bold.", + "perderse": "perderse", + "perderse_desc": "When you lose yourself in another person, roll with Face. On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly. On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "perderse_show_roll_button": "True", + "perderse_trigger": "When you lose yourself in another person, roll with Face.", + "perderse_rollwith": "face", + "perderse_hitresult": "On a hit, you find solace in their embrace; clear your stress track.", + "perderse_partialresult": "On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly.", + "perderse_missresult": "On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "comer_algo": "comer algo", + "comer_algo_desc": "When you share a meal with some-one, roll with Face. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:\n\n* What do you want from me / my family?* What threat do you pose to us / our life?\n* Who are you protecting / hunting?\n\nOn a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "comer_algo_show_roll_button": "True", + "comer_algo_trigger": "When you share a meal with some-one, roll with Face.", + "comer_algo_rollwith": "face", + "comer_algo_hitresult": "On a 10+, hold 2. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_partialresult": "On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_missresult": "On a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "obligation1": "pregnant/finalizing adoption", + "obligation2": "new baby", + "obligation3": "preschool child", + "obligation4": "high school student", + "obligation5": "stepchild", + "obligation6": "corporate job", + "obligation7": "established home business", + "obligation8": "starting a new business", + "obligation9": "real estate license", + "obligation10": "social service job", + "obligation11": "managing family finances", + "obligation12": "elderly grand-parent", + "obligation13": "troubled sibling", + "obligation14": "school association", + "obligation15": "nonprofit board", + "obligation16": "parish volunteer", + "obligation17": "dinner parties", + "obligation18": "gossip and rumors", + "push_your_luck": "push your luck", + "push_your_luck_html": "

When you push your luck, roll with Grit. On a 10+, fortune favors the bold. On a 7-9, things don't work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.

", + "push_your_luck_trigger": "When you ***push your luck***, roll with Grit.", + "push_your_luck_rollwith": "grit", + "push_your_luck_hitresult": "On a 10+, fortune favors the bold. ", + "push_your_luck_partialresult": "On a 7-9, things don’t work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.", + "get_the_truth": "get the truth", + "get_the_truth_html": "

When you try to get the truth out of someone, roll with Hustle. On a hit, clear one stress. On a 10+, pick 2. On a 7-9, pick 1.

  • they can't mislead you with the truth
  • they can't confuse you with falsehoods
  • they can't stonewall you with silenc
", + "get_the_truth_trigger": "When you try to ***get the truth out of someone***, roll with Hustle.", + "get_the_truth_rollwith": "hustle", + "get_the_truth_hitresult": "On a hit, clear one stress. On a 10+, pick 2. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "get_the_truth_partialresult": "On a hit, clear one stress. On a 7-9, pick 1. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "pressure_someone": "pressure someone", + "pressure_someone_html": "When you pressure someone to go along with you, roll with Hustle. On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "pressure_someone_trigger": "When you ***pressure someone*** to go along with you, roll with Hustle.", + "pressure_someone_rollwith": "hustle", + "pressure_someone_hitresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress.", + "pressure_someone_partialresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "size_someone_up": "size someone up", + "size_someone_up_html": "

When you size someone up, roll with Savagery. On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3. On a 7-9, ask 1.

  • what are your current weaknesses / strengths?
  • how can I show you dominance / submission?
  • what do you intend to do next?
  • what do you wish I'd do right now?
  • how could I get you to _________
", + "size_someone_up_trigger": "When you ***size someone up***, roll with Savagery.", + "size_someone_up_rollwith": "savagery", + "size_someone_up_hitresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________? ", + "size_someone_up_partialresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 7-9, ask 1.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________?", + "strain_your_finances": "strain your finances", + "strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "strain_your_finances_rollwith": "*dinero*", + "strain_your_finances_rollquery": "?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "help_or_interfere": "help or interfere", + "help_or_interfere_html": "

When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked. On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered. On a miss, mark the stress you wagered and prepare for the worst.

", + "help_or_interfere_trigger": "When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.", + "help_or_interfere_rollwith": "stress wagered", + "help_or_interfere_rollquery": "?{When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.|1|2|3}", + "help_or_interfere_hitresult": "On a hit, give them a +1 or -2 to their roll, your choice.", + "help_or_interfere_partialresult": "On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered.", + "help_or_interfere_missresult": "On a miss, mark the stress you wagered and prepare for the worst.", + "turn_to_violence": "turn to violence", + "turn_to_violence_html": "

When you turn to violence, roll with Savagery. On a hit, mark stress and trade harm as established. On a 10+, choose 3. On a 7-9, choose 2.

  • you inflict terrible harm
  • you suffer little harm
  • you resist marking stress
  • you avoid collateral damage
", + "turn_to_violence_trigger": "When you ***turn to violence***, roll with Savagery.", + "turn_to_violence_rollwith": "savagery", + "turn_to_violence_hitresult": "On a hit, mark stress and trade harm as established. On a 10+, choose 3.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "turn_to_violence_partialresult": "On a hit, mark stress and trade harm as established. On a 7-9, choose 2.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "heat moves": "heat moves", + "avoid_suspicion": "avoid suspicion", + "avoid_suspicion_html": "

When you try to avoid suspicion while handling business in public, roll with Heat. Add one for each:

  • you’re carrying a lot of drugs or money
  • you’re transporting at least one body, dead or alive
  • you’re equipped with military weaponry

On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.

", + "avoid_suspicion_trigger": "When you try to ***avoid suspicion while handling business in public***, roll with Heat.Add one for each:\n* you're carrying a lot of drugs or money \n* you're transporting at least one body, dead or alive \n* you're equipped with military weaponry", + "avoid_suspicion_rollwith": "heat & circumstances", + "avoid_suspicion_rollquery": "(@{heat} + ?{When you try to avoid suspicion while handling business in public, roll with Heat.Add one for each: 1- you're carrying a lot of drugs or money 2- you're transporting at least one body, dead or alive 3- you're equipped with military weaponry|0|1|2|3})", + "avoid_suspicion_hitresult": "On a 10+, someone dangerous has been looking for you. And here you are. *Mierda, cabrón.*", + "avoid_suspicion_partialresult": "On a 7-9, only the local *policia* take an interest; make a threat or flash some *dinero* to smooth things over.", + "avoid_suspicion_missresult": "On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.", + "leave_a_messy_crime_scene": "leave a messy crime scene", + "leave_a_messy_crime_scene_html": "When you try to leave a messy crime scene before the authorities arrive, roll with Heat. On a miss, you exit the scene; tell the MC what potentially in-criminating evidence you’ve left behind. On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive. On a 10+, la policia arrives in force...with los federales or an American in tow.", + "leave_a_messy_crime_scene_trigger": "When you try to ***leave a messy crime scene*** before the authorities arrive, roll with Heat.", + "leave_a_messy_crime_scene_rollwith": "heat", + "leave_a_messy_crime_scene_hitresult": "On a 10+, *la policia* arrives in force...with *los federales* or an American in tow.", + "leave_a_messy_crime_scene_partialresult": "On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive.", + "leave_a_messy_crime_scene_missresult": "On a miss, you exit the scene; tell the MC what potentially incriminating evidence you’ve left behind.", + "flee_from_los_federales": "flee from los federales", + "flee_from_los_federales_html": "When you flee from los federales, roll with Heat. On a miss, you get away clean. On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time. On a 10+, you’re fucked, güey: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_trigger": "When you ***flee from los federales***, roll with Heat.", + "flee_from_los_federales_rollwith": "heat", + "flee_from_los_federales_hitresult": "On a 10+, you’re fucked, *güey*: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_partialresult": "On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time.", + "flee_from_los_federales_missresult": "On a miss, you get away clean.", + "propose_a_deal": "propose a deal", + "propose_a_deal_html": "

When you propose a deal to get what you want, roll with Face. On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one:

  • impose a condition on your offer
  • adjust the price (+/-30%) and accept
  • point you at an interested party
", + "propose_a_deal_trigger": "When you ***propose a deal*** to get what you want, roll with Face. ", + "propose_a_deal_rollwith": "face", + "propose_a_deal_hitresult": "On a hit, they choose: take the deal or mark stress.", + "propose_a_deal_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "justify_your_behavior": "justify your behavior", + "justify_your_behavior_html": "

When you try to justify your behavior to someone, roll with Face. For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. For PCs: On a 10+, both. On a 7-9, choose 1:

  • if they accept your reasoning, they mark xp
  • if they keep their own counsel, they mark stress
", + "justify_your_behavior_trigger": "When you try to ***justify your behavior*** to someone, roll with Face.", + "justify_your_behavior_rollwith": "face", + "justify_your_behavior_hitresult": "For NPCs: On a hit, they accept your logic. \n\nFor PCs: On a 10+, both:\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "justify_your_behavior_partialresult": "For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. \n\nFor PCs: On a 7-9, choose 1: On a 10+, both:\n\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "stress & heat moves": "stress & heat moves", + "stress moves": "stress moves", + "stress_moves_description": "All sorts of fictional situations may cause stress–getting shot at, doing something horrific, fighting with a spouse–and the only way to keep that stress in check is through stress moves:", + "verbally_abuse_or_shame": "verbally abuse or shame", + "verbally_abuse_or_shame_html": "When you verbally abuse or shame someone you care about, roll with Face. On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track. On a 7-9, clear one stress. On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "verbally_abuse_or_shame_trigger": "When you **verbally abuse or shame someone** you care about, roll with Face.", + "verbally_abuse_or_shame_rollwith": "face", + "verbally_abuse_or_shame_hitresult": "On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track.", + "verbally_abuse_or_shame_partialresult": "On a hit, your words hit hard: tell them to mark stress. On a 7-9, clear one stress.", + "verbally_abuse_or_shame_missresult": "On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "lose_yourself_in_a_substance": "lose yourself in a substance", + "lose_yourself_in_a_substance_html": "When you lose yourself in a substance, roll with Grit. On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list. On a miss, you’re in deep. Buena suerte, cabrón.", + "lose_yourself_in_a_substance_trigger": "When you **lose yourself in a substance**, roll with Grit.", + "lose_yourself_in_a_substance_rollwith": "grit", + "lose_yourself_in_a_substance_hitresult": "On a hit, clear your stress track.", + "lose_yourself_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "lose_yourself_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "confess_your_sins": "confess your sins", + "confess_your_sins_html": "When you confess your sins to a priest, roll with Hustle. On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession. On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "confess_your_sins_trigger": "When you **confess your sins to a priest**, roll with Hustle.", + "confess_your_sins_rollwith": "hustle", + "confess_your_sins_hitresult": "On a hit, you find forgiveness; clear your stress track.", + "confess_your_sins_partialresult": "On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession.", + "confess_your_sins_missresult": "On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "dish_out_a_beatdown": "dish out a beatdown", + "dish_out_a_beatdown_html": "When you dish out a beatdown, roll with Savagery. On a 10+, you assert your dominance: clear your stress track. On a 7-9, you hurt them, but it’s not enough: clear one stress. On a miss, the violence gets out of hand. Enjoy the consequences, pendejo.", + "dish_out_a_beatdown_trigger": "When you **dish out a beatdown**, roll with Savagery.", + "dish_out_a_beatdown_rollwith": "savagery", + "dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "drug moves": "drug moves", + "drug moves description": "If the MC tells you to make a drug move, pick one:", + "cocaine": "cocaine", + "cocaine_move1": "start a fight with a mouthy pendejo or puta", + "cocaine_move2": "throw yourself at someone you shouldn’t", + "cocaine_move3": "spend your money stupidly or carelessly", + "heroin": "heroin", + "heroin_move1": "push someone who cares about you away", + "heroin_move2": "overlook a crucial deadline or event", + "heroin_move3": "steal funds in preparation for your next fix", + "crystal meth": "crystal meth", + "crystal meth_move1": "accuse a loved one of theft or betrayal", + "crystal meth_move2": "push a place you keep toward squalor", + "crystal meth_move3": "hurt yourself to keep your diablos at bay", + "alcohol": "alcohol", + "alcohol_move1": "make a scene about how you’ve been wronged", + "alcohol_move2": "let slip something to the wrong person", + "alcohol_move3": "wreck something meaningful, carelessly", + "hermanos": "hermanos", + "hermanos_desc": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle. On a 10+, all 3. On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers \n\nOn a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "hermanos_show_roll_button": "True", + "hermanos_rollwith": "hustle", + "hermanos_trigger": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle.", + "hermanos_hitresult": "On a 10+, all 3: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_partialresult": "On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_missresult": "On a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "mercado": "mercado", + "mercado_desc": "When you sell product on the street, roll with Hustle. On a 10+, sales are brisk; clear your stress track. On a 7-9, you make some money, but someone takes issue with your crew; clear one stress. On a miss, someone takes a run at you, and it probably isn’t the cops.", + "mercado_show_roll_button": "True", + "mercado_rollwith": "hustle", + "mercado_trigger": "When you sell product on the street, roll with Hustle.", + "mercado_hitresult": "On a 10+, sales are brisk; clear your stress track.", + "mercado_partialresult": "On a 7-9, you make some money, but someone takes issue with your crew; clear one stress.", + "mercado_missresult": "On a miss, someone takes a run at you, and it probably isn’t the cops.", + "bendito": "bendito", + "bendito_desc": "When you’re completely focused on escaping, push your luck with Hustle instead of Grit. Add +1 to your roll if you get fucking shot while trying to flee.", + "bendito_show_roll_button": "FALSE", + "vendedor": "vendedor", + "vendedor_desc": "When you propose a deal to someone and they pick an option off the 7-9 list you don’t like, mark stress to make them pick a different option off the list. You can do this multiple times, provided you can keep marking stress.", + "vendedor_show_roll_button": "FALSE", + "matador": "matador", + "matador_desc": "Fill your stress track—marking at least one stress—to turn to violence against an unsuspecting target as if you rolled a 10+.", + "matador_show_roll_button": "FALSE", + "la_plaza_desc": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_show_roll_button": "True", + "mandamás": "mandamás", + "mandamás_desc": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face. On a 10+, all 3. On a 7-9, choose 1. \n- they keep their wits and focus. \n- they minimize incriminating evidence. \n- they avoid collateral damage. On a miss, everything goes to shit, but it wasn't your people's fault. You know how it is, *jefe*: no plan survives contact with the enemy.", + "mandamás_show_roll_button": "True", + "mandamás_rollwith": "face", + "mandamás_trigger": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face.", + "mandamás_hitresult": "On a 10+, all 3: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_partialresult": "On a 7-9, choose 1: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_missresult": "On a miss, everything goes to shit, but it wasn’t your people’s fault. You know how it is, jefe: no plan survives contact with the enemy.", + "infiltrado": "infiltrado", + "infiltrado_desc": "At the start of session, roll with Grit. On a hit, you get wind of a development in the anti-cartel case before things get messy. On a 10+, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice. On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "infiltrado_show_roll_button": "True", + "infiltrado_rollwith": "grit", + "infiltrado_trigger": "At the start of session, roll with Grit. ", + "infiltrado_hitresult": "On a 10+, you get wind of a development in the anti-cartel case before things get messy. In fact, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice.", + "infiltrado_partialresult": "On a 7-9, you get wind of a development in the anti-cartel case before things get messy.", + "infiltrado_missresult": "On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "seguir": "seguir", + "seguir_desc": "When you follow someone through the streets, roll with Grit. On a hit, where they go, you follow. On a 7-9, you overstep; mark a stress to avoid being spotted. On a miss, you end up exposed without backup or cover. ¡Mierda!", + "seguir_show_roll_button": "True", + "seguir_rollwith": "grit", + "seguir_trigger": "When you follow someone through the streets, roll with Grit.", + "seguir_hitresult": "On a 10+, where they go, you follow.", + "seguir_partialresult": "On a 7-9, where they go, you follow...but you overstep; mark a stress to avoid being spotted.", + "seguir_missresult": "On a miss, you end up exposed without backup or cover. *¡Mierda!*", + "verdadero": "verdadero", + "verdadero_desc": "When you get the truth from someone during an official interrogation, pick an extra option, even on a miss.", + "verdadero_show_roll_button": "FALSE", + "siempre_listo": "siempre listo", + "siempre_listo_desc": "Mark stress to show up in a scene alongside *la policía* or *los federales*, assuming that you aren’t unavailable. Mark three stress to show up instead of the authorities; you’ll have a few minutes solo in the scene before anybody else arrives.", + "siempre_listo_show_roll_button": "FALSE", + "escolta": "escolta", + "escolta_desc": "When you draw attention away from someone, they can roll with your Heat instead of their own. On a 10+, they suffer the consequences...but you attract demasiada attention: raise your Heat by 1 until the end of the next session.", + "escolta_show_roll_button": "FALSE", + "entrenamiento": "entrenamiento", + "entrenamiento_desc": "When you turn to violence after declaring yourself as a federal, roll with Grit instead of Savagery. If you get shot as a result, take +1 forward.", + "entrenamiento_show_roll_button": "FALSE", + "conectada": "conectada", + "conectada_desc": "When you go looking for a cartel *güey* in la plaza to help with a problem, name them and roll with Face. On a hit, you track them down and they’ve got what you need. On a 7-9, pick 1. On a 10+, both. \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology\n\n On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "conectada_show_roll_button": "True", + "conectada_rollwith": "face", + "conectada_trigger": "When you go looking for a cartel güey in la plaza to help with a problem, name them and roll with Face.", + "conectada_hitresult": "On a 10+, you track them down and they've got what you need; you get both: \n- They aren't caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_partialresult": "On a 7-9, you track them down and they've got what you need; pick 1: \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_missresult": "On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "escapar": "escapar", + "escapar_desc": "When you try to exit a tense situation, roll with Face. On a 10+, you’re gone! On a 7-9, you leave something behind or take something with you, your choice. On a miss, you’re exposed por completo...", + "escapar_show_roll_button": "True", + "escapar_rollwith": "face", + "escapar_trigger": "When you try to exit a tense situation, roll with Face.", + "escapar_hitresult": "On a 10+, you’re gone! ", + "escapar_partialresult": "On a 7-9, you leave something behind or take something with you, your choice. ", + "escapar_missresult": "On a miss, you’re exposed por completo...", + "amante": "amante", + "amante_desc": "When you share a night of intimacy with a lover, roll with Face. On a hit, clear your stress track. On a 10+, ask 2.On a 7-9, ask 1. \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do? \n\nOn a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "amante_show_roll_button": "True", + "amante_rollwith": "face", + "amante_trigger": "When you share a night of intimacy with a lover, roll with Face.", + "amante_hitresult": "On a 10+, clear your stress track and ask 2: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_partialresult": "On a 7-9, clear your stress track and ask 1: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_missresult": "On a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "chimosa": "chimosa", + "chimosa_desc": "When you betray a friend or ally to the authorities, roll with Face. On a 10+, your treason is useful and valued: clear your stress track. On a 7-9, your handler is pleased...and demands more: clear one stress. On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "chimosa_show_roll_button": "True", + "chimosa_rollwith": "face", + "chimosa_trigger": "When you betray a friend or ally to the authorities, roll with Face.", + "chimosa_hitresult": "On a 10+, your treason is useful and valued: clear your stress track.", + "chimosa_partialresult": "On a 7-9, your handler is pleased...and demands more: clear one stress.", + "chimosa_missresult": "On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "mentirosa": "mentirosa", + "mentirosa_desc": "You get +1 Face (max+3).", + "mentirosa_show_roll_button": "FALSE", + "mirar": "mirar", + "mirar_desc": "When you read a charged situation, roll with Savagery. On a hit, ask the MC questions; take +1 when you act on the answers. On a 10+, ask 2. On a 7–9, ask 1: \n- where’s my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what’s my enemy’s true position? On a miss, ask one...but you reveal your position.", + "mirar_show_roll_button": "FALSE", + "mirar_rollwith": "savagery", + "mirar_trigger": "When you read a charged situation, roll with Savagery.", + "mirar_hitresult": "On a 10+, ask the MC 2 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_partialresult": "On a 7-9, ask the MC 1 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_missresult": "On a miss, ask one...but you reveal your position.", + "narcocorrido": "narcocorrido", + "narcocorrido_desc": "When you meet someone importante (your call), roll with Savagery. On a hit, they’ve heard of you. Say what they’ve heard, and they will act accordingly. On a 10+, you also take +1 forward to dealing with them. On a miss, your reputation convinces them that you’re something you’re not.", + "narcocorrido_show_roll_button": "True", + "narcocorrido_rollwith": "savagery", + "narcocorrido_trigger": "When you meet someone *importante* (your call), roll with Savagery.", + "narcocorrido_hitresult": "On a 10+, they've heard of you. Say what they've heard, and they will act accordingly; take +1 forward to dealing with them.", + "narcocorrido_partialresult": "On a 7-9, they've heard of you. Say what they've heard, and they will act accordingly.", + "narcocorrido_missresult": "On a miss, your reputation convinces them that you’re something you're not.", + "levantón": "levantón", + "levantón_desc": "When you track down an NPC, roll with Savagery. On a hit, you catch them exposed or vulnerable. On a 7-9, they have backup or it’s public. On a miss, someone you’re avoiding finds you first.", + "levantón_show_roll_button": "True", + "levantón_rollwith": "savagery", + "levantón_trigger": "When you track down an NPC, roll with Savagery.", + "levantón_hitresult": "On a 10+, you catch them exposed or vulnerable.", + "levantón_partialresult": "On a 7-9, you catch them exposed or vulnerable, but they have backup or it’s public.", + "levantón_missresult": "On a miss, someone you’re avoiding finds you first.", + "rematar": "rematar", + "rematar_desc": "You get +1 Savagery (max +3).", + "rematar_show_roll_button": "FALSE", + "encobijado": "encobijado", + "encobijado_desc": "When you ditch a body somewhere, roll with Savagery. On a hit, you lose the corpse, and it stays lost; clear one stress. On a 10+, dust to dust; clear your stress track. On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "encobijado_show_roll_button": "True", + "encobijado_rollwith": "savagery", + "encobijado_trigger": "When you ditch a body somewhere, roll with Savagery.", + "encobijado_hitresult": "On a 10+, you lose the corpse, and it stays lost; clear your stress track.", + "encobijado_partialresult": "On a 7-9, you lose the corpse, and it stays lost; clear one stress.", + "encobijado_missresult": "On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "duro": "duro", + "duro_desc": "When you get fucking shot, add +1 to your roll. On a miss, you have time for an act of ven- geance or kindness before you fall to your wounds.", + "duro_show_roll_button": "FALSE", + "notes": "notes" +} diff --git a/cartel/translations/ja.json b/cartel/translations/ja.json new file mode 100644 index 0000000000..c85da7a63a --- /dev/null +++ b/cartel/translations/ja.json @@ -0,0 +1,710 @@ +{ + "edit identity": "edit identity", + "character name": "character name", + "playbook": "playbook", + "el cocinero": "el cocinero", + "la esposa": "la esposa", + "el halcon": "el halcon", + "el narco": "el narco", + "la polizeta": "la polizeta", + "la rata": "la rata", + "la sicaria": "la sicaria", + "cocinero": "cocinero", + "esposa": "esposa", + "halcon": "halcon", + "narco": "narco", + "polizeta": "polizeta", + "rata": "rata", + "sicaria": "sicaria", + "look": "look", + "gear": "gear", + "lifestyle": "lifestyle", + "destitute": "destitute", + "destitute_desc": "nearly homeless, often unable to afford even basic staples, desperate", + "impoverished": "impoverished", + "impoverished_desc": "cash on hand for lodging and food, but little else, \"cash poor\"", + "stable": "stable", + "stable_desc": "relative comfort, regular lodging, enough resources to support a family", + "luxury": "luxury", + "luxury_desc": "wealth beyond most, able to put ten thousand dollars towards a problem", + "extravagant": "extravagant", + "extravagant_desc": "rich beyond measure, anything is accessible with enough patience", + "stats": "stats", + "character moves": "character moves", + "new character move": "new character move", + "click the pencil icon to edit your new move": "click the pencil icon to edit your new move", + "edit move": "edit move", + "basic moves": "basic moves", + "extras": "extras", + "stress": "stress", + "stress description": "Each session you start with two stress already marked, provided you didn't end the last section with more. If your stress track is ever filled, güey, you're in a bad spot.", + "reset": "reset", + "face": "face", + "grit": "grit", + "hustle": "hustle", + "savagery": "savagery", + "heat": "heat", + "tags": "tags", + "advancement": "advancement", + "advtxt1": "When you fill your xp track, select an advance from this list:", + "advtxt2": "After 5 advances, you can choose from this list instead:", + "los enlaces": "los enlaces", + "tus llaves": "tus llaves", + "move name": "move name", + "description": "description", + "show roll button?": "show roll button?", + "roll with": "roll with", + "is rolling with": "is rolling with", + "trigger": "trigger", + "el_cocinero-rel_text1": "_____ is familia. Close family. They don’t know what you do para el cartel, and you’re not sure you can keep your secrets for long.", + "el_cocinero-rel_text2": "_____ got you into this business to help you with your financial troubles but didn’t tell you the whole story. Now you’re both stuck.", + "el_cocinero-rel_text3": "You and _____ have an understanding. You need each other for now, but both of you know the current situation won’t last.", + "el_cocinero-adv1": "get +1 Grit (max+3)", + "el_cocinero-adv2": "get +1 Hustle (max+3)", + "el_cocinero-adv3": "get +1 Savagery (max+3)", + "el_cocinero-adv4": "choose a new laboratorio feature", + "el_cocinero-adv5": "get a new cocinero move", + "el_cocinero-adv6": "get a new cocinero move", + "el_cocinero-adv7": "get a move from another playbook", + "el_cocinero-adv8": "get a move from another playbook", + "el_cocinero-adv9": "get +1 to any stat (max+3)", + "el_cocinero-adv10": "resolve a laboratorio trouble", + "el_cocinero-adv11": "retire your character (to safety)", + "el_cocinero-adv12": "change your character to a new type", + "el_cocinero-adv13": "raise your lifestyle one level", + "la_esposa-rel_text1": "_____ and your spouse spend time together, but you’d prefer it if they weren’t in-volved in your life. Tell them what they did to anger you.", + "la_esposa-rel_text2": "_____ es familia. A sibling, maybe, or a cousin. Someone close. They mean well, but you worry about them. Tell them your fears.", + "la_esposa-rel_text3": "_____ and you were a thing back in the day, but it never went anywhere. Most people don’t know about it; you were young once también.", + "la_esposa-adv1": "get +1 Face (max+3)", + "la_esposa-adv2": "get +1 Grit (max+3)", + "la_esposa-adv3": "get +1 Hustle (max+3)", + "la_esposa-adv4": "change 2 obligations de la familia", + "la_esposa-adv5": "get a new esposa move", + "la_esposa-adv6": "get a new esposa move", + "la_esposa-adv7": "get a move from another playbook", + "la_esposa-adv8": "get a move from another playbook", + "la_esposa-adv9": "get +1 to any stat (max+3)", + "la_esposa-adv10": "permanently resolve a secret", + "la_esposa-adv11": "retire your character (to safety)", + "la_esposa-adv12": "change your character to a new type", + "la_esposa-adv13": "raise your spouse's lifestyle one level", + "spouse": "spouse", + "spouse-desc": "Ask everyone else “Who is willing to be my spouse?” Pick whomever you like. If no one volunteers, choose an NPC.", + "obligations-title": "Choose 5 obligations you perform for la familia:", + "secrets-title": "And choose 2 secrets you keep from la familia:", + "secret-nest_egg": "+nest egg: you put away some serious cash in a secret stash ($20,000!) for a rainy day.", + "secret-addiction": "+addiction: some nasty drug has a hold on you.", + "secret-affair": "+affair: you have another love...or at least another lover you spend time with.", + "secret-debt": "+debt: your spending has put you in a tough place, beyond what your family currently knows.", + "secret-lovechild": "+lovechild: you have a secret child that requires attention...and money.", + "la_familia": "la familia", + "la_familia_html": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle. On a 10+, you juggle your responsibilities with grace; clear your stress track. On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist. On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "la_familia_desc": "", + "la_familia_trigger": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle.", + "la_familia_rollwith": "hustle", + "la_familia_hitresult": "On a 10+, you juggle your responsibilities with grace; clear your stress track.", + "la_familia_partialresult": "On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist.", + "la_familia_missresult": "On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "el_halcon-rel_text1": "_____ gave you some new responsibilities lately, at your request. They have their doubts, but you’ll prove them wrong soon.", + "el_halcon-rel_text2": "_____ disapproves of your cartel work, and wants to get you out. You're not a niño; you can handle your own business.", + "el_halcon-rel_text3": "You and _____ have a plan to make some real money. They worry it’s not going to work, but you know it’s a sure thing, cabrón.", + "el_halcon-adv1": "get +1 Face (max+3)", + "el_halcon-adv2": "get +1 Grit (max+3)", + "el_halcon-adv3": "get +1 Hustle (max+3)", + "el_halcon-adv4": "choose a new pandilla feature", + "el_halcon-adv5": "get a new halcón move", + "el_halcon-adv6": "get a new halcón move", + "el_halcon-adv7": "get a move from another playbook", + "el_halcon-adv8": "get a move from another playbook", + "el_halcon-adv9": "get +1 to any stat (max+3)", + "el_halcon-adv10": "resolve a pandilla vulnerability", + "el_halcon-adv11": "retire your character (to safety)", + "el_halcon-adv12": "change your character to a new type", + "el_halcon-adv13": "raise your lifestyle one level", + "tu pandilla": "tu pandilla", + "amigos:": "amigos:", + "pandilla-amigos_description": "By default, your pandilla has three loyal amigos you’ve known a while. Give them names:", + "pandilla-amigos_names_list": "Azul, Blanco, Calaca, Charo, Chino, Flaco, Gordo, Lola, Moco, Nacho, Paco, Raki, Torpe, Zanahoria", + "pandilla-question_amigo1": "Who is there to cheer you up when mierda gets tough?", + "pandilla-question_amigo2": "Who is a real pendejo, but you just can't cut them loose?", + "pandilla-question_amigo3": "Who is truly solid, ready to entrarle and get things done when you need them?", + "choose 2 features:": "choose 2 features:", + "pandilla_feature1": "your crew has crews that work for you, cabrón. Your crew becomes a gang (small untrained unequipped).", + "pandilla_feature2": "your crew is down for a fiesta. Roll with Hustle instead of Grit when you get all get lost in a substance juntos.", + "pandilla_feature3": "your crew is down for a fight. Roll with Hustle instead of Savagery when you dish out a beatdown as a crew.", + "pandilla_feature4": "your crew is in touch with high-level smugglers and producers from other cartels. It gets +connected.", + "pandilla_feature5": "your crew is employed outside the cartel, officially or unofficially. Take +1 when you strain your finances.", + "choose 2 vulnerabilities:": "choose 2 vulnerabilities:", + "pandilla_vulnerability1": "your crew is on la policía's radar: +known.", + "pandilla_vulnerability2": "your crew is into heavy stuff: +addiction.", + "pandilla_vulnerability3": "your crew owes favors to someone: +obligation.", + "pandilla_vulnerability4": "your crew has enemies, cabrón: +turf war.", + "pandilla-get_lost_in_a_substance": "get lost in a substance", + "pandilla-get_lost_in_a_substance_trigger": "your crew is down for a *fiesta*. Roll with Hustle instead of Grit when you get all ***get lost in a substance*** *juntos*.", + "pandilla-get_lost_in_a_substance_rollwith": "hustle", + "pandilla-get_lost_in_a_substance_hitresult": "On a hit, clear your stress track.", + "pandilla-get_lost_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "pandilla-get_lost_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "pandilla-dish_out_a_beatdown": "dish out a beatdown", + "pandilla-dish_out_a_beatdown_trigger": "your crew is down for a fight. Roll with Hustle instead of Savagery when you ***dish out a beatdown*** as a crew.", + "pandilla-dish_out_a_beatdown_rollwith": "hustle", + "pandilla-dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "pandilla-dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "pandilla-dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "pandilla-strain_your_finances": "strain your finances", + "pandilla-strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "pandilla-strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "pandilla-strain_your_finances_rollwith": "*dinero*", + "pandilla-strain_your_finances_rollquery": "1[pandilla] + ?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "pandilla-strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "pandilla-strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "pandilla-strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "el_narco-rel_text1": "_____ is familia, but you’ve tried to shield them from the worst of the cartel. Tell them what they know about your dealings.", + "el_narco-rel_text2": "You're sure _____ is up to something, maybe with another cartel or los federales. Keep your eyes open, cabrón. Trust no one.", + "el_narco-relktext3": "You’ve taken _____ under your wing. You respect their skills and talents, and you want to see them thrive. ¡Qué generoso!", + "el_narco-adv1": "get +1 Face (max+3)", + "el_narco-adv2": "get +1 Hustle (max+3)", + "el_narco-adv3": "get +1 Savagery (max+3)", + "el_narco-adv4": "get +1 Control (max +3)", + "el_narco-adv5": "choose a new plaza feature", + "el_narco-adv6": "choose a new plaza feature", + "el_narco-adv7": "get a move from another playbook", + "el_narco-adv8": "get a move from another playbook", + "el_narco-adv9": "get +1 to any stat except Control (max+3)", + "el_narco-adv10": "permanently resolve a plaza trouble", + "el_narco-adv11": "permanently resolve a plaza trouble", + "el_narco-adv12": "retire your character (to safety)", + "el_narco-adv13": "change your character to a new type", + "el jefe de jefes": "el jefe de jefes", + "el_jefe_description": "You run la plaza, a pathway for narcos hoping to move product across the border and a lucrative area for local drug sales. The city of Durango is yours as long as you hold it, jefe.", + "contact": "contact", + "el_jefe_contact_description": "When you took control, the cartel gave you a contact who collects what you owe them, usually once a month. You only know their nickname, so you can’t sell them out if you get flipped by los federales (pick one):", + "la_plaza": "la plaza", + "la_plaza_html": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_trigger": "At the beginning of the session, roll with Control.", + "la_plaza_rollwith": "control", + "la_plaza_hitresult": "On a 10+, you get an opportunity to engage one your troubles (your choice) on your terms.", + "la_plaza_partialresult": "On a 7-9, you get an opportunity to engage one your troubles (your choice) on your terms, but the opportunity is short-lived and risky: act quickly or you may find that you miss your moment.", + "la_plaza_missresult": "On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "control": "control", + "troubles": "troubles", + "by default you've got:": "by default you've got:", + "la_plaza_bullet1": "a staff of unsophisticated narcos, coordinated via a network of burner phones (trouble: +los federales)", + "la_plaza_bullet2": "a mix of protection rackets and smuggling operations (lifestyle: stable)", + "la_plaza_bullet3": "5-10 loyal enforcers (gang small untrained impatient) and 1 or 2 corrupt cops (greedy informed)", + "la_plaza_bullet4": "a few halcones to keep you informed about what goes on in your city (Control = +1)", + "choose 4 features:": "choose 4 features", + "la_plaza_feature1": "your plaza is profitable, bringing in substantial, obvious sums. Lifestyle: +1 level & trouble: +robberies.", + "la_plaza_feature2": "for income, add kidnapping. Lifestyle: +1 level & trouble: +vigilantes.", + "la_plaza_feature3": "your enforcers have access to military weaponry and body armor. Add armored and armed to your gang.", + "la_plaza_feature4": "you have a reputation for violence. Roll with Face instead of Hustle when you pressure someone by threatening their life, limbs, or loved ones.", + "la_plaza_feature5": "your enforcers have extensive military training. Drop untrained and add savage. Take +1 when you order kidnappings or ambushes.", + "la_plaza_feature6": "your enforcers recruit heavily from the local population, making them a medium gang (10-20) instead of small.", + "la_plaza_feature7": "you have halcones at all chokepoints and smuggling roads. +1 Control.", + "la_plaza_feature8": "only a few know your real name and appearance. Take -2 heat; describe the business that you use as a cover for your activities.", + "choose 2 troubles:": "choose 2 troubles:", + "la_plaza_trouble1": "you are in the middle of a violent dispute with another cartel, probably Los Zetas. Trouble: +gang war.", + "la_plaza_trouble2": "your plaza has been recently infiltrated by someone working for los federales or the CIA/DEA. Trouble: +mole", + "la_plaza_trouble3": "The narcos you displaced to take control of la plaza remain at large. - 1 Control. Trouble: +rivals.", + "la_plaza_trouble4": "greedy agents of the Mex-ican tax authority (SHCP) are bleeding you dry with increasingly expensive demands for bribes and mordidas . -1 lifestyle.", + "la_polizeta-rel_text1": "You grew up with _____ on the streets of Durango. You still have a beer after work if you’re both free; it’s nice to know someone who isn’t involved with either side of your double life.", + "la_polizeta-rel_text2": "_____ is the target of an active investigation. You're not the lead investigator, but you’re regularly briefed on the case.", + "la_polizeta-rel_text3": "_____ is your main contact in the cartel. Tell them where you two go to speak directly when you need a face-to-face meeting.", + "la_polizeta-adv1": "get +1 Face (max+3)", + "la_polizeta-adv2": "get +1 Hustle (max+3)", + "la_polizeta-adv3": "get +1 Savagery (max+3)", + "la_polizeta-adv4": "get +1 Control (max +3)", + "la_polizeta-adv5": "choose a new plaza feature", + "la_polizeta-adv6": "choose a new plaza feature", + "la_polizeta-adv7": "get a move from another playbook", + "la_polizeta-adv8": "get a move from another playbook ", + "la_polizeta-adv9": "get +1 to any stat except Control (max+3)", + "la_polizeta-adv10": "permanently resolve a plaza trouble", + "la_polizeta-adv11": "permanently resolve a plaza trouble", + "la_polizeta-adv12": "retire your character (to safety)", + "la_polizeta-adv13": "change your character to a new type", + "You work closely with 5 NPCs (at least) in the unit:": "You work closely with 5 NPCs (at least) in the unit:", + "Who is your new partner?": "Who is your new partner?", + "Who is suspicious of you?": "Who is suspicious of you?", + "You also end up working with a few NPCs from the cartel:": "You also end up working with a few NPCs from the cartel:", + "Who almost gave you away?": "Who almost gave you away?", + "Who offered to scam el narco?": "Who offered to scam el narco?", + "task_force_equipment": "Your department has some new toys—¡gracias, Calderón!—you can use, provided you have some \"official\" business (pick 2):", + "task_force_equip1": "military-grade body armor (resilient bulky)", + "task_force_equip2": "full-scale surveillance van (hi-tech expensive)", + "task_force_equip3": "tracking devices or bugs (hi-tech concealable)", + "task_force_equip4": "court-approved wiretap (hi-tech persistent)", + "task_force_equip5": "network of criminal informants (informed costly)", + "la_rata-rel_text1": "You and _____ started sleeping together a few weeks ago. Tell them why you haven't been able to end things, despite the dangers. ", + "la_rata-adv1": "get +1 Face (max+3)", + "la_rata-adv2": "get +1 Grit (max+3)", + "la_rata-adv3": "get +1 Savagery (max+3)", + "la_rata-adv4": "get an NPC ally (detail with MC)", + "la_rata-adv5": "get a new rata move", + "la_rata-adv6": "get a new rata move", + "la_rata-adv7": "get a move from another playbook", + "la_rata-adv8": "get a move from another playbook", + "la_rata-adv9": "get +1 to any stat (max+3)", + "la_rata-adv10": "get 4 weapons y 4 gear (La Sicaria)", + "la_rata-adv11": "retire your character (to safety)", + "la_rata-adv12": "change your character to a new type", + "la_rata-adv13": "raise your lifestyle one level", + "el trabajo sucio": "el trabajo sucio", + "el trabajo sucio-description": "You are one of el narco's trusted lieutenants...but you’ve decided to betray the cartel. Choose a reason:", + "trabajo_sucio1": "you’re tired of the killing and death.", + "trabajo_sucio2": "you lost family or a loved one to el narco.", + "trabajo_sucio3": "you want to move up in the organization.", + "trabajo_sucio4": "you were arrested and flipped to avoid jail.", + "trabajo_sucio5": "you're an undercover cop on assignment.", + "supervivencia": "supervivencia", + "supervivencia_html": "

You are a survivor, a rata who will not be drowned just because this sinking ship of a plaza is finally dragged beneath the surface of the drug war.

You can mark stress to:

  • take a 10+ instead of rolling when you interfere with someone trying to get the truth out of you.
  • offer a PC an xp to accept your reasoning when you justify your behavior, even on a miss.
  • take +1 when you get fucking shot by another narco who suspects your treachery.
", + "la_sicaria-rel_text1": "_____ fucked up something crucial; you had to clean up the mess before things got messy with los federales or a rival drug cartel.", + "la_sicaria-adv1": "get +1 Grit (max+3)", + "la_sicaria-adv2": "get +1 Hustle (max+3)", + "la_sicaria-adv3": "get +1 Savagery (max+3)", + "la_sicaria-adv4": "choose 2 new weapons", + "la_sicaria-adv5": "get a new sicaria move", + "la_sicaria-adv6": "get a new sicaria move", + "la_sicaria-adv7": "get a move from another playbook", + "la_sicaria-adv8": "get a move from another playbook", + "la_sicaria-adv9": "get +1 to any stat (max+3)", + "la_sicaria-adv10": "choose 2 new pieces of gear or 2 new weapons", + "la_sicaria-adv11": "retire your character (to safety)", + "la_sicaria-adv12": "change your character to a new type", + "la_sicaria-adv13": "raise your lifestyle one level", + "weapons (choose 4)": "weapons (choose 4)", + "sicaria_weapon1": "sniper rifle (far hi-tech loud)", + "sicaria_weapon2": "assault rifle (close loud autofire)", + "sicaria_weapon3": "grenade launcher (close area messy)", + "sicaria_weapon4": "shotgun (close messy)", + "sicaria_weapon5": "submachine gun (close area loud)", + "sicaria_weapon6": "magnum (close reload loud)", + "sicaria_weapon7": "9mm (close loud)", + "sicaria_weapon8": "stun gun (close reload)", + "sicaria_weapon9": "fireman’s axe (close messy)", + "sicaria_weapon10": "machete (hand messy)", + "sicaria_weapon11": "garrote (hand grapple)", + "sicaria_weapon12": "knives (hand infinite)", + "gear (choose 4)": "gear (choose 4)", + "sicaria_gear1": "Armor Piercing Ammo (+ap to all weapons): Sometimes putos wear vests. Gotta be ready.", + "sicaria_gear2": "Body Armor (+armored): You want to live, right? Put on the fucking vest, pendeja.", + "sicaria_gear3": "Explosives Kit (close loud area reload): You can create improvised explosive devices (IEDs) if you’ve got time.", + "sicaria_gear4": "Tracking Device (hi-tech far concealable): They can’t hide if you plant this somewhere on them.", + "sicaria_gear5": "Secure Police Scanner (hi-tech hand): You can listen in even when they try to keep you out.", + "sicaria_gear6": "Silencer (remove +loud from any weapon): Quiet as a mouse. Dead as a doornail. Eh, cabrona?", + "sicaria_gear7": "Surveillance Gear (hi-tech close concealable): You can install cameras somewhere and watch all you want.", + "sicaria_gear8": "Police Uniform (official wearable stolen): Who is who anymore? You look like them and they look like you.", + "-- select a key --": "-- select a key --", + "ambition": "ambition", + "ambition_text": "Mark xp when you get someone important to let you handle some business on their behalf. Clear this key and advance when you seize the day and ask for forgiveness instead of permission.", + "arrogance": "arrogance", + "arrogance_text": "Mark xp when you use your superior knowledge or experience to verbally shame or abuse someone you care about. Clear this key and advance when you admit to a loved one that you're in over your head and urgently need help.", + "daring": "daring", + "daring_text": "Mark xp when you willingly enter a perilous situation without precautions or deception. Clear this key and advance when you retreat from a messy situation instead of risking further failure.", + "debt": "debt", + "debt_text": "Mark xp when you take on a new loan or strain your finances to meet your family's needs. Clear this key and advance when you find a way --legal or illegal--out from under your obligations.", + "dirty_hands": "dirty hands", + "dirty_hands_text": "Mark xp when you personally tackle a messy problem instead of sending goons. Clear this key and advance when you send someone to deal with a problem you should have attended to directly.", + "duty": "duty", + "duty_text": "Mark xp when you complete a task or assign-ment for your superiors or colleagues. Clear this key and advance when you intentionally thwart the goals of your organization or employer.", + "family": "family", + "family_text": "Mark xp when you violate your family members’ boundaries to protect them. Clear this key and advance when you allow one of them to be harmed when you could have intervened.", + "guilt": "guilt", + "guilt_text": "Mark xp when you confess a recent betrayal or deception to someone you shouldn’t trust. Clear this key and advance when you use a moment of intimacy to trick someone into advancing your schemes.", + "indomitable": "indomitable", + "indomitable_text": "Mark xp when you go into battle significantly outgunned or outmanned. Clear this key and advance when you surrender to your enemies instead of fighting your way out of a messy situation.", + "loyalty": "loyalty", + "loyalty_text": "Mark xp when you accept the lies or half-truths of a trusted friend or lover. Clear this key and advance when you confront a loved one with evidence of their betrayals and deceptions.", + "mercy": "mercy", + "mercy_text": "Mark xp when you try to head off a violent encounter with negotation or persuasion. Clear this key and advance when you greatly injure or kill someone who is defenseless or unaware.", + "paranoia": "paranoia", + "paranoia_text": "Mark xp when you try to get the truth out of someone about their true loyalties. Clear this key and advance when you expose someone’s betrayal to their family or employer.", + "pride": "pride", + "pride_text": "Mark xp when you claim an asset on the grounds that you or your family deserves it. Clear this key and advance when you give up something to keep yourself or a loved one safe from harm.", + "schemes": "schemes", + "schemes_text": "Mark xp when you take advantage of someone who believes you’re working on their behalf. Clear this key and advance when you openly choose one of your loyalties over the other.", + "secrets": "secrets", + "secrets_text": "Mark xp when you lie to someone close to you about your illicit activities. Clear this key and advance when you finally come clean to someone who trusts you about your lies and decepeptions.", + "default_hitresult": "¡Órale, amigo! Looks like things worked out. Don't get cocky! The MC will tell you what happens next.", + "default_partialresult": "Not bad, güey. Things could be better, but they could be worse too! The MC's going to tell you what's in store for you now.", + "default_missresult": "¡Ay diós, cabrón! Sometimes shit gets real. The MC will tell you what happens next.", + "---": "", + "---_desc": "", + "---_trigger": "", + "---_rollwith": "", + "---_hitresult": "", + "---_partialresult": "", + "---_missresult": "", + "cocinar": "cocinar", + "cocinar_desc": "If you’re fully stocked and cooking, at the start of session, roll with Grit. On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself. On a 7-9, your investment in the operation causes someone close to you to grow suspicious. On a miss, one of your lab’s problems comes to bear con todo.", + "cocinar_show_roll_button": "True", + "cocinar_trigger": "If you’re fully stocked and cooking, at the start of session, roll with Grit.", + "cocinar_rollwith": "grit", + "cocinar_hitresult": "On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself.", + "cocinar_partialresult": "On a hit, you make enough to meet your commitments. On a 7-9, your investment in the operation causes someone close to you to grow suspicious.", + "cocinar_missresult": "On a miss, one of your lab’s problems comes to bear con todo.", + "ciencia,_cabrón": "ciencia, cabrón", + "ciencia,_cabrón_show_roll_button": "True", + "ciencia,_cabrón_desc": "When you try to juryrig some-thing with science, roll with Grit. On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress. On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "ciencia,_cabrón_trigger": "When you try to juryrig some-thing with science, roll with Grit.", + "ciencia,_cabrón_rollwith": "grit", + "ciencia,_cabrón_hitresult": "On a hit, you create an opportunity or buy yourself some time.", + "ciencia,_cabrón_partialresult": "On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress.", + "ciencia,_cabrón_missresult": "On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "chillón": "chillón", + "chillón_desc": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_show_roll_button": "True", + "chillón_trigger": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_rollwith": "grit", + "chillón_hitresult": "For NPCs: On a hit, they accept your logic.", + "chillón_partialresult": "On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty.", + "de_calidad": "de calidad", + "de_calidad_show_roll_button": "True", + "de_calidad_desc": "When you propose a deal that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_trigger": "When you ***propose a deal*** that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_rollwith": "grit", + "de_calidad_hitresult": "On a hit, they choose: take the deal or mark stress.", + "de_calidad_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "afortunado": "afortunado", + "afortunado_desc": "You get +1 Grit (max+3)", + "pozolero": "pozolero", + "pozolero_desc": "When you get rid of a body using chemicals in your lab, roll with Grit. On a 10+, all 3. On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n* you aren’t missing any supplies or equipment.\n* you aren't interrupted getting it done.\n\nOn a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "pozolero_show_roll_button": "True", + "pozolero_trigger": "When you get rid of a body using chemicals in your lab, roll with Grit.", + "pozolero_rollwith": "grit", + "pozolero_hitresult": "On a 10+, all 3.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_partialresult": "On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_missresult": "On a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "tu laboratorio": "tu laboratorio", + "lab_tags": "small, fixed, unstable, indebted", + "tu laboratorio-desc": "By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.", + "choose 2 features": "choose 2 features", + "lab_feature1": "your lab is a food truck or RV. Replace fixed with mobile.", + "lab_feature2": "your lab has professional equipment, capable of larger cooks. raise your lifestyle; change small to medium.", + "lab_feature3": "your lab has equipment designed to dispose of dangerous chemicals. Remove unstable.", + "lab_feature4": "you have an assistant who prepares the chemicals in advance for your cooks. Take +1 to Cocinar; add payroll.", + "choose 2 troubles": "choose 2 troubles", + "lab_trouble1": "your lab is sometimes inaccessible. Add inconvenient.", + "lab_trouble2": "your lab gives off a byproduct or odor that makes it easy to uncover and report. Add detectable.", + "lab_trouble3": "your lab is poorly secured or locked down against intruders and thieves. Add exposed.", + "lab_trouble4": "your lab relies on uncommon chemicals. Add shortages.", + "tus misterios": "tus misterios", + "misterios_description": "You've fallen on hard times. Now you must keep your work secret from the people closest to you. Choose 3:", + "misterio1": "an esposa or novio who asks too many questions", + "misterio2": "a niño who thinks you’re beyond reproach", + "misterio3": "an elderly madre or tio who relies on you financially", + "misterio4": "a prima who works in federal law enforcement", + "misterio5": "an old coworker who feels badly about your troubles", + "misterio6": "a community leader who feels responsible for you", + "la familia": "la familia", + "amor_y_matrimonio": "amor y matrimonio", + "amor_y_matrimonio_desc": "You are the only one who can be trusted to protect la familia. Take +1 ongoing when you try to get one of them to do the right thing.", + "me_lo_chingué": "me lo chingué", + "me_lo_chingué_desc": "When you reveal that you betrayed a lover or friend, tell them to fill their stress track; you clear one stress for each stress they mark. If their stress track is already full, they must immediately make a stress move; you clear one stress.", + "reina_del_drama": "reina del drama", + "reina_del_drama_desc": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to push your luck as if you rolled a 10+.", + "reina_del_drama_trigger": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to ***push your luck*** as if you rolled a 10+.", + "reina_del_drama_rollwith": "grit", + "reina_del_drama_hitresult": "On a 10+, fortune favors the bold.", + "perderse": "perderse", + "perderse_desc": "When you lose yourself in another person, roll with Face. On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly. On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "perderse_show_roll_button": "True", + "perderse_trigger": "When you lose yourself in another person, roll with Face.", + "perderse_rollwith": "face", + "perderse_hitresult": "On a hit, you find solace in their embrace; clear your stress track.", + "perderse_partialresult": "On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly.", + "perderse_missresult": "On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "comer_algo": "comer algo", + "comer_algo_desc": "When you share a meal with some-one, roll with Face. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:\n\n* What do you want from me / my family?* What threat do you pose to us / our life?\n* Who are you protecting / hunting?\n\nOn a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "comer_algo_show_roll_button": "True", + "comer_algo_trigger": "When you share a meal with some-one, roll with Face.", + "comer_algo_rollwith": "face", + "comer_algo_hitresult": "On a 10+, hold 2. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_partialresult": "On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_missresult": "On a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "obligation1": "pregnant/finalizing adoption", + "obligation2": "new baby", + "obligation3": "preschool child", + "obligation4": "high school student", + "obligation5": "stepchild", + "obligation6": "corporate job", + "obligation7": "established home business", + "obligation8": "starting a new business", + "obligation9": "real estate license", + "obligation10": "social service job", + "obligation11": "managing family finances", + "obligation12": "elderly grand-parent", + "obligation13": "troubled sibling", + "obligation14": "school association", + "obligation15": "nonprofit board", + "obligation16": "parish volunteer", + "obligation17": "dinner parties", + "obligation18": "gossip and rumors", + "push_your_luck": "push your luck", + "push_your_luck_html": "

When you push your luck, roll with Grit. On a 10+, fortune favors the bold. On a 7-9, things don't work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.

", + "push_your_luck_trigger": "When you ***push your luck***, roll with Grit.", + "push_your_luck_rollwith": "grit", + "push_your_luck_hitresult": "On a 10+, fortune favors the bold. ", + "push_your_luck_partialresult": "On a 7-9, things don’t work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.", + "get_the_truth": "get the truth", + "get_the_truth_html": "

When you try to get the truth out of someone, roll with Hustle. On a hit, clear one stress. On a 10+, pick 2. On a 7-9, pick 1.

  • they can't mislead you with the truth
  • they can't confuse you with falsehoods
  • they can't stonewall you with silenc
", + "get_the_truth_trigger": "When you try to ***get the truth out of someone***, roll with Hustle.", + "get_the_truth_rollwith": "hustle", + "get_the_truth_hitresult": "On a hit, clear one stress. On a 10+, pick 2. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "get_the_truth_partialresult": "On a hit, clear one stress. On a 7-9, pick 1. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "pressure_someone": "pressure someone", + "pressure_someone_html": "When you pressure someone to go along with you, roll with Hustle. On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "pressure_someone_trigger": "When you ***pressure someone*** to go along with you, roll with Hustle.", + "pressure_someone_rollwith": "hustle", + "pressure_someone_hitresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress.", + "pressure_someone_partialresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "size_someone_up": "size someone up", + "size_someone_up_html": "

When you size someone up, roll with Savagery. On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3. On a 7-9, ask 1.

  • what are your current weaknesses / strengths?
  • how can I show you dominance / submission?
  • what do you intend to do next?
  • what do you wish I'd do right now?
  • how could I get you to _________
", + "size_someone_up_trigger": "When you ***size someone up***, roll with Savagery.", + "size_someone_up_rollwith": "savagery", + "size_someone_up_hitresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________? ", + "size_someone_up_partialresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 7-9, ask 1.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________?", + "strain_your_finances": "strain your finances", + "strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "strain_your_finances_rollwith": "*dinero*", + "strain_your_finances_rollquery": "?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "help_or_interfere": "help or interfere", + "help_or_interfere_html": "

When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked. On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered. On a miss, mark the stress you wagered and prepare for the worst.

", + "help_or_interfere_trigger": "When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.", + "help_or_interfere_rollwith": "stress wagered", + "help_or_interfere_rollquery": "?{When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.|1|2|3}", + "help_or_interfere_hitresult": "On a hit, give them a +1 or -2 to their roll, your choice.", + "help_or_interfere_partialresult": "On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered.", + "help_or_interfere_missresult": "On a miss, mark the stress you wagered and prepare for the worst.", + "turn_to_violence": "turn to violence", + "turn_to_violence_html": "

When you turn to violence, roll with Savagery. On a hit, mark stress and trade harm as established. On a 10+, choose 3. On a 7-9, choose 2.

  • you inflict terrible harm
  • you suffer little harm
  • you resist marking stress
  • you avoid collateral damage
", + "turn_to_violence_trigger": "When you ***turn to violence***, roll with Savagery.", + "turn_to_violence_rollwith": "savagery", + "turn_to_violence_hitresult": "On a hit, mark stress and trade harm as established. On a 10+, choose 3.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "turn_to_violence_partialresult": "On a hit, mark stress and trade harm as established. On a 7-9, choose 2.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "heat moves": "heat moves", + "avoid_suspicion": "avoid suspicion", + "avoid_suspicion_html": "

When you try to avoid suspicion while handling business in public, roll with Heat. Add one for each:

  • you’re carrying a lot of drugs or money
  • you’re transporting at least one body, dead or alive
  • you’re equipped with military weaponry

On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.

", + "avoid_suspicion_trigger": "When you try to ***avoid suspicion while handling business in public***, roll with Heat.Add one for each:\n* you're carrying a lot of drugs or money \n* you're transporting at least one body, dead or alive \n* you're equipped with military weaponry", + "avoid_suspicion_rollwith": "heat & circumstances", + "avoid_suspicion_rollquery": "(@{heat} + ?{When you try to avoid suspicion while handling business in public, roll with Heat.Add one for each: 1- you're carrying a lot of drugs or money 2- you're transporting at least one body, dead or alive 3- you're equipped with military weaponry|0|1|2|3})", + "avoid_suspicion_hitresult": "On a 10+, someone dangerous has been looking for you. And here you are. *Mierda, cabrón.*", + "avoid_suspicion_partialresult": "On a 7-9, only the local *policia* take an interest; make a threat or flash some *dinero* to smooth things over.", + "avoid_suspicion_missresult": "On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.", + "leave_a_messy_crime_scene": "leave a messy crime scene", + "leave_a_messy_crime_scene_html": "When you try to leave a messy crime scene before the authorities arrive, roll with Heat. On a miss, you exit the scene; tell the MC what potentially in-criminating evidence you’ve left behind. On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive. On a 10+, la policia arrives in force...with los federales or an American in tow.", + "leave_a_messy_crime_scene_trigger": "When you try to ***leave a messy crime scene*** before the authorities arrive, roll with Heat.", + "leave_a_messy_crime_scene_rollwith": "heat", + "leave_a_messy_crime_scene_hitresult": "On a 10+, *la policia* arrives in force...with *los federales* or an American in tow.", + "leave_a_messy_crime_scene_partialresult": "On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive.", + "leave_a_messy_crime_scene_missresult": "On a miss, you exit the scene; tell the MC what potentially incriminating evidence you’ve left behind.", + "flee_from_los_federales": "flee from los federales", + "flee_from_los_federales_html": "When you flee from los federales, roll with Heat. On a miss, you get away clean. On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time. On a 10+, you’re fucked, güey: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_trigger": "When you ***flee from los federales***, roll with Heat.", + "flee_from_los_federales_rollwith": "heat", + "flee_from_los_federales_hitresult": "On a 10+, you’re fucked, *güey*: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_partialresult": "On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time.", + "flee_from_los_federales_missresult": "On a miss, you get away clean.", + "propose_a_deal": "propose a deal", + "propose_a_deal_html": "

When you propose a deal to get what you want, roll with Face. On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one:

  • impose a condition on your offer
  • adjust the price (+/-30%) and accept
  • point you at an interested party
", + "propose_a_deal_trigger": "When you ***propose a deal*** to get what you want, roll with Face. ", + "propose_a_deal_rollwith": "face", + "propose_a_deal_hitresult": "On a hit, they choose: take the deal or mark stress.", + "propose_a_deal_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "justify_your_behavior": "justify your behavior", + "justify_your_behavior_html": "

When you try to justify your behavior to someone, roll with Face. For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. For PCs: On a 10+, both. On a 7-9, choose 1:

  • if they accept your reasoning, they mark xp
  • if they keep their own counsel, they mark stress
", + "justify_your_behavior_trigger": "When you try to ***justify your behavior*** to someone, roll with Face.", + "justify_your_behavior_rollwith": "face", + "justify_your_behavior_hitresult": "For NPCs: On a hit, they accept your logic. \n\nFor PCs: On a 10+, both:\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "justify_your_behavior_partialresult": "For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. \n\nFor PCs: On a 7-9, choose 1: On a 10+, both:\n\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "stress & heat moves": "stress & heat moves", + "stress moves": "stress moves", + "stress_moves_description": "All sorts of fictional situations may cause stress–getting shot at, doing something horrific, fighting with a spouse–and the only way to keep that stress in check is through stress moves:", + "verbally_abuse_or_shame": "verbally abuse or shame", + "verbally_abuse_or_shame_html": "When you verbally abuse or shame someone you care about, roll with Face. On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track. On a 7-9, clear one stress. On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "verbally_abuse_or_shame_trigger": "When you **verbally abuse or shame someone** you care about, roll with Face.", + "verbally_abuse_or_shame_rollwith": "face", + "verbally_abuse_or_shame_hitresult": "On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track.", + "verbally_abuse_or_shame_partialresult": "On a hit, your words hit hard: tell them to mark stress. On a 7-9, clear one stress.", + "verbally_abuse_or_shame_missresult": "On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "lose_yourself_in_a_substance": "lose yourself in a substance", + "lose_yourself_in_a_substance_html": "When you lose yourself in a substance, roll with Grit. On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list. On a miss, you’re in deep. Buena suerte, cabrón.", + "lose_yourself_in_a_substance_trigger": "When you **lose yourself in a substance**, roll with Grit.", + "lose_yourself_in_a_substance_rollwith": "grit", + "lose_yourself_in_a_substance_hitresult": "On a hit, clear your stress track.", + "lose_yourself_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "lose_yourself_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "confess_your_sins": "confess your sins", + "confess_your_sins_html": "When you confess your sins to a priest, roll with Hustle. On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession. On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "confess_your_sins_trigger": "When you **confess your sins to a priest**, roll with Hustle.", + "confess_your_sins_rollwith": "hustle", + "confess_your_sins_hitresult": "On a hit, you find forgiveness; clear your stress track.", + "confess_your_sins_partialresult": "On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession.", + "confess_your_sins_missresult": "On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "dish_out_a_beatdown": "dish out a beatdown", + "dish_out_a_beatdown_html": "When you dish out a beatdown, roll with Savagery. On a 10+, you assert your dominance: clear your stress track. On a 7-9, you hurt them, but it’s not enough: clear one stress. On a miss, the violence gets out of hand. Enjoy the consequences, pendejo.", + "dish_out_a_beatdown_trigger": "When you **dish out a beatdown**, roll with Savagery.", + "dish_out_a_beatdown_rollwith": "savagery", + "dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "drug moves": "drug moves", + "drug moves description": "If the MC tells you to make a drug move, pick one:", + "cocaine": "cocaine", + "cocaine_move1": "start a fight with a mouthy pendejo or puta", + "cocaine_move2": "throw yourself at someone you shouldn’t", + "cocaine_move3": "spend your money stupidly or carelessly", + "heroin": "heroin", + "heroin_move1": "push someone who cares about you away", + "heroin_move2": "overlook a crucial deadline or event", + "heroin_move3": "steal funds in preparation for your next fix", + "crystal meth": "crystal meth", + "crystal meth_move1": "accuse a loved one of theft or betrayal", + "crystal meth_move2": "push a place you keep toward squalor", + "crystal meth_move3": "hurt yourself to keep your diablos at bay", + "alcohol": "alcohol", + "alcohol_move1": "make a scene about how you’ve been wronged", + "alcohol_move2": "let slip something to the wrong person", + "alcohol_move3": "wreck something meaningful, carelessly", + "hermanos": "hermanos", + "hermanos_desc": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle. On a 10+, all 3. On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers \n\nOn a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "hermanos_show_roll_button": "True", + "hermanos_rollwith": "hustle", + "hermanos_trigger": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle.", + "hermanos_hitresult": "On a 10+, all 3: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_partialresult": "On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_missresult": "On a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "mercado": "mercado", + "mercado_desc": "When you sell product on the street, roll with Hustle. On a 10+, sales are brisk; clear your stress track. On a 7-9, you make some money, but someone takes issue with your crew; clear one stress. On a miss, someone takes a run at you, and it probably isn’t the cops.", + "mercado_show_roll_button": "True", + "mercado_rollwith": "hustle", + "mercado_trigger": "When you sell product on the street, roll with Hustle.", + "mercado_hitresult": "On a 10+, sales are brisk; clear your stress track.", + "mercado_partialresult": "On a 7-9, you make some money, but someone takes issue with your crew; clear one stress.", + "mercado_missresult": "On a miss, someone takes a run at you, and it probably isn’t the cops.", + "bendito": "bendito", + "bendito_desc": "When you’re completely focused on escaping, push your luck with Hustle instead of Grit. Add +1 to your roll if you get fucking shot while trying to flee.", + "bendito_show_roll_button": "FALSE", + "vendedor": "vendedor", + "vendedor_desc": "When you propose a deal to someone and they pick an option off the 7-9 list you don’t like, mark stress to make them pick a different option off the list. You can do this multiple times, provided you can keep marking stress.", + "vendedor_show_roll_button": "FALSE", + "matador": "matador", + "matador_desc": "Fill your stress track—marking at least one stress—to turn to violence against an unsuspecting target as if you rolled a 10+.", + "matador_show_roll_button": "FALSE", + "la_plaza_desc": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_show_roll_button": "True", + "mandamás": "mandamás", + "mandamás_desc": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face. On a 10+, all 3. On a 7-9, choose 1. \n- they keep their wits and focus. \n- they minimize incriminating evidence. \n- they avoid collateral damage. On a miss, everything goes to shit, but it wasn't your people's fault. You know how it is, *jefe*: no plan survives contact with the enemy.", + "mandamás_show_roll_button": "True", + "mandamás_rollwith": "face", + "mandamás_trigger": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face.", + "mandamás_hitresult": "On a 10+, all 3: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_partialresult": "On a 7-9, choose 1: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_missresult": "On a miss, everything goes to shit, but it wasn’t your people’s fault. You know how it is, jefe: no plan survives contact with the enemy.", + "infiltrado": "infiltrado", + "infiltrado_desc": "At the start of session, roll with Grit. On a hit, you get wind of a development in the anti-cartel case before things get messy. On a 10+, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice. On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "infiltrado_show_roll_button": "True", + "infiltrado_rollwith": "grit", + "infiltrado_trigger": "At the start of session, roll with Grit. ", + "infiltrado_hitresult": "On a 10+, you get wind of a development in the anti-cartel case before things get messy. In fact, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice.", + "infiltrado_partialresult": "On a 7-9, you get wind of a development in the anti-cartel case before things get messy.", + "infiltrado_missresult": "On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "seguir": "seguir", + "seguir_desc": "When you follow someone through the streets, roll with Grit. On a hit, where they go, you follow. On a 7-9, you overstep; mark a stress to avoid being spotted. On a miss, you end up exposed without backup or cover. ¡Mierda!", + "seguir_show_roll_button": "True", + "seguir_rollwith": "grit", + "seguir_trigger": "When you follow someone through the streets, roll with Grit.", + "seguir_hitresult": "On a 10+, where they go, you follow.", + "seguir_partialresult": "On a 7-9, where they go, you follow...but you overstep; mark a stress to avoid being spotted.", + "seguir_missresult": "On a miss, you end up exposed without backup or cover. *¡Mierda!*", + "verdadero": "verdadero", + "verdadero_desc": "When you get the truth from someone during an official interrogation, pick an extra option, even on a miss.", + "verdadero_show_roll_button": "FALSE", + "siempre_listo": "siempre listo", + "siempre_listo_desc": "Mark stress to show up in a scene alongside *la policía* or *los federales*, assuming that you aren’t unavailable. Mark three stress to show up instead of the authorities; you’ll have a few minutes solo in the scene before anybody else arrives.", + "siempre_listo_show_roll_button": "FALSE", + "escolta": "escolta", + "escolta_desc": "When you draw attention away from someone, they can roll with your Heat instead of their own. On a 10+, they suffer the consequences...but you attract demasiada attention: raise your Heat by 1 until the end of the next session.", + "escolta_show_roll_button": "FALSE", + "entrenamiento": "entrenamiento", + "entrenamiento_desc": "When you turn to violence after declaring yourself as a federal, roll with Grit instead of Savagery. If you get shot as a result, take +1 forward.", + "entrenamiento_show_roll_button": "FALSE", + "conectada": "conectada", + "conectada_desc": "When you go looking for a cartel *güey* in la plaza to help with a problem, name them and roll with Face. On a hit, you track them down and they’ve got what you need. On a 7-9, pick 1. On a 10+, both. \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology\n\n On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "conectada_show_roll_button": "True", + "conectada_rollwith": "face", + "conectada_trigger": "When you go looking for a cartel güey in la plaza to help with a problem, name them and roll with Face.", + "conectada_hitresult": "On a 10+, you track them down and they've got what you need; you get both: \n- They aren't caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_partialresult": "On a 7-9, you track them down and they've got what you need; pick 1: \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_missresult": "On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "escapar": "escapar", + "escapar_desc": "When you try to exit a tense situation, roll with Face. On a 10+, you’re gone! On a 7-9, you leave something behind or take something with you, your choice. On a miss, you’re exposed por completo...", + "escapar_show_roll_button": "True", + "escapar_rollwith": "face", + "escapar_trigger": "When you try to exit a tense situation, roll with Face.", + "escapar_hitresult": "On a 10+, you’re gone! ", + "escapar_partialresult": "On a 7-9, you leave something behind or take something with you, your choice. ", + "escapar_missresult": "On a miss, you’re exposed por completo...", + "amante": "amante", + "amante_desc": "When you share a night of intimacy with a lover, roll with Face. On a hit, clear your stress track. On a 10+, ask 2.On a 7-9, ask 1. \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do? \n\nOn a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "amante_show_roll_button": "True", + "amante_rollwith": "face", + "amante_trigger": "When you share a night of intimacy with a lover, roll with Face.", + "amante_hitresult": "On a 10+, clear your stress track and ask 2: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_partialresult": "On a 7-9, clear your stress track and ask 1: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_missresult": "On a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "chimosa": "chimosa", + "chimosa_desc": "When you betray a friend or ally to the authorities, roll with Face. On a 10+, your treason is useful and valued: clear your stress track. On a 7-9, your handler is pleased...and demands more: clear one stress. On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "chimosa_show_roll_button": "True", + "chimosa_rollwith": "face", + "chimosa_trigger": "When you betray a friend or ally to the authorities, roll with Face.", + "chimosa_hitresult": "On a 10+, your treason is useful and valued: clear your stress track.", + "chimosa_partialresult": "On a 7-9, your handler is pleased...and demands more: clear one stress.", + "chimosa_missresult": "On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "mentirosa": "mentirosa", + "mentirosa_desc": "You get +1 Face (max+3).", + "mentirosa_show_roll_button": "FALSE", + "mirar": "mirar", + "mirar_desc": "When you read a charged situation, roll with Savagery. On a hit, ask the MC questions; take +1 when you act on the answers. On a 10+, ask 2. On a 7–9, ask 1: \n- where’s my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what’s my enemy’s true position? On a miss, ask one...but you reveal your position.", + "mirar_show_roll_button": "FALSE", + "mirar_rollwith": "savagery", + "mirar_trigger": "When you read a charged situation, roll with Savagery.", + "mirar_hitresult": "On a 10+, ask the MC 2 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_partialresult": "On a 7-9, ask the MC 1 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_missresult": "On a miss, ask one...but you reveal your position.", + "narcocorrido": "narcocorrido", + "narcocorrido_desc": "When you meet someone importante (your call), roll with Savagery. On a hit, they’ve heard of you. Say what they’ve heard, and they will act accordingly. On a 10+, you also take +1 forward to dealing with them. On a miss, your reputation convinces them that you’re something you’re not.", + "narcocorrido_show_roll_button": "True", + "narcocorrido_rollwith": "savagery", + "narcocorrido_trigger": "When you meet someone *importante* (your call), roll with Savagery.", + "narcocorrido_hitresult": "On a 10+, they've heard of you. Say what they've heard, and they will act accordingly; take +1 forward to dealing with them.", + "narcocorrido_partialresult": "On a 7-9, they've heard of you. Say what they've heard, and they will act accordingly.", + "narcocorrido_missresult": "On a miss, your reputation convinces them that you’re something you're not.", + "levantón": "levantón", + "levantón_desc": "When you track down an NPC, roll with Savagery. On a hit, you catch them exposed or vulnerable. On a 7-9, they have backup or it’s public. On a miss, someone you’re avoiding finds you first.", + "levantón_show_roll_button": "True", + "levantón_rollwith": "savagery", + "levantón_trigger": "When you track down an NPC, roll with Savagery.", + "levantón_hitresult": "On a 10+, you catch them exposed or vulnerable.", + "levantón_partialresult": "On a 7-9, you catch them exposed or vulnerable, but they have backup or it’s public.", + "levantón_missresult": "On a miss, someone you’re avoiding finds you first.", + "rematar": "rematar", + "rematar_desc": "You get +1 Savagery (max +3).", + "rematar_show_roll_button": "FALSE", + "encobijado": "encobijado", + "encobijado_desc": "When you ditch a body somewhere, roll with Savagery. On a hit, you lose the corpse, and it stays lost; clear one stress. On a 10+, dust to dust; clear your stress track. On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "encobijado_show_roll_button": "True", + "encobijado_rollwith": "savagery", + "encobijado_trigger": "When you ditch a body somewhere, roll with Savagery.", + "encobijado_hitresult": "On a 10+, you lose the corpse, and it stays lost; clear your stress track.", + "encobijado_partialresult": "On a 7-9, you lose the corpse, and it stays lost; clear one stress.", + "encobijado_missresult": "On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "duro": "duro", + "duro_desc": "When you get fucking shot, add +1 to your roll. On a miss, you have time for an act of ven- geance or kindness before you fall to your wounds.", + "duro_show_roll_button": "FALSE", + "notes": "notes" +} diff --git a/cartel/translations/ko.json b/cartel/translations/ko.json new file mode 100644 index 0000000000..c85da7a63a --- /dev/null +++ b/cartel/translations/ko.json @@ -0,0 +1,710 @@ +{ + "edit identity": "edit identity", + "character name": "character name", + "playbook": "playbook", + "el cocinero": "el cocinero", + "la esposa": "la esposa", + "el halcon": "el halcon", + "el narco": "el narco", + "la polizeta": "la polizeta", + "la rata": "la rata", + "la sicaria": "la sicaria", + "cocinero": "cocinero", + "esposa": "esposa", + "halcon": "halcon", + "narco": "narco", + "polizeta": "polizeta", + "rata": "rata", + "sicaria": "sicaria", + "look": "look", + "gear": "gear", + "lifestyle": "lifestyle", + "destitute": "destitute", + "destitute_desc": "nearly homeless, often unable to afford even basic staples, desperate", + "impoverished": "impoverished", + "impoverished_desc": "cash on hand for lodging and food, but little else, \"cash poor\"", + "stable": "stable", + "stable_desc": "relative comfort, regular lodging, enough resources to support a family", + "luxury": "luxury", + "luxury_desc": "wealth beyond most, able to put ten thousand dollars towards a problem", + "extravagant": "extravagant", + "extravagant_desc": "rich beyond measure, anything is accessible with enough patience", + "stats": "stats", + "character moves": "character moves", + "new character move": "new character move", + "click the pencil icon to edit your new move": "click the pencil icon to edit your new move", + "edit move": "edit move", + "basic moves": "basic moves", + "extras": "extras", + "stress": "stress", + "stress description": "Each session you start with two stress already marked, provided you didn't end the last section with more. If your stress track is ever filled, güey, you're in a bad spot.", + "reset": "reset", + "face": "face", + "grit": "grit", + "hustle": "hustle", + "savagery": "savagery", + "heat": "heat", + "tags": "tags", + "advancement": "advancement", + "advtxt1": "When you fill your xp track, select an advance from this list:", + "advtxt2": "After 5 advances, you can choose from this list instead:", + "los enlaces": "los enlaces", + "tus llaves": "tus llaves", + "move name": "move name", + "description": "description", + "show roll button?": "show roll button?", + "roll with": "roll with", + "is rolling with": "is rolling with", + "trigger": "trigger", + "el_cocinero-rel_text1": "_____ is familia. Close family. They don’t know what you do para el cartel, and you’re not sure you can keep your secrets for long.", + "el_cocinero-rel_text2": "_____ got you into this business to help you with your financial troubles but didn’t tell you the whole story. Now you’re both stuck.", + "el_cocinero-rel_text3": "You and _____ have an understanding. You need each other for now, but both of you know the current situation won’t last.", + "el_cocinero-adv1": "get +1 Grit (max+3)", + "el_cocinero-adv2": "get +1 Hustle (max+3)", + "el_cocinero-adv3": "get +1 Savagery (max+3)", + "el_cocinero-adv4": "choose a new laboratorio feature", + "el_cocinero-adv5": "get a new cocinero move", + "el_cocinero-adv6": "get a new cocinero move", + "el_cocinero-adv7": "get a move from another playbook", + "el_cocinero-adv8": "get a move from another playbook", + "el_cocinero-adv9": "get +1 to any stat (max+3)", + "el_cocinero-adv10": "resolve a laboratorio trouble", + "el_cocinero-adv11": "retire your character (to safety)", + "el_cocinero-adv12": "change your character to a new type", + "el_cocinero-adv13": "raise your lifestyle one level", + "la_esposa-rel_text1": "_____ and your spouse spend time together, but you’d prefer it if they weren’t in-volved in your life. Tell them what they did to anger you.", + "la_esposa-rel_text2": "_____ es familia. A sibling, maybe, or a cousin. Someone close. They mean well, but you worry about them. Tell them your fears.", + "la_esposa-rel_text3": "_____ and you were a thing back in the day, but it never went anywhere. Most people don’t know about it; you were young once también.", + "la_esposa-adv1": "get +1 Face (max+3)", + "la_esposa-adv2": "get +1 Grit (max+3)", + "la_esposa-adv3": "get +1 Hustle (max+3)", + "la_esposa-adv4": "change 2 obligations de la familia", + "la_esposa-adv5": "get a new esposa move", + "la_esposa-adv6": "get a new esposa move", + "la_esposa-adv7": "get a move from another playbook", + "la_esposa-adv8": "get a move from another playbook", + "la_esposa-adv9": "get +1 to any stat (max+3)", + "la_esposa-adv10": "permanently resolve a secret", + "la_esposa-adv11": "retire your character (to safety)", + "la_esposa-adv12": "change your character to a new type", + "la_esposa-adv13": "raise your spouse's lifestyle one level", + "spouse": "spouse", + "spouse-desc": "Ask everyone else “Who is willing to be my spouse?” Pick whomever you like. If no one volunteers, choose an NPC.", + "obligations-title": "Choose 5 obligations you perform for la familia:", + "secrets-title": "And choose 2 secrets you keep from la familia:", + "secret-nest_egg": "+nest egg: you put away some serious cash in a secret stash ($20,000!) for a rainy day.", + "secret-addiction": "+addiction: some nasty drug has a hold on you.", + "secret-affair": "+affair: you have another love...or at least another lover you spend time with.", + "secret-debt": "+debt: your spending has put you in a tough place, beyond what your family currently knows.", + "secret-lovechild": "+lovechild: you have a secret child that requires attention...and money.", + "la_familia": "la familia", + "la_familia_html": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle. On a 10+, you juggle your responsibilities with grace; clear your stress track. On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist. On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "la_familia_desc": "", + "la_familia_trigger": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle.", + "la_familia_rollwith": "hustle", + "la_familia_hitresult": "On a 10+, you juggle your responsibilities with grace; clear your stress track.", + "la_familia_partialresult": "On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist.", + "la_familia_missresult": "On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "el_halcon-rel_text1": "_____ gave you some new responsibilities lately, at your request. They have their doubts, but you’ll prove them wrong soon.", + "el_halcon-rel_text2": "_____ disapproves of your cartel work, and wants to get you out. You're not a niño; you can handle your own business.", + "el_halcon-rel_text3": "You and _____ have a plan to make some real money. They worry it’s not going to work, but you know it’s a sure thing, cabrón.", + "el_halcon-adv1": "get +1 Face (max+3)", + "el_halcon-adv2": "get +1 Grit (max+3)", + "el_halcon-adv3": "get +1 Hustle (max+3)", + "el_halcon-adv4": "choose a new pandilla feature", + "el_halcon-adv5": "get a new halcón move", + "el_halcon-adv6": "get a new halcón move", + "el_halcon-adv7": "get a move from another playbook", + "el_halcon-adv8": "get a move from another playbook", + "el_halcon-adv9": "get +1 to any stat (max+3)", + "el_halcon-adv10": "resolve a pandilla vulnerability", + "el_halcon-adv11": "retire your character (to safety)", + "el_halcon-adv12": "change your character to a new type", + "el_halcon-adv13": "raise your lifestyle one level", + "tu pandilla": "tu pandilla", + "amigos:": "amigos:", + "pandilla-amigos_description": "By default, your pandilla has three loyal amigos you’ve known a while. Give them names:", + "pandilla-amigos_names_list": "Azul, Blanco, Calaca, Charo, Chino, Flaco, Gordo, Lola, Moco, Nacho, Paco, Raki, Torpe, Zanahoria", + "pandilla-question_amigo1": "Who is there to cheer you up when mierda gets tough?", + "pandilla-question_amigo2": "Who is a real pendejo, but you just can't cut them loose?", + "pandilla-question_amigo3": "Who is truly solid, ready to entrarle and get things done when you need them?", + "choose 2 features:": "choose 2 features:", + "pandilla_feature1": "your crew has crews that work for you, cabrón. Your crew becomes a gang (small untrained unequipped).", + "pandilla_feature2": "your crew is down for a fiesta. Roll with Hustle instead of Grit when you get all get lost in a substance juntos.", + "pandilla_feature3": "your crew is down for a fight. Roll with Hustle instead of Savagery when you dish out a beatdown as a crew.", + "pandilla_feature4": "your crew is in touch with high-level smugglers and producers from other cartels. It gets +connected.", + "pandilla_feature5": "your crew is employed outside the cartel, officially or unofficially. Take +1 when you strain your finances.", + "choose 2 vulnerabilities:": "choose 2 vulnerabilities:", + "pandilla_vulnerability1": "your crew is on la policía's radar: +known.", + "pandilla_vulnerability2": "your crew is into heavy stuff: +addiction.", + "pandilla_vulnerability3": "your crew owes favors to someone: +obligation.", + "pandilla_vulnerability4": "your crew has enemies, cabrón: +turf war.", + "pandilla-get_lost_in_a_substance": "get lost in a substance", + "pandilla-get_lost_in_a_substance_trigger": "your crew is down for a *fiesta*. Roll with Hustle instead of Grit when you get all ***get lost in a substance*** *juntos*.", + "pandilla-get_lost_in_a_substance_rollwith": "hustle", + "pandilla-get_lost_in_a_substance_hitresult": "On a hit, clear your stress track.", + "pandilla-get_lost_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "pandilla-get_lost_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "pandilla-dish_out_a_beatdown": "dish out a beatdown", + "pandilla-dish_out_a_beatdown_trigger": "your crew is down for a fight. Roll with Hustle instead of Savagery when you ***dish out a beatdown*** as a crew.", + "pandilla-dish_out_a_beatdown_rollwith": "hustle", + "pandilla-dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "pandilla-dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "pandilla-dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "pandilla-strain_your_finances": "strain your finances", + "pandilla-strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "pandilla-strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "pandilla-strain_your_finances_rollwith": "*dinero*", + "pandilla-strain_your_finances_rollquery": "1[pandilla] + ?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "pandilla-strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "pandilla-strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "pandilla-strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "el_narco-rel_text1": "_____ is familia, but you’ve tried to shield them from the worst of the cartel. Tell them what they know about your dealings.", + "el_narco-rel_text2": "You're sure _____ is up to something, maybe with another cartel or los federales. Keep your eyes open, cabrón. Trust no one.", + "el_narco-relktext3": "You’ve taken _____ under your wing. You respect their skills and talents, and you want to see them thrive. ¡Qué generoso!", + "el_narco-adv1": "get +1 Face (max+3)", + "el_narco-adv2": "get +1 Hustle (max+3)", + "el_narco-adv3": "get +1 Savagery (max+3)", + "el_narco-adv4": "get +1 Control (max +3)", + "el_narco-adv5": "choose a new plaza feature", + "el_narco-adv6": "choose a new plaza feature", + "el_narco-adv7": "get a move from another playbook", + "el_narco-adv8": "get a move from another playbook", + "el_narco-adv9": "get +1 to any stat except Control (max+3)", + "el_narco-adv10": "permanently resolve a plaza trouble", + "el_narco-adv11": "permanently resolve a plaza trouble", + "el_narco-adv12": "retire your character (to safety)", + "el_narco-adv13": "change your character to a new type", + "el jefe de jefes": "el jefe de jefes", + "el_jefe_description": "You run la plaza, a pathway for narcos hoping to move product across the border and a lucrative area for local drug sales. The city of Durango is yours as long as you hold it, jefe.", + "contact": "contact", + "el_jefe_contact_description": "When you took control, the cartel gave you a contact who collects what you owe them, usually once a month. You only know their nickname, so you can’t sell them out if you get flipped by los federales (pick one):", + "la_plaza": "la plaza", + "la_plaza_html": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_trigger": "At the beginning of the session, roll with Control.", + "la_plaza_rollwith": "control", + "la_plaza_hitresult": "On a 10+, you get an opportunity to engage one your troubles (your choice) on your terms.", + "la_plaza_partialresult": "On a 7-9, you get an opportunity to engage one your troubles (your choice) on your terms, but the opportunity is short-lived and risky: act quickly or you may find that you miss your moment.", + "la_plaza_missresult": "On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "control": "control", + "troubles": "troubles", + "by default you've got:": "by default you've got:", + "la_plaza_bullet1": "a staff of unsophisticated narcos, coordinated via a network of burner phones (trouble: +los federales)", + "la_plaza_bullet2": "a mix of protection rackets and smuggling operations (lifestyle: stable)", + "la_plaza_bullet3": "5-10 loyal enforcers (gang small untrained impatient) and 1 or 2 corrupt cops (greedy informed)", + "la_plaza_bullet4": "a few halcones to keep you informed about what goes on in your city (Control = +1)", + "choose 4 features:": "choose 4 features", + "la_plaza_feature1": "your plaza is profitable, bringing in substantial, obvious sums. Lifestyle: +1 level & trouble: +robberies.", + "la_plaza_feature2": "for income, add kidnapping. Lifestyle: +1 level & trouble: +vigilantes.", + "la_plaza_feature3": "your enforcers have access to military weaponry and body armor. Add armored and armed to your gang.", + "la_plaza_feature4": "you have a reputation for violence. Roll with Face instead of Hustle when you pressure someone by threatening their life, limbs, or loved ones.", + "la_plaza_feature5": "your enforcers have extensive military training. Drop untrained and add savage. Take +1 when you order kidnappings or ambushes.", + "la_plaza_feature6": "your enforcers recruit heavily from the local population, making them a medium gang (10-20) instead of small.", + "la_plaza_feature7": "you have halcones at all chokepoints and smuggling roads. +1 Control.", + "la_plaza_feature8": "only a few know your real name and appearance. Take -2 heat; describe the business that you use as a cover for your activities.", + "choose 2 troubles:": "choose 2 troubles:", + "la_plaza_trouble1": "you are in the middle of a violent dispute with another cartel, probably Los Zetas. Trouble: +gang war.", + "la_plaza_trouble2": "your plaza has been recently infiltrated by someone working for los federales or the CIA/DEA. Trouble: +mole", + "la_plaza_trouble3": "The narcos you displaced to take control of la plaza remain at large. - 1 Control. Trouble: +rivals.", + "la_plaza_trouble4": "greedy agents of the Mex-ican tax authority (SHCP) are bleeding you dry with increasingly expensive demands for bribes and mordidas . -1 lifestyle.", + "la_polizeta-rel_text1": "You grew up with _____ on the streets of Durango. You still have a beer after work if you’re both free; it’s nice to know someone who isn’t involved with either side of your double life.", + "la_polizeta-rel_text2": "_____ is the target of an active investigation. You're not the lead investigator, but you’re regularly briefed on the case.", + "la_polizeta-rel_text3": "_____ is your main contact in the cartel. Tell them where you two go to speak directly when you need a face-to-face meeting.", + "la_polizeta-adv1": "get +1 Face (max+3)", + "la_polizeta-adv2": "get +1 Hustle (max+3)", + "la_polizeta-adv3": "get +1 Savagery (max+3)", + "la_polizeta-adv4": "get +1 Control (max +3)", + "la_polizeta-adv5": "choose a new plaza feature", + "la_polizeta-adv6": "choose a new plaza feature", + "la_polizeta-adv7": "get a move from another playbook", + "la_polizeta-adv8": "get a move from another playbook ", + "la_polizeta-adv9": "get +1 to any stat except Control (max+3)", + "la_polizeta-adv10": "permanently resolve a plaza trouble", + "la_polizeta-adv11": "permanently resolve a plaza trouble", + "la_polizeta-adv12": "retire your character (to safety)", + "la_polizeta-adv13": "change your character to a new type", + "You work closely with 5 NPCs (at least) in the unit:": "You work closely with 5 NPCs (at least) in the unit:", + "Who is your new partner?": "Who is your new partner?", + "Who is suspicious of you?": "Who is suspicious of you?", + "You also end up working with a few NPCs from the cartel:": "You also end up working with a few NPCs from the cartel:", + "Who almost gave you away?": "Who almost gave you away?", + "Who offered to scam el narco?": "Who offered to scam el narco?", + "task_force_equipment": "Your department has some new toys—¡gracias, Calderón!—you can use, provided you have some \"official\" business (pick 2):", + "task_force_equip1": "military-grade body armor (resilient bulky)", + "task_force_equip2": "full-scale surveillance van (hi-tech expensive)", + "task_force_equip3": "tracking devices or bugs (hi-tech concealable)", + "task_force_equip4": "court-approved wiretap (hi-tech persistent)", + "task_force_equip5": "network of criminal informants (informed costly)", + "la_rata-rel_text1": "You and _____ started sleeping together a few weeks ago. Tell them why you haven't been able to end things, despite the dangers. ", + "la_rata-adv1": "get +1 Face (max+3)", + "la_rata-adv2": "get +1 Grit (max+3)", + "la_rata-adv3": "get +1 Savagery (max+3)", + "la_rata-adv4": "get an NPC ally (detail with MC)", + "la_rata-adv5": "get a new rata move", + "la_rata-adv6": "get a new rata move", + "la_rata-adv7": "get a move from another playbook", + "la_rata-adv8": "get a move from another playbook", + "la_rata-adv9": "get +1 to any stat (max+3)", + "la_rata-adv10": "get 4 weapons y 4 gear (La Sicaria)", + "la_rata-adv11": "retire your character (to safety)", + "la_rata-adv12": "change your character to a new type", + "la_rata-adv13": "raise your lifestyle one level", + "el trabajo sucio": "el trabajo sucio", + "el trabajo sucio-description": "You are one of el narco's trusted lieutenants...but you’ve decided to betray the cartel. Choose a reason:", + "trabajo_sucio1": "you’re tired of the killing and death.", + "trabajo_sucio2": "you lost family or a loved one to el narco.", + "trabajo_sucio3": "you want to move up in the organization.", + "trabajo_sucio4": "you were arrested and flipped to avoid jail.", + "trabajo_sucio5": "you're an undercover cop on assignment.", + "supervivencia": "supervivencia", + "supervivencia_html": "

You are a survivor, a rata who will not be drowned just because this sinking ship of a plaza is finally dragged beneath the surface of the drug war.

You can mark stress to:

  • take a 10+ instead of rolling when you interfere with someone trying to get the truth out of you.
  • offer a PC an xp to accept your reasoning when you justify your behavior, even on a miss.
  • take +1 when you get fucking shot by another narco who suspects your treachery.
", + "la_sicaria-rel_text1": "_____ fucked up something crucial; you had to clean up the mess before things got messy with los federales or a rival drug cartel.", + "la_sicaria-adv1": "get +1 Grit (max+3)", + "la_sicaria-adv2": "get +1 Hustle (max+3)", + "la_sicaria-adv3": "get +1 Savagery (max+3)", + "la_sicaria-adv4": "choose 2 new weapons", + "la_sicaria-adv5": "get a new sicaria move", + "la_sicaria-adv6": "get a new sicaria move", + "la_sicaria-adv7": "get a move from another playbook", + "la_sicaria-adv8": "get a move from another playbook", + "la_sicaria-adv9": "get +1 to any stat (max+3)", + "la_sicaria-adv10": "choose 2 new pieces of gear or 2 new weapons", + "la_sicaria-adv11": "retire your character (to safety)", + "la_sicaria-adv12": "change your character to a new type", + "la_sicaria-adv13": "raise your lifestyle one level", + "weapons (choose 4)": "weapons (choose 4)", + "sicaria_weapon1": "sniper rifle (far hi-tech loud)", + "sicaria_weapon2": "assault rifle (close loud autofire)", + "sicaria_weapon3": "grenade launcher (close area messy)", + "sicaria_weapon4": "shotgun (close messy)", + "sicaria_weapon5": "submachine gun (close area loud)", + "sicaria_weapon6": "magnum (close reload loud)", + "sicaria_weapon7": "9mm (close loud)", + "sicaria_weapon8": "stun gun (close reload)", + "sicaria_weapon9": "fireman’s axe (close messy)", + "sicaria_weapon10": "machete (hand messy)", + "sicaria_weapon11": "garrote (hand grapple)", + "sicaria_weapon12": "knives (hand infinite)", + "gear (choose 4)": "gear (choose 4)", + "sicaria_gear1": "Armor Piercing Ammo (+ap to all weapons): Sometimes putos wear vests. Gotta be ready.", + "sicaria_gear2": "Body Armor (+armored): You want to live, right? Put on the fucking vest, pendeja.", + "sicaria_gear3": "Explosives Kit (close loud area reload): You can create improvised explosive devices (IEDs) if you’ve got time.", + "sicaria_gear4": "Tracking Device (hi-tech far concealable): They can’t hide if you plant this somewhere on them.", + "sicaria_gear5": "Secure Police Scanner (hi-tech hand): You can listen in even when they try to keep you out.", + "sicaria_gear6": "Silencer (remove +loud from any weapon): Quiet as a mouse. Dead as a doornail. Eh, cabrona?", + "sicaria_gear7": "Surveillance Gear (hi-tech close concealable): You can install cameras somewhere and watch all you want.", + "sicaria_gear8": "Police Uniform (official wearable stolen): Who is who anymore? You look like them and they look like you.", + "-- select a key --": "-- select a key --", + "ambition": "ambition", + "ambition_text": "Mark xp when you get someone important to let you handle some business on their behalf. Clear this key and advance when you seize the day and ask for forgiveness instead of permission.", + "arrogance": "arrogance", + "arrogance_text": "Mark xp when you use your superior knowledge or experience to verbally shame or abuse someone you care about. Clear this key and advance when you admit to a loved one that you're in over your head and urgently need help.", + "daring": "daring", + "daring_text": "Mark xp when you willingly enter a perilous situation without precautions or deception. Clear this key and advance when you retreat from a messy situation instead of risking further failure.", + "debt": "debt", + "debt_text": "Mark xp when you take on a new loan or strain your finances to meet your family's needs. Clear this key and advance when you find a way --legal or illegal--out from under your obligations.", + "dirty_hands": "dirty hands", + "dirty_hands_text": "Mark xp when you personally tackle a messy problem instead of sending goons. Clear this key and advance when you send someone to deal with a problem you should have attended to directly.", + "duty": "duty", + "duty_text": "Mark xp when you complete a task or assign-ment for your superiors or colleagues. Clear this key and advance when you intentionally thwart the goals of your organization or employer.", + "family": "family", + "family_text": "Mark xp when you violate your family members’ boundaries to protect them. Clear this key and advance when you allow one of them to be harmed when you could have intervened.", + "guilt": "guilt", + "guilt_text": "Mark xp when you confess a recent betrayal or deception to someone you shouldn’t trust. Clear this key and advance when you use a moment of intimacy to trick someone into advancing your schemes.", + "indomitable": "indomitable", + "indomitable_text": "Mark xp when you go into battle significantly outgunned or outmanned. Clear this key and advance when you surrender to your enemies instead of fighting your way out of a messy situation.", + "loyalty": "loyalty", + "loyalty_text": "Mark xp when you accept the lies or half-truths of a trusted friend or lover. Clear this key and advance when you confront a loved one with evidence of their betrayals and deceptions.", + "mercy": "mercy", + "mercy_text": "Mark xp when you try to head off a violent encounter with negotation or persuasion. Clear this key and advance when you greatly injure or kill someone who is defenseless or unaware.", + "paranoia": "paranoia", + "paranoia_text": "Mark xp when you try to get the truth out of someone about their true loyalties. Clear this key and advance when you expose someone’s betrayal to their family or employer.", + "pride": "pride", + "pride_text": "Mark xp when you claim an asset on the grounds that you or your family deserves it. Clear this key and advance when you give up something to keep yourself or a loved one safe from harm.", + "schemes": "schemes", + "schemes_text": "Mark xp when you take advantage of someone who believes you’re working on their behalf. Clear this key and advance when you openly choose one of your loyalties over the other.", + "secrets": "secrets", + "secrets_text": "Mark xp when you lie to someone close to you about your illicit activities. Clear this key and advance when you finally come clean to someone who trusts you about your lies and decepeptions.", + "default_hitresult": "¡Órale, amigo! Looks like things worked out. Don't get cocky! The MC will tell you what happens next.", + "default_partialresult": "Not bad, güey. Things could be better, but they could be worse too! The MC's going to tell you what's in store for you now.", + "default_missresult": "¡Ay diós, cabrón! Sometimes shit gets real. The MC will tell you what happens next.", + "---": "", + "---_desc": "", + "---_trigger": "", + "---_rollwith": "", + "---_hitresult": "", + "---_partialresult": "", + "---_missresult": "", + "cocinar": "cocinar", + "cocinar_desc": "If you’re fully stocked and cooking, at the start of session, roll with Grit. On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself. On a 7-9, your investment in the operation causes someone close to you to grow suspicious. On a miss, one of your lab’s problems comes to bear con todo.", + "cocinar_show_roll_button": "True", + "cocinar_trigger": "If you’re fully stocked and cooking, at the start of session, roll with Grit.", + "cocinar_rollwith": "grit", + "cocinar_hitresult": "On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself.", + "cocinar_partialresult": "On a hit, you make enough to meet your commitments. On a 7-9, your investment in the operation causes someone close to you to grow suspicious.", + "cocinar_missresult": "On a miss, one of your lab’s problems comes to bear con todo.", + "ciencia,_cabrón": "ciencia, cabrón", + "ciencia,_cabrón_show_roll_button": "True", + "ciencia,_cabrón_desc": "When you try to juryrig some-thing with science, roll with Grit. On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress. On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "ciencia,_cabrón_trigger": "When you try to juryrig some-thing with science, roll with Grit.", + "ciencia,_cabrón_rollwith": "grit", + "ciencia,_cabrón_hitresult": "On a hit, you create an opportunity or buy yourself some time.", + "ciencia,_cabrón_partialresult": "On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress.", + "ciencia,_cabrón_missresult": "On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "chillón": "chillón", + "chillón_desc": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_show_roll_button": "True", + "chillón_trigger": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_rollwith": "grit", + "chillón_hitresult": "For NPCs: On a hit, they accept your logic.", + "chillón_partialresult": "On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty.", + "de_calidad": "de calidad", + "de_calidad_show_roll_button": "True", + "de_calidad_desc": "When you propose a deal that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_trigger": "When you ***propose a deal*** that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_rollwith": "grit", + "de_calidad_hitresult": "On a hit, they choose: take the deal or mark stress.", + "de_calidad_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "afortunado": "afortunado", + "afortunado_desc": "You get +1 Grit (max+3)", + "pozolero": "pozolero", + "pozolero_desc": "When you get rid of a body using chemicals in your lab, roll with Grit. On a 10+, all 3. On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n* you aren’t missing any supplies or equipment.\n* you aren't interrupted getting it done.\n\nOn a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "pozolero_show_roll_button": "True", + "pozolero_trigger": "When you get rid of a body using chemicals in your lab, roll with Grit.", + "pozolero_rollwith": "grit", + "pozolero_hitresult": "On a 10+, all 3.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_partialresult": "On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_missresult": "On a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "tu laboratorio": "tu laboratorio", + "lab_tags": "small, fixed, unstable, indebted", + "tu laboratorio-desc": "By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.", + "choose 2 features": "choose 2 features", + "lab_feature1": "your lab is a food truck or RV. Replace fixed with mobile.", + "lab_feature2": "your lab has professional equipment, capable of larger cooks. raise your lifestyle; change small to medium.", + "lab_feature3": "your lab has equipment designed to dispose of dangerous chemicals. Remove unstable.", + "lab_feature4": "you have an assistant who prepares the chemicals in advance for your cooks. Take +1 to Cocinar; add payroll.", + "choose 2 troubles": "choose 2 troubles", + "lab_trouble1": "your lab is sometimes inaccessible. Add inconvenient.", + "lab_trouble2": "your lab gives off a byproduct or odor that makes it easy to uncover and report. Add detectable.", + "lab_trouble3": "your lab is poorly secured or locked down against intruders and thieves. Add exposed.", + "lab_trouble4": "your lab relies on uncommon chemicals. Add shortages.", + "tus misterios": "tus misterios", + "misterios_description": "You've fallen on hard times. Now you must keep your work secret from the people closest to you. Choose 3:", + "misterio1": "an esposa or novio who asks too many questions", + "misterio2": "a niño who thinks you’re beyond reproach", + "misterio3": "an elderly madre or tio who relies on you financially", + "misterio4": "a prima who works in federal law enforcement", + "misterio5": "an old coworker who feels badly about your troubles", + "misterio6": "a community leader who feels responsible for you", + "la familia": "la familia", + "amor_y_matrimonio": "amor y matrimonio", + "amor_y_matrimonio_desc": "You are the only one who can be trusted to protect la familia. Take +1 ongoing when you try to get one of them to do the right thing.", + "me_lo_chingué": "me lo chingué", + "me_lo_chingué_desc": "When you reveal that you betrayed a lover or friend, tell them to fill their stress track; you clear one stress for each stress they mark. If their stress track is already full, they must immediately make a stress move; you clear one stress.", + "reina_del_drama": "reina del drama", + "reina_del_drama_desc": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to push your luck as if you rolled a 10+.", + "reina_del_drama_trigger": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to ***push your luck*** as if you rolled a 10+.", + "reina_del_drama_rollwith": "grit", + "reina_del_drama_hitresult": "On a 10+, fortune favors the bold.", + "perderse": "perderse", + "perderse_desc": "When you lose yourself in another person, roll with Face. On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly. On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "perderse_show_roll_button": "True", + "perderse_trigger": "When you lose yourself in another person, roll with Face.", + "perderse_rollwith": "face", + "perderse_hitresult": "On a hit, you find solace in their embrace; clear your stress track.", + "perderse_partialresult": "On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly.", + "perderse_missresult": "On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "comer_algo": "comer algo", + "comer_algo_desc": "When you share a meal with some-one, roll with Face. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:\n\n* What do you want from me / my family?* What threat do you pose to us / our life?\n* Who are you protecting / hunting?\n\nOn a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "comer_algo_show_roll_button": "True", + "comer_algo_trigger": "When you share a meal with some-one, roll with Face.", + "comer_algo_rollwith": "face", + "comer_algo_hitresult": "On a 10+, hold 2. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_partialresult": "On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_missresult": "On a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "obligation1": "pregnant/finalizing adoption", + "obligation2": "new baby", + "obligation3": "preschool child", + "obligation4": "high school student", + "obligation5": "stepchild", + "obligation6": "corporate job", + "obligation7": "established home business", + "obligation8": "starting a new business", + "obligation9": "real estate license", + "obligation10": "social service job", + "obligation11": "managing family finances", + "obligation12": "elderly grand-parent", + "obligation13": "troubled sibling", + "obligation14": "school association", + "obligation15": "nonprofit board", + "obligation16": "parish volunteer", + "obligation17": "dinner parties", + "obligation18": "gossip and rumors", + "push_your_luck": "push your luck", + "push_your_luck_html": "

When you push your luck, roll with Grit. On a 10+, fortune favors the bold. On a 7-9, things don't work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.

", + "push_your_luck_trigger": "When you ***push your luck***, roll with Grit.", + "push_your_luck_rollwith": "grit", + "push_your_luck_hitresult": "On a 10+, fortune favors the bold. ", + "push_your_luck_partialresult": "On a 7-9, things don’t work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.", + "get_the_truth": "get the truth", + "get_the_truth_html": "

When you try to get the truth out of someone, roll with Hustle. On a hit, clear one stress. On a 10+, pick 2. On a 7-9, pick 1.

  • they can't mislead you with the truth
  • they can't confuse you with falsehoods
  • they can't stonewall you with silenc
", + "get_the_truth_trigger": "When you try to ***get the truth out of someone***, roll with Hustle.", + "get_the_truth_rollwith": "hustle", + "get_the_truth_hitresult": "On a hit, clear one stress. On a 10+, pick 2. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "get_the_truth_partialresult": "On a hit, clear one stress. On a 7-9, pick 1. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "pressure_someone": "pressure someone", + "pressure_someone_html": "When you pressure someone to go along with you, roll with Hustle. On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "pressure_someone_trigger": "When you ***pressure someone*** to go along with you, roll with Hustle.", + "pressure_someone_rollwith": "hustle", + "pressure_someone_hitresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress.", + "pressure_someone_partialresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "size_someone_up": "size someone up", + "size_someone_up_html": "

When you size someone up, roll with Savagery. On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3. On a 7-9, ask 1.

  • what are your current weaknesses / strengths?
  • how can I show you dominance / submission?
  • what do you intend to do next?
  • what do you wish I'd do right now?
  • how could I get you to _________
", + "size_someone_up_trigger": "When you ***size someone up***, roll with Savagery.", + "size_someone_up_rollwith": "savagery", + "size_someone_up_hitresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________? ", + "size_someone_up_partialresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 7-9, ask 1.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________?", + "strain_your_finances": "strain your finances", + "strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "strain_your_finances_rollwith": "*dinero*", + "strain_your_finances_rollquery": "?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "help_or_interfere": "help or interfere", + "help_or_interfere_html": "

When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked. On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered. On a miss, mark the stress you wagered and prepare for the worst.

", + "help_or_interfere_trigger": "When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.", + "help_or_interfere_rollwith": "stress wagered", + "help_or_interfere_rollquery": "?{When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.|1|2|3}", + "help_or_interfere_hitresult": "On a hit, give them a +1 or -2 to their roll, your choice.", + "help_or_interfere_partialresult": "On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered.", + "help_or_interfere_missresult": "On a miss, mark the stress you wagered and prepare for the worst.", + "turn_to_violence": "turn to violence", + "turn_to_violence_html": "

When you turn to violence, roll with Savagery. On a hit, mark stress and trade harm as established. On a 10+, choose 3. On a 7-9, choose 2.

  • you inflict terrible harm
  • you suffer little harm
  • you resist marking stress
  • you avoid collateral damage
", + "turn_to_violence_trigger": "When you ***turn to violence***, roll with Savagery.", + "turn_to_violence_rollwith": "savagery", + "turn_to_violence_hitresult": "On a hit, mark stress and trade harm as established. On a 10+, choose 3.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "turn_to_violence_partialresult": "On a hit, mark stress and trade harm as established. On a 7-9, choose 2.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "heat moves": "heat moves", + "avoid_suspicion": "avoid suspicion", + "avoid_suspicion_html": "

When you try to avoid suspicion while handling business in public, roll with Heat. Add one for each:

  • you’re carrying a lot of drugs or money
  • you’re transporting at least one body, dead or alive
  • you’re equipped with military weaponry

On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.

", + "avoid_suspicion_trigger": "When you try to ***avoid suspicion while handling business in public***, roll with Heat.Add one for each:\n* you're carrying a lot of drugs or money \n* you're transporting at least one body, dead or alive \n* you're equipped with military weaponry", + "avoid_suspicion_rollwith": "heat & circumstances", + "avoid_suspicion_rollquery": "(@{heat} + ?{When you try to avoid suspicion while handling business in public, roll with Heat.Add one for each: 1- you're carrying a lot of drugs or money 2- you're transporting at least one body, dead or alive 3- you're equipped with military weaponry|0|1|2|3})", + "avoid_suspicion_hitresult": "On a 10+, someone dangerous has been looking for you. And here you are. *Mierda, cabrón.*", + "avoid_suspicion_partialresult": "On a 7-9, only the local *policia* take an interest; make a threat or flash some *dinero* to smooth things over.", + "avoid_suspicion_missresult": "On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.", + "leave_a_messy_crime_scene": "leave a messy crime scene", + "leave_a_messy_crime_scene_html": "When you try to leave a messy crime scene before the authorities arrive, roll with Heat. On a miss, you exit the scene; tell the MC what potentially in-criminating evidence you’ve left behind. On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive. On a 10+, la policia arrives in force...with los federales or an American in tow.", + "leave_a_messy_crime_scene_trigger": "When you try to ***leave a messy crime scene*** before the authorities arrive, roll with Heat.", + "leave_a_messy_crime_scene_rollwith": "heat", + "leave_a_messy_crime_scene_hitresult": "On a 10+, *la policia* arrives in force...with *los federales* or an American in tow.", + "leave_a_messy_crime_scene_partialresult": "On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive.", + "leave_a_messy_crime_scene_missresult": "On a miss, you exit the scene; tell the MC what potentially incriminating evidence you’ve left behind.", + "flee_from_los_federales": "flee from los federales", + "flee_from_los_federales_html": "When you flee from los federales, roll with Heat. On a miss, you get away clean. On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time. On a 10+, you’re fucked, güey: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_trigger": "When you ***flee from los federales***, roll with Heat.", + "flee_from_los_federales_rollwith": "heat", + "flee_from_los_federales_hitresult": "On a 10+, you’re fucked, *güey*: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_partialresult": "On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time.", + "flee_from_los_federales_missresult": "On a miss, you get away clean.", + "propose_a_deal": "propose a deal", + "propose_a_deal_html": "

When you propose a deal to get what you want, roll with Face. On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one:

  • impose a condition on your offer
  • adjust the price (+/-30%) and accept
  • point you at an interested party
", + "propose_a_deal_trigger": "When you ***propose a deal*** to get what you want, roll with Face. ", + "propose_a_deal_rollwith": "face", + "propose_a_deal_hitresult": "On a hit, they choose: take the deal or mark stress.", + "propose_a_deal_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "justify_your_behavior": "justify your behavior", + "justify_your_behavior_html": "

When you try to justify your behavior to someone, roll with Face. For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. For PCs: On a 10+, both. On a 7-9, choose 1:

  • if they accept your reasoning, they mark xp
  • if they keep their own counsel, they mark stress
", + "justify_your_behavior_trigger": "When you try to ***justify your behavior*** to someone, roll with Face.", + "justify_your_behavior_rollwith": "face", + "justify_your_behavior_hitresult": "For NPCs: On a hit, they accept your logic. \n\nFor PCs: On a 10+, both:\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "justify_your_behavior_partialresult": "For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. \n\nFor PCs: On a 7-9, choose 1: On a 10+, both:\n\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "stress & heat moves": "stress & heat moves", + "stress moves": "stress moves", + "stress_moves_description": "All sorts of fictional situations may cause stress–getting shot at, doing something horrific, fighting with a spouse–and the only way to keep that stress in check is through stress moves:", + "verbally_abuse_or_shame": "verbally abuse or shame", + "verbally_abuse_or_shame_html": "When you verbally abuse or shame someone you care about, roll with Face. On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track. On a 7-9, clear one stress. On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "verbally_abuse_or_shame_trigger": "When you **verbally abuse or shame someone** you care about, roll with Face.", + "verbally_abuse_or_shame_rollwith": "face", + "verbally_abuse_or_shame_hitresult": "On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track.", + "verbally_abuse_or_shame_partialresult": "On a hit, your words hit hard: tell them to mark stress. On a 7-9, clear one stress.", + "verbally_abuse_or_shame_missresult": "On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "lose_yourself_in_a_substance": "lose yourself in a substance", + "lose_yourself_in_a_substance_html": "When you lose yourself in a substance, roll with Grit. On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list. On a miss, you’re in deep. Buena suerte, cabrón.", + "lose_yourself_in_a_substance_trigger": "When you **lose yourself in a substance**, roll with Grit.", + "lose_yourself_in_a_substance_rollwith": "grit", + "lose_yourself_in_a_substance_hitresult": "On a hit, clear your stress track.", + "lose_yourself_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "lose_yourself_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "confess_your_sins": "confess your sins", + "confess_your_sins_html": "When you confess your sins to a priest, roll with Hustle. On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession. On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "confess_your_sins_trigger": "When you **confess your sins to a priest**, roll with Hustle.", + "confess_your_sins_rollwith": "hustle", + "confess_your_sins_hitresult": "On a hit, you find forgiveness; clear your stress track.", + "confess_your_sins_partialresult": "On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession.", + "confess_your_sins_missresult": "On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "dish_out_a_beatdown": "dish out a beatdown", + "dish_out_a_beatdown_html": "When you dish out a beatdown, roll with Savagery. On a 10+, you assert your dominance: clear your stress track. On a 7-9, you hurt them, but it’s not enough: clear one stress. On a miss, the violence gets out of hand. Enjoy the consequences, pendejo.", + "dish_out_a_beatdown_trigger": "When you **dish out a beatdown**, roll with Savagery.", + "dish_out_a_beatdown_rollwith": "savagery", + "dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "drug moves": "drug moves", + "drug moves description": "If the MC tells you to make a drug move, pick one:", + "cocaine": "cocaine", + "cocaine_move1": "start a fight with a mouthy pendejo or puta", + "cocaine_move2": "throw yourself at someone you shouldn’t", + "cocaine_move3": "spend your money stupidly or carelessly", + "heroin": "heroin", + "heroin_move1": "push someone who cares about you away", + "heroin_move2": "overlook a crucial deadline or event", + "heroin_move3": "steal funds in preparation for your next fix", + "crystal meth": "crystal meth", + "crystal meth_move1": "accuse a loved one of theft or betrayal", + "crystal meth_move2": "push a place you keep toward squalor", + "crystal meth_move3": "hurt yourself to keep your diablos at bay", + "alcohol": "alcohol", + "alcohol_move1": "make a scene about how you’ve been wronged", + "alcohol_move2": "let slip something to the wrong person", + "alcohol_move3": "wreck something meaningful, carelessly", + "hermanos": "hermanos", + "hermanos_desc": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle. On a 10+, all 3. On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers \n\nOn a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "hermanos_show_roll_button": "True", + "hermanos_rollwith": "hustle", + "hermanos_trigger": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle.", + "hermanos_hitresult": "On a 10+, all 3: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_partialresult": "On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_missresult": "On a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "mercado": "mercado", + "mercado_desc": "When you sell product on the street, roll with Hustle. On a 10+, sales are brisk; clear your stress track. On a 7-9, you make some money, but someone takes issue with your crew; clear one stress. On a miss, someone takes a run at you, and it probably isn’t the cops.", + "mercado_show_roll_button": "True", + "mercado_rollwith": "hustle", + "mercado_trigger": "When you sell product on the street, roll with Hustle.", + "mercado_hitresult": "On a 10+, sales are brisk; clear your stress track.", + "mercado_partialresult": "On a 7-9, you make some money, but someone takes issue with your crew; clear one stress.", + "mercado_missresult": "On a miss, someone takes a run at you, and it probably isn’t the cops.", + "bendito": "bendito", + "bendito_desc": "When you’re completely focused on escaping, push your luck with Hustle instead of Grit. Add +1 to your roll if you get fucking shot while trying to flee.", + "bendito_show_roll_button": "FALSE", + "vendedor": "vendedor", + "vendedor_desc": "When you propose a deal to someone and they pick an option off the 7-9 list you don’t like, mark stress to make them pick a different option off the list. You can do this multiple times, provided you can keep marking stress.", + "vendedor_show_roll_button": "FALSE", + "matador": "matador", + "matador_desc": "Fill your stress track—marking at least one stress—to turn to violence against an unsuspecting target as if you rolled a 10+.", + "matador_show_roll_button": "FALSE", + "la_plaza_desc": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_show_roll_button": "True", + "mandamás": "mandamás", + "mandamás_desc": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face. On a 10+, all 3. On a 7-9, choose 1. \n- they keep their wits and focus. \n- they minimize incriminating evidence. \n- they avoid collateral damage. On a miss, everything goes to shit, but it wasn't your people's fault. You know how it is, *jefe*: no plan survives contact with the enemy.", + "mandamás_show_roll_button": "True", + "mandamás_rollwith": "face", + "mandamás_trigger": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face.", + "mandamás_hitresult": "On a 10+, all 3: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_partialresult": "On a 7-9, choose 1: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_missresult": "On a miss, everything goes to shit, but it wasn’t your people’s fault. You know how it is, jefe: no plan survives contact with the enemy.", + "infiltrado": "infiltrado", + "infiltrado_desc": "At the start of session, roll with Grit. On a hit, you get wind of a development in the anti-cartel case before things get messy. On a 10+, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice. On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "infiltrado_show_roll_button": "True", + "infiltrado_rollwith": "grit", + "infiltrado_trigger": "At the start of session, roll with Grit. ", + "infiltrado_hitresult": "On a 10+, you get wind of a development in the anti-cartel case before things get messy. In fact, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice.", + "infiltrado_partialresult": "On a 7-9, you get wind of a development in the anti-cartel case before things get messy.", + "infiltrado_missresult": "On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "seguir": "seguir", + "seguir_desc": "When you follow someone through the streets, roll with Grit. On a hit, where they go, you follow. On a 7-9, you overstep; mark a stress to avoid being spotted. On a miss, you end up exposed without backup or cover. ¡Mierda!", + "seguir_show_roll_button": "True", + "seguir_rollwith": "grit", + "seguir_trigger": "When you follow someone through the streets, roll with Grit.", + "seguir_hitresult": "On a 10+, where they go, you follow.", + "seguir_partialresult": "On a 7-9, where they go, you follow...but you overstep; mark a stress to avoid being spotted.", + "seguir_missresult": "On a miss, you end up exposed without backup or cover. *¡Mierda!*", + "verdadero": "verdadero", + "verdadero_desc": "When you get the truth from someone during an official interrogation, pick an extra option, even on a miss.", + "verdadero_show_roll_button": "FALSE", + "siempre_listo": "siempre listo", + "siempre_listo_desc": "Mark stress to show up in a scene alongside *la policía* or *los federales*, assuming that you aren’t unavailable. Mark three stress to show up instead of the authorities; you’ll have a few minutes solo in the scene before anybody else arrives.", + "siempre_listo_show_roll_button": "FALSE", + "escolta": "escolta", + "escolta_desc": "When you draw attention away from someone, they can roll with your Heat instead of their own. On a 10+, they suffer the consequences...but you attract demasiada attention: raise your Heat by 1 until the end of the next session.", + "escolta_show_roll_button": "FALSE", + "entrenamiento": "entrenamiento", + "entrenamiento_desc": "When you turn to violence after declaring yourself as a federal, roll with Grit instead of Savagery. If you get shot as a result, take +1 forward.", + "entrenamiento_show_roll_button": "FALSE", + "conectada": "conectada", + "conectada_desc": "When you go looking for a cartel *güey* in la plaza to help with a problem, name them and roll with Face. On a hit, you track them down and they’ve got what you need. On a 7-9, pick 1. On a 10+, both. \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology\n\n On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "conectada_show_roll_button": "True", + "conectada_rollwith": "face", + "conectada_trigger": "When you go looking for a cartel güey in la plaza to help with a problem, name them and roll with Face.", + "conectada_hitresult": "On a 10+, you track them down and they've got what you need; you get both: \n- They aren't caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_partialresult": "On a 7-9, you track them down and they've got what you need; pick 1: \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_missresult": "On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "escapar": "escapar", + "escapar_desc": "When you try to exit a tense situation, roll with Face. On a 10+, you’re gone! On a 7-9, you leave something behind or take something with you, your choice. On a miss, you’re exposed por completo...", + "escapar_show_roll_button": "True", + "escapar_rollwith": "face", + "escapar_trigger": "When you try to exit a tense situation, roll with Face.", + "escapar_hitresult": "On a 10+, you’re gone! ", + "escapar_partialresult": "On a 7-9, you leave something behind or take something with you, your choice. ", + "escapar_missresult": "On a miss, you’re exposed por completo...", + "amante": "amante", + "amante_desc": "When you share a night of intimacy with a lover, roll with Face. On a hit, clear your stress track. On a 10+, ask 2.On a 7-9, ask 1. \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do? \n\nOn a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "amante_show_roll_button": "True", + "amante_rollwith": "face", + "amante_trigger": "When you share a night of intimacy with a lover, roll with Face.", + "amante_hitresult": "On a 10+, clear your stress track and ask 2: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_partialresult": "On a 7-9, clear your stress track and ask 1: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_missresult": "On a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "chimosa": "chimosa", + "chimosa_desc": "When you betray a friend or ally to the authorities, roll with Face. On a 10+, your treason is useful and valued: clear your stress track. On a 7-9, your handler is pleased...and demands more: clear one stress. On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "chimosa_show_roll_button": "True", + "chimosa_rollwith": "face", + "chimosa_trigger": "When you betray a friend or ally to the authorities, roll with Face.", + "chimosa_hitresult": "On a 10+, your treason is useful and valued: clear your stress track.", + "chimosa_partialresult": "On a 7-9, your handler is pleased...and demands more: clear one stress.", + "chimosa_missresult": "On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "mentirosa": "mentirosa", + "mentirosa_desc": "You get +1 Face (max+3).", + "mentirosa_show_roll_button": "FALSE", + "mirar": "mirar", + "mirar_desc": "When you read a charged situation, roll with Savagery. On a hit, ask the MC questions; take +1 when you act on the answers. On a 10+, ask 2. On a 7–9, ask 1: \n- where’s my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what’s my enemy’s true position? On a miss, ask one...but you reveal your position.", + "mirar_show_roll_button": "FALSE", + "mirar_rollwith": "savagery", + "mirar_trigger": "When you read a charged situation, roll with Savagery.", + "mirar_hitresult": "On a 10+, ask the MC 2 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_partialresult": "On a 7-9, ask the MC 1 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_missresult": "On a miss, ask one...but you reveal your position.", + "narcocorrido": "narcocorrido", + "narcocorrido_desc": "When you meet someone importante (your call), roll with Savagery. On a hit, they’ve heard of you. Say what they’ve heard, and they will act accordingly. On a 10+, you also take +1 forward to dealing with them. On a miss, your reputation convinces them that you’re something you’re not.", + "narcocorrido_show_roll_button": "True", + "narcocorrido_rollwith": "savagery", + "narcocorrido_trigger": "When you meet someone *importante* (your call), roll with Savagery.", + "narcocorrido_hitresult": "On a 10+, they've heard of you. Say what they've heard, and they will act accordingly; take +1 forward to dealing with them.", + "narcocorrido_partialresult": "On a 7-9, they've heard of you. Say what they've heard, and they will act accordingly.", + "narcocorrido_missresult": "On a miss, your reputation convinces them that you’re something you're not.", + "levantón": "levantón", + "levantón_desc": "When you track down an NPC, roll with Savagery. On a hit, you catch them exposed or vulnerable. On a 7-9, they have backup or it’s public. On a miss, someone you’re avoiding finds you first.", + "levantón_show_roll_button": "True", + "levantón_rollwith": "savagery", + "levantón_trigger": "When you track down an NPC, roll with Savagery.", + "levantón_hitresult": "On a 10+, you catch them exposed or vulnerable.", + "levantón_partialresult": "On a 7-9, you catch them exposed or vulnerable, but they have backup or it’s public.", + "levantón_missresult": "On a miss, someone you’re avoiding finds you first.", + "rematar": "rematar", + "rematar_desc": "You get +1 Savagery (max +3).", + "rematar_show_roll_button": "FALSE", + "encobijado": "encobijado", + "encobijado_desc": "When you ditch a body somewhere, roll with Savagery. On a hit, you lose the corpse, and it stays lost; clear one stress. On a 10+, dust to dust; clear your stress track. On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "encobijado_show_roll_button": "True", + "encobijado_rollwith": "savagery", + "encobijado_trigger": "When you ditch a body somewhere, roll with Savagery.", + "encobijado_hitresult": "On a 10+, you lose the corpse, and it stays lost; clear your stress track.", + "encobijado_partialresult": "On a 7-9, you lose the corpse, and it stays lost; clear one stress.", + "encobijado_missresult": "On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "duro": "duro", + "duro_desc": "When you get fucking shot, add +1 to your roll. On a miss, you have time for an act of ven- geance or kindness before you fall to your wounds.", + "duro_show_roll_button": "FALSE", + "notes": "notes" +} diff --git a/cartel/translations/nl.json b/cartel/translations/nl.json new file mode 100644 index 0000000000..c85da7a63a --- /dev/null +++ b/cartel/translations/nl.json @@ -0,0 +1,710 @@ +{ + "edit identity": "edit identity", + "character name": "character name", + "playbook": "playbook", + "el cocinero": "el cocinero", + "la esposa": "la esposa", + "el halcon": "el halcon", + "el narco": "el narco", + "la polizeta": "la polizeta", + "la rata": "la rata", + "la sicaria": "la sicaria", + "cocinero": "cocinero", + "esposa": "esposa", + "halcon": "halcon", + "narco": "narco", + "polizeta": "polizeta", + "rata": "rata", + "sicaria": "sicaria", + "look": "look", + "gear": "gear", + "lifestyle": "lifestyle", + "destitute": "destitute", + "destitute_desc": "nearly homeless, often unable to afford even basic staples, desperate", + "impoverished": "impoverished", + "impoverished_desc": "cash on hand for lodging and food, but little else, \"cash poor\"", + "stable": "stable", + "stable_desc": "relative comfort, regular lodging, enough resources to support a family", + "luxury": "luxury", + "luxury_desc": "wealth beyond most, able to put ten thousand dollars towards a problem", + "extravagant": "extravagant", + "extravagant_desc": "rich beyond measure, anything is accessible with enough patience", + "stats": "stats", + "character moves": "character moves", + "new character move": "new character move", + "click the pencil icon to edit your new move": "click the pencil icon to edit your new move", + "edit move": "edit move", + "basic moves": "basic moves", + "extras": "extras", + "stress": "stress", + "stress description": "Each session you start with two stress already marked, provided you didn't end the last section with more. If your stress track is ever filled, güey, you're in a bad spot.", + "reset": "reset", + "face": "face", + "grit": "grit", + "hustle": "hustle", + "savagery": "savagery", + "heat": "heat", + "tags": "tags", + "advancement": "advancement", + "advtxt1": "When you fill your xp track, select an advance from this list:", + "advtxt2": "After 5 advances, you can choose from this list instead:", + "los enlaces": "los enlaces", + "tus llaves": "tus llaves", + "move name": "move name", + "description": "description", + "show roll button?": "show roll button?", + "roll with": "roll with", + "is rolling with": "is rolling with", + "trigger": "trigger", + "el_cocinero-rel_text1": "_____ is familia. Close family. They don’t know what you do para el cartel, and you’re not sure you can keep your secrets for long.", + "el_cocinero-rel_text2": "_____ got you into this business to help you with your financial troubles but didn’t tell you the whole story. Now you’re both stuck.", + "el_cocinero-rel_text3": "You and _____ have an understanding. You need each other for now, but both of you know the current situation won’t last.", + "el_cocinero-adv1": "get +1 Grit (max+3)", + "el_cocinero-adv2": "get +1 Hustle (max+3)", + "el_cocinero-adv3": "get +1 Savagery (max+3)", + "el_cocinero-adv4": "choose a new laboratorio feature", + "el_cocinero-adv5": "get a new cocinero move", + "el_cocinero-adv6": "get a new cocinero move", + "el_cocinero-adv7": "get a move from another playbook", + "el_cocinero-adv8": "get a move from another playbook", + "el_cocinero-adv9": "get +1 to any stat (max+3)", + "el_cocinero-adv10": "resolve a laboratorio trouble", + "el_cocinero-adv11": "retire your character (to safety)", + "el_cocinero-adv12": "change your character to a new type", + "el_cocinero-adv13": "raise your lifestyle one level", + "la_esposa-rel_text1": "_____ and your spouse spend time together, but you’d prefer it if they weren’t in-volved in your life. Tell them what they did to anger you.", + "la_esposa-rel_text2": "_____ es familia. A sibling, maybe, or a cousin. Someone close. They mean well, but you worry about them. Tell them your fears.", + "la_esposa-rel_text3": "_____ and you were a thing back in the day, but it never went anywhere. Most people don’t know about it; you were young once también.", + "la_esposa-adv1": "get +1 Face (max+3)", + "la_esposa-adv2": "get +1 Grit (max+3)", + "la_esposa-adv3": "get +1 Hustle (max+3)", + "la_esposa-adv4": "change 2 obligations de la familia", + "la_esposa-adv5": "get a new esposa move", + "la_esposa-adv6": "get a new esposa move", + "la_esposa-adv7": "get a move from another playbook", + "la_esposa-adv8": "get a move from another playbook", + "la_esposa-adv9": "get +1 to any stat (max+3)", + "la_esposa-adv10": "permanently resolve a secret", + "la_esposa-adv11": "retire your character (to safety)", + "la_esposa-adv12": "change your character to a new type", + "la_esposa-adv13": "raise your spouse's lifestyle one level", + "spouse": "spouse", + "spouse-desc": "Ask everyone else “Who is willing to be my spouse?” Pick whomever you like. If no one volunteers, choose an NPC.", + "obligations-title": "Choose 5 obligations you perform for la familia:", + "secrets-title": "And choose 2 secrets you keep from la familia:", + "secret-nest_egg": "+nest egg: you put away some serious cash in a secret stash ($20,000!) for a rainy day.", + "secret-addiction": "+addiction: some nasty drug has a hold on you.", + "secret-affair": "+affair: you have another love...or at least another lover you spend time with.", + "secret-debt": "+debt: your spending has put you in a tough place, beyond what your family currently knows.", + "secret-lovechild": "+lovechild: you have a secret child that requires attention...and money.", + "la_familia": "la familia", + "la_familia_html": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle. On a 10+, you juggle your responsibilities with grace; clear your stress track. On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist. On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "la_familia_desc": "", + "la_familia_trigger": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle.", + "la_familia_rollwith": "hustle", + "la_familia_hitresult": "On a 10+, you juggle your responsibilities with grace; clear your stress track.", + "la_familia_partialresult": "On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist.", + "la_familia_missresult": "On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "el_halcon-rel_text1": "_____ gave you some new responsibilities lately, at your request. They have their doubts, but you’ll prove them wrong soon.", + "el_halcon-rel_text2": "_____ disapproves of your cartel work, and wants to get you out. You're not a niño; you can handle your own business.", + "el_halcon-rel_text3": "You and _____ have a plan to make some real money. They worry it’s not going to work, but you know it’s a sure thing, cabrón.", + "el_halcon-adv1": "get +1 Face (max+3)", + "el_halcon-adv2": "get +1 Grit (max+3)", + "el_halcon-adv3": "get +1 Hustle (max+3)", + "el_halcon-adv4": "choose a new pandilla feature", + "el_halcon-adv5": "get a new halcón move", + "el_halcon-adv6": "get a new halcón move", + "el_halcon-adv7": "get a move from another playbook", + "el_halcon-adv8": "get a move from another playbook", + "el_halcon-adv9": "get +1 to any stat (max+3)", + "el_halcon-adv10": "resolve a pandilla vulnerability", + "el_halcon-adv11": "retire your character (to safety)", + "el_halcon-adv12": "change your character to a new type", + "el_halcon-adv13": "raise your lifestyle one level", + "tu pandilla": "tu pandilla", + "amigos:": "amigos:", + "pandilla-amigos_description": "By default, your pandilla has three loyal amigos you’ve known a while. Give them names:", + "pandilla-amigos_names_list": "Azul, Blanco, Calaca, Charo, Chino, Flaco, Gordo, Lola, Moco, Nacho, Paco, Raki, Torpe, Zanahoria", + "pandilla-question_amigo1": "Who is there to cheer you up when mierda gets tough?", + "pandilla-question_amigo2": "Who is a real pendejo, but you just can't cut them loose?", + "pandilla-question_amigo3": "Who is truly solid, ready to entrarle and get things done when you need them?", + "choose 2 features:": "choose 2 features:", + "pandilla_feature1": "your crew has crews that work for you, cabrón. Your crew becomes a gang (small untrained unequipped).", + "pandilla_feature2": "your crew is down for a fiesta. Roll with Hustle instead of Grit when you get all get lost in a substance juntos.", + "pandilla_feature3": "your crew is down for a fight. Roll with Hustle instead of Savagery when you dish out a beatdown as a crew.", + "pandilla_feature4": "your crew is in touch with high-level smugglers and producers from other cartels. It gets +connected.", + "pandilla_feature5": "your crew is employed outside the cartel, officially or unofficially. Take +1 when you strain your finances.", + "choose 2 vulnerabilities:": "choose 2 vulnerabilities:", + "pandilla_vulnerability1": "your crew is on la policía's radar: +known.", + "pandilla_vulnerability2": "your crew is into heavy stuff: +addiction.", + "pandilla_vulnerability3": "your crew owes favors to someone: +obligation.", + "pandilla_vulnerability4": "your crew has enemies, cabrón: +turf war.", + "pandilla-get_lost_in_a_substance": "get lost in a substance", + "pandilla-get_lost_in_a_substance_trigger": "your crew is down for a *fiesta*. Roll with Hustle instead of Grit when you get all ***get lost in a substance*** *juntos*.", + "pandilla-get_lost_in_a_substance_rollwith": "hustle", + "pandilla-get_lost_in_a_substance_hitresult": "On a hit, clear your stress track.", + "pandilla-get_lost_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "pandilla-get_lost_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "pandilla-dish_out_a_beatdown": "dish out a beatdown", + "pandilla-dish_out_a_beatdown_trigger": "your crew is down for a fight. Roll with Hustle instead of Savagery when you ***dish out a beatdown*** as a crew.", + "pandilla-dish_out_a_beatdown_rollwith": "hustle", + "pandilla-dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "pandilla-dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "pandilla-dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "pandilla-strain_your_finances": "strain your finances", + "pandilla-strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "pandilla-strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "pandilla-strain_your_finances_rollwith": "*dinero*", + "pandilla-strain_your_finances_rollquery": "1[pandilla] + ?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "pandilla-strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "pandilla-strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "pandilla-strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "el_narco-rel_text1": "_____ is familia, but you’ve tried to shield them from the worst of the cartel. Tell them what they know about your dealings.", + "el_narco-rel_text2": "You're sure _____ is up to something, maybe with another cartel or los federales. Keep your eyes open, cabrón. Trust no one.", + "el_narco-relktext3": "You’ve taken _____ under your wing. You respect their skills and talents, and you want to see them thrive. ¡Qué generoso!", + "el_narco-adv1": "get +1 Face (max+3)", + "el_narco-adv2": "get +1 Hustle (max+3)", + "el_narco-adv3": "get +1 Savagery (max+3)", + "el_narco-adv4": "get +1 Control (max +3)", + "el_narco-adv5": "choose a new plaza feature", + "el_narco-adv6": "choose a new plaza feature", + "el_narco-adv7": "get a move from another playbook", + "el_narco-adv8": "get a move from another playbook", + "el_narco-adv9": "get +1 to any stat except Control (max+3)", + "el_narco-adv10": "permanently resolve a plaza trouble", + "el_narco-adv11": "permanently resolve a plaza trouble", + "el_narco-adv12": "retire your character (to safety)", + "el_narco-adv13": "change your character to a new type", + "el jefe de jefes": "el jefe de jefes", + "el_jefe_description": "You run la plaza, a pathway for narcos hoping to move product across the border and a lucrative area for local drug sales. The city of Durango is yours as long as you hold it, jefe.", + "contact": "contact", + "el_jefe_contact_description": "When you took control, the cartel gave you a contact who collects what you owe them, usually once a month. You only know their nickname, so you can’t sell them out if you get flipped by los federales (pick one):", + "la_plaza": "la plaza", + "la_plaza_html": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_trigger": "At the beginning of the session, roll with Control.", + "la_plaza_rollwith": "control", + "la_plaza_hitresult": "On a 10+, you get an opportunity to engage one your troubles (your choice) on your terms.", + "la_plaza_partialresult": "On a 7-9, you get an opportunity to engage one your troubles (your choice) on your terms, but the opportunity is short-lived and risky: act quickly or you may find that you miss your moment.", + "la_plaza_missresult": "On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "control": "control", + "troubles": "troubles", + "by default you've got:": "by default you've got:", + "la_plaza_bullet1": "a staff of unsophisticated narcos, coordinated via a network of burner phones (trouble: +los federales)", + "la_plaza_bullet2": "a mix of protection rackets and smuggling operations (lifestyle: stable)", + "la_plaza_bullet3": "5-10 loyal enforcers (gang small untrained impatient) and 1 or 2 corrupt cops (greedy informed)", + "la_plaza_bullet4": "a few halcones to keep you informed about what goes on in your city (Control = +1)", + "choose 4 features:": "choose 4 features", + "la_plaza_feature1": "your plaza is profitable, bringing in substantial, obvious sums. Lifestyle: +1 level & trouble: +robberies.", + "la_plaza_feature2": "for income, add kidnapping. Lifestyle: +1 level & trouble: +vigilantes.", + "la_plaza_feature3": "your enforcers have access to military weaponry and body armor. Add armored and armed to your gang.", + "la_plaza_feature4": "you have a reputation for violence. Roll with Face instead of Hustle when you pressure someone by threatening their life, limbs, or loved ones.", + "la_plaza_feature5": "your enforcers have extensive military training. Drop untrained and add savage. Take +1 when you order kidnappings or ambushes.", + "la_plaza_feature6": "your enforcers recruit heavily from the local population, making them a medium gang (10-20) instead of small.", + "la_plaza_feature7": "you have halcones at all chokepoints and smuggling roads. +1 Control.", + "la_plaza_feature8": "only a few know your real name and appearance. Take -2 heat; describe the business that you use as a cover for your activities.", + "choose 2 troubles:": "choose 2 troubles:", + "la_plaza_trouble1": "you are in the middle of a violent dispute with another cartel, probably Los Zetas. Trouble: +gang war.", + "la_plaza_trouble2": "your plaza has been recently infiltrated by someone working for los federales or the CIA/DEA. Trouble: +mole", + "la_plaza_trouble3": "The narcos you displaced to take control of la plaza remain at large. - 1 Control. Trouble: +rivals.", + "la_plaza_trouble4": "greedy agents of the Mex-ican tax authority (SHCP) are bleeding you dry with increasingly expensive demands for bribes and mordidas . -1 lifestyle.", + "la_polizeta-rel_text1": "You grew up with _____ on the streets of Durango. You still have a beer after work if you’re both free; it’s nice to know someone who isn’t involved with either side of your double life.", + "la_polizeta-rel_text2": "_____ is the target of an active investigation. You're not the lead investigator, but you’re regularly briefed on the case.", + "la_polizeta-rel_text3": "_____ is your main contact in the cartel. Tell them where you two go to speak directly when you need a face-to-face meeting.", + "la_polizeta-adv1": "get +1 Face (max+3)", + "la_polizeta-adv2": "get +1 Hustle (max+3)", + "la_polizeta-adv3": "get +1 Savagery (max+3)", + "la_polizeta-adv4": "get +1 Control (max +3)", + "la_polizeta-adv5": "choose a new plaza feature", + "la_polizeta-adv6": "choose a new plaza feature", + "la_polizeta-adv7": "get a move from another playbook", + "la_polizeta-adv8": "get a move from another playbook ", + "la_polizeta-adv9": "get +1 to any stat except Control (max+3)", + "la_polizeta-adv10": "permanently resolve a plaza trouble", + "la_polizeta-adv11": "permanently resolve a plaza trouble", + "la_polizeta-adv12": "retire your character (to safety)", + "la_polizeta-adv13": "change your character to a new type", + "You work closely with 5 NPCs (at least) in the unit:": "You work closely with 5 NPCs (at least) in the unit:", + "Who is your new partner?": "Who is your new partner?", + "Who is suspicious of you?": "Who is suspicious of you?", + "You also end up working with a few NPCs from the cartel:": "You also end up working with a few NPCs from the cartel:", + "Who almost gave you away?": "Who almost gave you away?", + "Who offered to scam el narco?": "Who offered to scam el narco?", + "task_force_equipment": "Your department has some new toys—¡gracias, Calderón!—you can use, provided you have some \"official\" business (pick 2):", + "task_force_equip1": "military-grade body armor (resilient bulky)", + "task_force_equip2": "full-scale surveillance van (hi-tech expensive)", + "task_force_equip3": "tracking devices or bugs (hi-tech concealable)", + "task_force_equip4": "court-approved wiretap (hi-tech persistent)", + "task_force_equip5": "network of criminal informants (informed costly)", + "la_rata-rel_text1": "You and _____ started sleeping together a few weeks ago. Tell them why you haven't been able to end things, despite the dangers. ", + "la_rata-adv1": "get +1 Face (max+3)", + "la_rata-adv2": "get +1 Grit (max+3)", + "la_rata-adv3": "get +1 Savagery (max+3)", + "la_rata-adv4": "get an NPC ally (detail with MC)", + "la_rata-adv5": "get a new rata move", + "la_rata-adv6": "get a new rata move", + "la_rata-adv7": "get a move from another playbook", + "la_rata-adv8": "get a move from another playbook", + "la_rata-adv9": "get +1 to any stat (max+3)", + "la_rata-adv10": "get 4 weapons y 4 gear (La Sicaria)", + "la_rata-adv11": "retire your character (to safety)", + "la_rata-adv12": "change your character to a new type", + "la_rata-adv13": "raise your lifestyle one level", + "el trabajo sucio": "el trabajo sucio", + "el trabajo sucio-description": "You are one of el narco's trusted lieutenants...but you’ve decided to betray the cartel. Choose a reason:", + "trabajo_sucio1": "you’re tired of the killing and death.", + "trabajo_sucio2": "you lost family or a loved one to el narco.", + "trabajo_sucio3": "you want to move up in the organization.", + "trabajo_sucio4": "you were arrested and flipped to avoid jail.", + "trabajo_sucio5": "you're an undercover cop on assignment.", + "supervivencia": "supervivencia", + "supervivencia_html": "

You are a survivor, a rata who will not be drowned just because this sinking ship of a plaza is finally dragged beneath the surface of the drug war.

You can mark stress to:

  • take a 10+ instead of rolling when you interfere with someone trying to get the truth out of you.
  • offer a PC an xp to accept your reasoning when you justify your behavior, even on a miss.
  • take +1 when you get fucking shot by another narco who suspects your treachery.
", + "la_sicaria-rel_text1": "_____ fucked up something crucial; you had to clean up the mess before things got messy with los federales or a rival drug cartel.", + "la_sicaria-adv1": "get +1 Grit (max+3)", + "la_sicaria-adv2": "get +1 Hustle (max+3)", + "la_sicaria-adv3": "get +1 Savagery (max+3)", + "la_sicaria-adv4": "choose 2 new weapons", + "la_sicaria-adv5": "get a new sicaria move", + "la_sicaria-adv6": "get a new sicaria move", + "la_sicaria-adv7": "get a move from another playbook", + "la_sicaria-adv8": "get a move from another playbook", + "la_sicaria-adv9": "get +1 to any stat (max+3)", + "la_sicaria-adv10": "choose 2 new pieces of gear or 2 new weapons", + "la_sicaria-adv11": "retire your character (to safety)", + "la_sicaria-adv12": "change your character to a new type", + "la_sicaria-adv13": "raise your lifestyle one level", + "weapons (choose 4)": "weapons (choose 4)", + "sicaria_weapon1": "sniper rifle (far hi-tech loud)", + "sicaria_weapon2": "assault rifle (close loud autofire)", + "sicaria_weapon3": "grenade launcher (close area messy)", + "sicaria_weapon4": "shotgun (close messy)", + "sicaria_weapon5": "submachine gun (close area loud)", + "sicaria_weapon6": "magnum (close reload loud)", + "sicaria_weapon7": "9mm (close loud)", + "sicaria_weapon8": "stun gun (close reload)", + "sicaria_weapon9": "fireman’s axe (close messy)", + "sicaria_weapon10": "machete (hand messy)", + "sicaria_weapon11": "garrote (hand grapple)", + "sicaria_weapon12": "knives (hand infinite)", + "gear (choose 4)": "gear (choose 4)", + "sicaria_gear1": "Armor Piercing Ammo (+ap to all weapons): Sometimes putos wear vests. Gotta be ready.", + "sicaria_gear2": "Body Armor (+armored): You want to live, right? Put on the fucking vest, pendeja.", + "sicaria_gear3": "Explosives Kit (close loud area reload): You can create improvised explosive devices (IEDs) if you’ve got time.", + "sicaria_gear4": "Tracking Device (hi-tech far concealable): They can’t hide if you plant this somewhere on them.", + "sicaria_gear5": "Secure Police Scanner (hi-tech hand): You can listen in even when they try to keep you out.", + "sicaria_gear6": "Silencer (remove +loud from any weapon): Quiet as a mouse. Dead as a doornail. Eh, cabrona?", + "sicaria_gear7": "Surveillance Gear (hi-tech close concealable): You can install cameras somewhere and watch all you want.", + "sicaria_gear8": "Police Uniform (official wearable stolen): Who is who anymore? You look like them and they look like you.", + "-- select a key --": "-- select a key --", + "ambition": "ambition", + "ambition_text": "Mark xp when you get someone important to let you handle some business on their behalf. Clear this key and advance when you seize the day and ask for forgiveness instead of permission.", + "arrogance": "arrogance", + "arrogance_text": "Mark xp when you use your superior knowledge or experience to verbally shame or abuse someone you care about. Clear this key and advance when you admit to a loved one that you're in over your head and urgently need help.", + "daring": "daring", + "daring_text": "Mark xp when you willingly enter a perilous situation without precautions or deception. Clear this key and advance when you retreat from a messy situation instead of risking further failure.", + "debt": "debt", + "debt_text": "Mark xp when you take on a new loan or strain your finances to meet your family's needs. Clear this key and advance when you find a way --legal or illegal--out from under your obligations.", + "dirty_hands": "dirty hands", + "dirty_hands_text": "Mark xp when you personally tackle a messy problem instead of sending goons. Clear this key and advance when you send someone to deal with a problem you should have attended to directly.", + "duty": "duty", + "duty_text": "Mark xp when you complete a task or assign-ment for your superiors or colleagues. Clear this key and advance when you intentionally thwart the goals of your organization or employer.", + "family": "family", + "family_text": "Mark xp when you violate your family members’ boundaries to protect them. Clear this key and advance when you allow one of them to be harmed when you could have intervened.", + "guilt": "guilt", + "guilt_text": "Mark xp when you confess a recent betrayal or deception to someone you shouldn’t trust. Clear this key and advance when you use a moment of intimacy to trick someone into advancing your schemes.", + "indomitable": "indomitable", + "indomitable_text": "Mark xp when you go into battle significantly outgunned or outmanned. Clear this key and advance when you surrender to your enemies instead of fighting your way out of a messy situation.", + "loyalty": "loyalty", + "loyalty_text": "Mark xp when you accept the lies or half-truths of a trusted friend or lover. Clear this key and advance when you confront a loved one with evidence of their betrayals and deceptions.", + "mercy": "mercy", + "mercy_text": "Mark xp when you try to head off a violent encounter with negotation or persuasion. Clear this key and advance when you greatly injure or kill someone who is defenseless or unaware.", + "paranoia": "paranoia", + "paranoia_text": "Mark xp when you try to get the truth out of someone about their true loyalties. Clear this key and advance when you expose someone’s betrayal to their family or employer.", + "pride": "pride", + "pride_text": "Mark xp when you claim an asset on the grounds that you or your family deserves it. Clear this key and advance when you give up something to keep yourself or a loved one safe from harm.", + "schemes": "schemes", + "schemes_text": "Mark xp when you take advantage of someone who believes you’re working on their behalf. Clear this key and advance when you openly choose one of your loyalties over the other.", + "secrets": "secrets", + "secrets_text": "Mark xp when you lie to someone close to you about your illicit activities. Clear this key and advance when you finally come clean to someone who trusts you about your lies and decepeptions.", + "default_hitresult": "¡Órale, amigo! Looks like things worked out. Don't get cocky! The MC will tell you what happens next.", + "default_partialresult": "Not bad, güey. Things could be better, but they could be worse too! The MC's going to tell you what's in store for you now.", + "default_missresult": "¡Ay diós, cabrón! Sometimes shit gets real. The MC will tell you what happens next.", + "---": "", + "---_desc": "", + "---_trigger": "", + "---_rollwith": "", + "---_hitresult": "", + "---_partialresult": "", + "---_missresult": "", + "cocinar": "cocinar", + "cocinar_desc": "If you’re fully stocked and cooking, at the start of session, roll with Grit. On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself. On a 7-9, your investment in the operation causes someone close to you to grow suspicious. On a miss, one of your lab’s problems comes to bear con todo.", + "cocinar_show_roll_button": "True", + "cocinar_trigger": "If you’re fully stocked and cooking, at the start of session, roll with Grit.", + "cocinar_rollwith": "grit", + "cocinar_hitresult": "On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself.", + "cocinar_partialresult": "On a hit, you make enough to meet your commitments. On a 7-9, your investment in the operation causes someone close to you to grow suspicious.", + "cocinar_missresult": "On a miss, one of your lab’s problems comes to bear con todo.", + "ciencia,_cabrón": "ciencia, cabrón", + "ciencia,_cabrón_show_roll_button": "True", + "ciencia,_cabrón_desc": "When you try to juryrig some-thing with science, roll with Grit. On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress. On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "ciencia,_cabrón_trigger": "When you try to juryrig some-thing with science, roll with Grit.", + "ciencia,_cabrón_rollwith": "grit", + "ciencia,_cabrón_hitresult": "On a hit, you create an opportunity or buy yourself some time.", + "ciencia,_cabrón_partialresult": "On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress.", + "ciencia,_cabrón_missresult": "On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "chillón": "chillón", + "chillón_desc": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_show_roll_button": "True", + "chillón_trigger": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_rollwith": "grit", + "chillón_hitresult": "For NPCs: On a hit, they accept your logic.", + "chillón_partialresult": "On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty.", + "de_calidad": "de calidad", + "de_calidad_show_roll_button": "True", + "de_calidad_desc": "When you propose a deal that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_trigger": "When you ***propose a deal*** that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_rollwith": "grit", + "de_calidad_hitresult": "On a hit, they choose: take the deal or mark stress.", + "de_calidad_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "afortunado": "afortunado", + "afortunado_desc": "You get +1 Grit (max+3)", + "pozolero": "pozolero", + "pozolero_desc": "When you get rid of a body using chemicals in your lab, roll with Grit. On a 10+, all 3. On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n* you aren’t missing any supplies or equipment.\n* you aren't interrupted getting it done.\n\nOn a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "pozolero_show_roll_button": "True", + "pozolero_trigger": "When you get rid of a body using chemicals in your lab, roll with Grit.", + "pozolero_rollwith": "grit", + "pozolero_hitresult": "On a 10+, all 3.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_partialresult": "On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_missresult": "On a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "tu laboratorio": "tu laboratorio", + "lab_tags": "small, fixed, unstable, indebted", + "tu laboratorio-desc": "By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.", + "choose 2 features": "choose 2 features", + "lab_feature1": "your lab is a food truck or RV. Replace fixed with mobile.", + "lab_feature2": "your lab has professional equipment, capable of larger cooks. raise your lifestyle; change small to medium.", + "lab_feature3": "your lab has equipment designed to dispose of dangerous chemicals. Remove unstable.", + "lab_feature4": "you have an assistant who prepares the chemicals in advance for your cooks. Take +1 to Cocinar; add payroll.", + "choose 2 troubles": "choose 2 troubles", + "lab_trouble1": "your lab is sometimes inaccessible. Add inconvenient.", + "lab_trouble2": "your lab gives off a byproduct or odor that makes it easy to uncover and report. Add detectable.", + "lab_trouble3": "your lab is poorly secured or locked down against intruders and thieves. Add exposed.", + "lab_trouble4": "your lab relies on uncommon chemicals. Add shortages.", + "tus misterios": "tus misterios", + "misterios_description": "You've fallen on hard times. Now you must keep your work secret from the people closest to you. Choose 3:", + "misterio1": "an esposa or novio who asks too many questions", + "misterio2": "a niño who thinks you’re beyond reproach", + "misterio3": "an elderly madre or tio who relies on you financially", + "misterio4": "a prima who works in federal law enforcement", + "misterio5": "an old coworker who feels badly about your troubles", + "misterio6": "a community leader who feels responsible for you", + "la familia": "la familia", + "amor_y_matrimonio": "amor y matrimonio", + "amor_y_matrimonio_desc": "You are the only one who can be trusted to protect la familia. Take +1 ongoing when you try to get one of them to do the right thing.", + "me_lo_chingué": "me lo chingué", + "me_lo_chingué_desc": "When you reveal that you betrayed a lover or friend, tell them to fill their stress track; you clear one stress for each stress they mark. If their stress track is already full, they must immediately make a stress move; you clear one stress.", + "reina_del_drama": "reina del drama", + "reina_del_drama_desc": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to push your luck as if you rolled a 10+.", + "reina_del_drama_trigger": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to ***push your luck*** as if you rolled a 10+.", + "reina_del_drama_rollwith": "grit", + "reina_del_drama_hitresult": "On a 10+, fortune favors the bold.", + "perderse": "perderse", + "perderse_desc": "When you lose yourself in another person, roll with Face. On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly. On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "perderse_show_roll_button": "True", + "perderse_trigger": "When you lose yourself in another person, roll with Face.", + "perderse_rollwith": "face", + "perderse_hitresult": "On a hit, you find solace in their embrace; clear your stress track.", + "perderse_partialresult": "On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly.", + "perderse_missresult": "On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "comer_algo": "comer algo", + "comer_algo_desc": "When you share a meal with some-one, roll with Face. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:\n\n* What do you want from me / my family?* What threat do you pose to us / our life?\n* Who are you protecting / hunting?\n\nOn a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "comer_algo_show_roll_button": "True", + "comer_algo_trigger": "When you share a meal with some-one, roll with Face.", + "comer_algo_rollwith": "face", + "comer_algo_hitresult": "On a 10+, hold 2. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_partialresult": "On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_missresult": "On a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "obligation1": "pregnant/finalizing adoption", + "obligation2": "new baby", + "obligation3": "preschool child", + "obligation4": "high school student", + "obligation5": "stepchild", + "obligation6": "corporate job", + "obligation7": "established home business", + "obligation8": "starting a new business", + "obligation9": "real estate license", + "obligation10": "social service job", + "obligation11": "managing family finances", + "obligation12": "elderly grand-parent", + "obligation13": "troubled sibling", + "obligation14": "school association", + "obligation15": "nonprofit board", + "obligation16": "parish volunteer", + "obligation17": "dinner parties", + "obligation18": "gossip and rumors", + "push_your_luck": "push your luck", + "push_your_luck_html": "

When you push your luck, roll with Grit. On a 10+, fortune favors the bold. On a 7-9, things don't work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.

", + "push_your_luck_trigger": "When you ***push your luck***, roll with Grit.", + "push_your_luck_rollwith": "grit", + "push_your_luck_hitresult": "On a 10+, fortune favors the bold. ", + "push_your_luck_partialresult": "On a 7-9, things don’t work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.", + "get_the_truth": "get the truth", + "get_the_truth_html": "

When you try to get the truth out of someone, roll with Hustle. On a hit, clear one stress. On a 10+, pick 2. On a 7-9, pick 1.

  • they can't mislead you with the truth
  • they can't confuse you with falsehoods
  • they can't stonewall you with silenc
", + "get_the_truth_trigger": "When you try to ***get the truth out of someone***, roll with Hustle.", + "get_the_truth_rollwith": "hustle", + "get_the_truth_hitresult": "On a hit, clear one stress. On a 10+, pick 2. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "get_the_truth_partialresult": "On a hit, clear one stress. On a 7-9, pick 1. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "pressure_someone": "pressure someone", + "pressure_someone_html": "When you pressure someone to go along with you, roll with Hustle. On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "pressure_someone_trigger": "When you ***pressure someone*** to go along with you, roll with Hustle.", + "pressure_someone_rollwith": "hustle", + "pressure_someone_hitresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress.", + "pressure_someone_partialresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "size_someone_up": "size someone up", + "size_someone_up_html": "

When you size someone up, roll with Savagery. On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3. On a 7-9, ask 1.

  • what are your current weaknesses / strengths?
  • how can I show you dominance / submission?
  • what do you intend to do next?
  • what do you wish I'd do right now?
  • how could I get you to _________
", + "size_someone_up_trigger": "When you ***size someone up***, roll with Savagery.", + "size_someone_up_rollwith": "savagery", + "size_someone_up_hitresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________? ", + "size_someone_up_partialresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 7-9, ask 1.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________?", + "strain_your_finances": "strain your finances", + "strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "strain_your_finances_rollwith": "*dinero*", + "strain_your_finances_rollquery": "?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "help_or_interfere": "help or interfere", + "help_or_interfere_html": "

When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked. On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered. On a miss, mark the stress you wagered and prepare for the worst.

", + "help_or_interfere_trigger": "When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.", + "help_or_interfere_rollwith": "stress wagered", + "help_or_interfere_rollquery": "?{When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.|1|2|3}", + "help_or_interfere_hitresult": "On a hit, give them a +1 or -2 to their roll, your choice.", + "help_or_interfere_partialresult": "On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered.", + "help_or_interfere_missresult": "On a miss, mark the stress you wagered and prepare for the worst.", + "turn_to_violence": "turn to violence", + "turn_to_violence_html": "

When you turn to violence, roll with Savagery. On a hit, mark stress and trade harm as established. On a 10+, choose 3. On a 7-9, choose 2.

  • you inflict terrible harm
  • you suffer little harm
  • you resist marking stress
  • you avoid collateral damage
", + "turn_to_violence_trigger": "When you ***turn to violence***, roll with Savagery.", + "turn_to_violence_rollwith": "savagery", + "turn_to_violence_hitresult": "On a hit, mark stress and trade harm as established. On a 10+, choose 3.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "turn_to_violence_partialresult": "On a hit, mark stress and trade harm as established. On a 7-9, choose 2.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "heat moves": "heat moves", + "avoid_suspicion": "avoid suspicion", + "avoid_suspicion_html": "

When you try to avoid suspicion while handling business in public, roll with Heat. Add one for each:

  • you’re carrying a lot of drugs or money
  • you’re transporting at least one body, dead or alive
  • you’re equipped with military weaponry

On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.

", + "avoid_suspicion_trigger": "When you try to ***avoid suspicion while handling business in public***, roll with Heat.Add one for each:\n* you're carrying a lot of drugs or money \n* you're transporting at least one body, dead or alive \n* you're equipped with military weaponry", + "avoid_suspicion_rollwith": "heat & circumstances", + "avoid_suspicion_rollquery": "(@{heat} + ?{When you try to avoid suspicion while handling business in public, roll with Heat.Add one for each: 1- you're carrying a lot of drugs or money 2- you're transporting at least one body, dead or alive 3- you're equipped with military weaponry|0|1|2|3})", + "avoid_suspicion_hitresult": "On a 10+, someone dangerous has been looking for you. And here you are. *Mierda, cabrón.*", + "avoid_suspicion_partialresult": "On a 7-9, only the local *policia* take an interest; make a threat or flash some *dinero* to smooth things over.", + "avoid_suspicion_missresult": "On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.", + "leave_a_messy_crime_scene": "leave a messy crime scene", + "leave_a_messy_crime_scene_html": "When you try to leave a messy crime scene before the authorities arrive, roll with Heat. On a miss, you exit the scene; tell the MC what potentially in-criminating evidence you’ve left behind. On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive. On a 10+, la policia arrives in force...with los federales or an American in tow.", + "leave_a_messy_crime_scene_trigger": "When you try to ***leave a messy crime scene*** before the authorities arrive, roll with Heat.", + "leave_a_messy_crime_scene_rollwith": "heat", + "leave_a_messy_crime_scene_hitresult": "On a 10+, *la policia* arrives in force...with *los federales* or an American in tow.", + "leave_a_messy_crime_scene_partialresult": "On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive.", + "leave_a_messy_crime_scene_missresult": "On a miss, you exit the scene; tell the MC what potentially incriminating evidence you’ve left behind.", + "flee_from_los_federales": "flee from los federales", + "flee_from_los_federales_html": "When you flee from los federales, roll with Heat. On a miss, you get away clean. On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time. On a 10+, you’re fucked, güey: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_trigger": "When you ***flee from los federales***, roll with Heat.", + "flee_from_los_federales_rollwith": "heat", + "flee_from_los_federales_hitresult": "On a 10+, you’re fucked, *güey*: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_partialresult": "On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time.", + "flee_from_los_federales_missresult": "On a miss, you get away clean.", + "propose_a_deal": "propose a deal", + "propose_a_deal_html": "

When you propose a deal to get what you want, roll with Face. On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one:

  • impose a condition on your offer
  • adjust the price (+/-30%) and accept
  • point you at an interested party
", + "propose_a_deal_trigger": "When you ***propose a deal*** to get what you want, roll with Face. ", + "propose_a_deal_rollwith": "face", + "propose_a_deal_hitresult": "On a hit, they choose: take the deal or mark stress.", + "propose_a_deal_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "justify_your_behavior": "justify your behavior", + "justify_your_behavior_html": "

When you try to justify your behavior to someone, roll with Face. For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. For PCs: On a 10+, both. On a 7-9, choose 1:

  • if they accept your reasoning, they mark xp
  • if they keep their own counsel, they mark stress
", + "justify_your_behavior_trigger": "When you try to ***justify your behavior*** to someone, roll with Face.", + "justify_your_behavior_rollwith": "face", + "justify_your_behavior_hitresult": "For NPCs: On a hit, they accept your logic. \n\nFor PCs: On a 10+, both:\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "justify_your_behavior_partialresult": "For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. \n\nFor PCs: On a 7-9, choose 1: On a 10+, both:\n\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "stress & heat moves": "stress & heat moves", + "stress moves": "stress moves", + "stress_moves_description": "All sorts of fictional situations may cause stress–getting shot at, doing something horrific, fighting with a spouse–and the only way to keep that stress in check is through stress moves:", + "verbally_abuse_or_shame": "verbally abuse or shame", + "verbally_abuse_or_shame_html": "When you verbally abuse or shame someone you care about, roll with Face. On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track. On a 7-9, clear one stress. On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "verbally_abuse_or_shame_trigger": "When you **verbally abuse or shame someone** you care about, roll with Face.", + "verbally_abuse_or_shame_rollwith": "face", + "verbally_abuse_or_shame_hitresult": "On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track.", + "verbally_abuse_or_shame_partialresult": "On a hit, your words hit hard: tell them to mark stress. On a 7-9, clear one stress.", + "verbally_abuse_or_shame_missresult": "On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "lose_yourself_in_a_substance": "lose yourself in a substance", + "lose_yourself_in_a_substance_html": "When you lose yourself in a substance, roll with Grit. On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list. On a miss, you’re in deep. Buena suerte, cabrón.", + "lose_yourself_in_a_substance_trigger": "When you **lose yourself in a substance**, roll with Grit.", + "lose_yourself_in_a_substance_rollwith": "grit", + "lose_yourself_in_a_substance_hitresult": "On a hit, clear your stress track.", + "lose_yourself_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "lose_yourself_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "confess_your_sins": "confess your sins", + "confess_your_sins_html": "When you confess your sins to a priest, roll with Hustle. On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession. On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "confess_your_sins_trigger": "When you **confess your sins to a priest**, roll with Hustle.", + "confess_your_sins_rollwith": "hustle", + "confess_your_sins_hitresult": "On a hit, you find forgiveness; clear your stress track.", + "confess_your_sins_partialresult": "On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession.", + "confess_your_sins_missresult": "On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "dish_out_a_beatdown": "dish out a beatdown", + "dish_out_a_beatdown_html": "When you dish out a beatdown, roll with Savagery. On a 10+, you assert your dominance: clear your stress track. On a 7-9, you hurt them, but it’s not enough: clear one stress. On a miss, the violence gets out of hand. Enjoy the consequences, pendejo.", + "dish_out_a_beatdown_trigger": "When you **dish out a beatdown**, roll with Savagery.", + "dish_out_a_beatdown_rollwith": "savagery", + "dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "drug moves": "drug moves", + "drug moves description": "If the MC tells you to make a drug move, pick one:", + "cocaine": "cocaine", + "cocaine_move1": "start a fight with a mouthy pendejo or puta", + "cocaine_move2": "throw yourself at someone you shouldn’t", + "cocaine_move3": "spend your money stupidly or carelessly", + "heroin": "heroin", + "heroin_move1": "push someone who cares about you away", + "heroin_move2": "overlook a crucial deadline or event", + "heroin_move3": "steal funds in preparation for your next fix", + "crystal meth": "crystal meth", + "crystal meth_move1": "accuse a loved one of theft or betrayal", + "crystal meth_move2": "push a place you keep toward squalor", + "crystal meth_move3": "hurt yourself to keep your diablos at bay", + "alcohol": "alcohol", + "alcohol_move1": "make a scene about how you’ve been wronged", + "alcohol_move2": "let slip something to the wrong person", + "alcohol_move3": "wreck something meaningful, carelessly", + "hermanos": "hermanos", + "hermanos_desc": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle. On a 10+, all 3. On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers \n\nOn a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "hermanos_show_roll_button": "True", + "hermanos_rollwith": "hustle", + "hermanos_trigger": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle.", + "hermanos_hitresult": "On a 10+, all 3: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_partialresult": "On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_missresult": "On a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "mercado": "mercado", + "mercado_desc": "When you sell product on the street, roll with Hustle. On a 10+, sales are brisk; clear your stress track. On a 7-9, you make some money, but someone takes issue with your crew; clear one stress. On a miss, someone takes a run at you, and it probably isn’t the cops.", + "mercado_show_roll_button": "True", + "mercado_rollwith": "hustle", + "mercado_trigger": "When you sell product on the street, roll with Hustle.", + "mercado_hitresult": "On a 10+, sales are brisk; clear your stress track.", + "mercado_partialresult": "On a 7-9, you make some money, but someone takes issue with your crew; clear one stress.", + "mercado_missresult": "On a miss, someone takes a run at you, and it probably isn’t the cops.", + "bendito": "bendito", + "bendito_desc": "When you’re completely focused on escaping, push your luck with Hustle instead of Grit. Add +1 to your roll if you get fucking shot while trying to flee.", + "bendito_show_roll_button": "FALSE", + "vendedor": "vendedor", + "vendedor_desc": "When you propose a deal to someone and they pick an option off the 7-9 list you don’t like, mark stress to make them pick a different option off the list. You can do this multiple times, provided you can keep marking stress.", + "vendedor_show_roll_button": "FALSE", + "matador": "matador", + "matador_desc": "Fill your stress track—marking at least one stress—to turn to violence against an unsuspecting target as if you rolled a 10+.", + "matador_show_roll_button": "FALSE", + "la_plaza_desc": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_show_roll_button": "True", + "mandamás": "mandamás", + "mandamás_desc": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face. On a 10+, all 3. On a 7-9, choose 1. \n- they keep their wits and focus. \n- they minimize incriminating evidence. \n- they avoid collateral damage. On a miss, everything goes to shit, but it wasn't your people's fault. You know how it is, *jefe*: no plan survives contact with the enemy.", + "mandamás_show_roll_button": "True", + "mandamás_rollwith": "face", + "mandamás_trigger": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face.", + "mandamás_hitresult": "On a 10+, all 3: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_partialresult": "On a 7-9, choose 1: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_missresult": "On a miss, everything goes to shit, but it wasn’t your people’s fault. You know how it is, jefe: no plan survives contact with the enemy.", + "infiltrado": "infiltrado", + "infiltrado_desc": "At the start of session, roll with Grit. On a hit, you get wind of a development in the anti-cartel case before things get messy. On a 10+, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice. On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "infiltrado_show_roll_button": "True", + "infiltrado_rollwith": "grit", + "infiltrado_trigger": "At the start of session, roll with Grit. ", + "infiltrado_hitresult": "On a 10+, you get wind of a development in the anti-cartel case before things get messy. In fact, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice.", + "infiltrado_partialresult": "On a 7-9, you get wind of a development in the anti-cartel case before things get messy.", + "infiltrado_missresult": "On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "seguir": "seguir", + "seguir_desc": "When you follow someone through the streets, roll with Grit. On a hit, where they go, you follow. On a 7-9, you overstep; mark a stress to avoid being spotted. On a miss, you end up exposed without backup or cover. ¡Mierda!", + "seguir_show_roll_button": "True", + "seguir_rollwith": "grit", + "seguir_trigger": "When you follow someone through the streets, roll with Grit.", + "seguir_hitresult": "On a 10+, where they go, you follow.", + "seguir_partialresult": "On a 7-9, where they go, you follow...but you overstep; mark a stress to avoid being spotted.", + "seguir_missresult": "On a miss, you end up exposed without backup or cover. *¡Mierda!*", + "verdadero": "verdadero", + "verdadero_desc": "When you get the truth from someone during an official interrogation, pick an extra option, even on a miss.", + "verdadero_show_roll_button": "FALSE", + "siempre_listo": "siempre listo", + "siempre_listo_desc": "Mark stress to show up in a scene alongside *la policía* or *los federales*, assuming that you aren’t unavailable. Mark three stress to show up instead of the authorities; you’ll have a few minutes solo in the scene before anybody else arrives.", + "siempre_listo_show_roll_button": "FALSE", + "escolta": "escolta", + "escolta_desc": "When you draw attention away from someone, they can roll with your Heat instead of their own. On a 10+, they suffer the consequences...but you attract demasiada attention: raise your Heat by 1 until the end of the next session.", + "escolta_show_roll_button": "FALSE", + "entrenamiento": "entrenamiento", + "entrenamiento_desc": "When you turn to violence after declaring yourself as a federal, roll with Grit instead of Savagery. If you get shot as a result, take +1 forward.", + "entrenamiento_show_roll_button": "FALSE", + "conectada": "conectada", + "conectada_desc": "When you go looking for a cartel *güey* in la plaza to help with a problem, name them and roll with Face. On a hit, you track them down and they’ve got what you need. On a 7-9, pick 1. On a 10+, both. \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology\n\n On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "conectada_show_roll_button": "True", + "conectada_rollwith": "face", + "conectada_trigger": "When you go looking for a cartel güey in la plaza to help with a problem, name them and roll with Face.", + "conectada_hitresult": "On a 10+, you track them down and they've got what you need; you get both: \n- They aren't caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_partialresult": "On a 7-9, you track them down and they've got what you need; pick 1: \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_missresult": "On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "escapar": "escapar", + "escapar_desc": "When you try to exit a tense situation, roll with Face. On a 10+, you’re gone! On a 7-9, you leave something behind or take something with you, your choice. On a miss, you’re exposed por completo...", + "escapar_show_roll_button": "True", + "escapar_rollwith": "face", + "escapar_trigger": "When you try to exit a tense situation, roll with Face.", + "escapar_hitresult": "On a 10+, you’re gone! ", + "escapar_partialresult": "On a 7-9, you leave something behind or take something with you, your choice. ", + "escapar_missresult": "On a miss, you’re exposed por completo...", + "amante": "amante", + "amante_desc": "When you share a night of intimacy with a lover, roll with Face. On a hit, clear your stress track. On a 10+, ask 2.On a 7-9, ask 1. \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do? \n\nOn a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "amante_show_roll_button": "True", + "amante_rollwith": "face", + "amante_trigger": "When you share a night of intimacy with a lover, roll with Face.", + "amante_hitresult": "On a 10+, clear your stress track and ask 2: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_partialresult": "On a 7-9, clear your stress track and ask 1: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_missresult": "On a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "chimosa": "chimosa", + "chimosa_desc": "When you betray a friend or ally to the authorities, roll with Face. On a 10+, your treason is useful and valued: clear your stress track. On a 7-9, your handler is pleased...and demands more: clear one stress. On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "chimosa_show_roll_button": "True", + "chimosa_rollwith": "face", + "chimosa_trigger": "When you betray a friend or ally to the authorities, roll with Face.", + "chimosa_hitresult": "On a 10+, your treason is useful and valued: clear your stress track.", + "chimosa_partialresult": "On a 7-9, your handler is pleased...and demands more: clear one stress.", + "chimosa_missresult": "On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "mentirosa": "mentirosa", + "mentirosa_desc": "You get +1 Face (max+3).", + "mentirosa_show_roll_button": "FALSE", + "mirar": "mirar", + "mirar_desc": "When you read a charged situation, roll with Savagery. On a hit, ask the MC questions; take +1 when you act on the answers. On a 10+, ask 2. On a 7–9, ask 1: \n- where’s my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what’s my enemy’s true position? On a miss, ask one...but you reveal your position.", + "mirar_show_roll_button": "FALSE", + "mirar_rollwith": "savagery", + "mirar_trigger": "When you read a charged situation, roll with Savagery.", + "mirar_hitresult": "On a 10+, ask the MC 2 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_partialresult": "On a 7-9, ask the MC 1 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_missresult": "On a miss, ask one...but you reveal your position.", + "narcocorrido": "narcocorrido", + "narcocorrido_desc": "When you meet someone importante (your call), roll with Savagery. On a hit, they’ve heard of you. Say what they’ve heard, and they will act accordingly. On a 10+, you also take +1 forward to dealing with them. On a miss, your reputation convinces them that you’re something you’re not.", + "narcocorrido_show_roll_button": "True", + "narcocorrido_rollwith": "savagery", + "narcocorrido_trigger": "When you meet someone *importante* (your call), roll with Savagery.", + "narcocorrido_hitresult": "On a 10+, they've heard of you. Say what they've heard, and they will act accordingly; take +1 forward to dealing with them.", + "narcocorrido_partialresult": "On a 7-9, they've heard of you. Say what they've heard, and they will act accordingly.", + "narcocorrido_missresult": "On a miss, your reputation convinces them that you’re something you're not.", + "levantón": "levantón", + "levantón_desc": "When you track down an NPC, roll with Savagery. On a hit, you catch them exposed or vulnerable. On a 7-9, they have backup or it’s public. On a miss, someone you’re avoiding finds you first.", + "levantón_show_roll_button": "True", + "levantón_rollwith": "savagery", + "levantón_trigger": "When you track down an NPC, roll with Savagery.", + "levantón_hitresult": "On a 10+, you catch them exposed or vulnerable.", + "levantón_partialresult": "On a 7-9, you catch them exposed or vulnerable, but they have backup or it’s public.", + "levantón_missresult": "On a miss, someone you’re avoiding finds you first.", + "rematar": "rematar", + "rematar_desc": "You get +1 Savagery (max +3).", + "rematar_show_roll_button": "FALSE", + "encobijado": "encobijado", + "encobijado_desc": "When you ditch a body somewhere, roll with Savagery. On a hit, you lose the corpse, and it stays lost; clear one stress. On a 10+, dust to dust; clear your stress track. On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "encobijado_show_roll_button": "True", + "encobijado_rollwith": "savagery", + "encobijado_trigger": "When you ditch a body somewhere, roll with Savagery.", + "encobijado_hitresult": "On a 10+, you lose the corpse, and it stays lost; clear your stress track.", + "encobijado_partialresult": "On a 7-9, you lose the corpse, and it stays lost; clear one stress.", + "encobijado_missresult": "On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "duro": "duro", + "duro_desc": "When you get fucking shot, add +1 to your roll. On a miss, you have time for an act of ven- geance or kindness before you fall to your wounds.", + "duro_show_roll_button": "FALSE", + "notes": "notes" +} diff --git a/cartel/translations/pl.json b/cartel/translations/pl.json new file mode 100644 index 0000000000..c85da7a63a --- /dev/null +++ b/cartel/translations/pl.json @@ -0,0 +1,710 @@ +{ + "edit identity": "edit identity", + "character name": "character name", + "playbook": "playbook", + "el cocinero": "el cocinero", + "la esposa": "la esposa", + "el halcon": "el halcon", + "el narco": "el narco", + "la polizeta": "la polizeta", + "la rata": "la rata", + "la sicaria": "la sicaria", + "cocinero": "cocinero", + "esposa": "esposa", + "halcon": "halcon", + "narco": "narco", + "polizeta": "polizeta", + "rata": "rata", + "sicaria": "sicaria", + "look": "look", + "gear": "gear", + "lifestyle": "lifestyle", + "destitute": "destitute", + "destitute_desc": "nearly homeless, often unable to afford even basic staples, desperate", + "impoverished": "impoverished", + "impoverished_desc": "cash on hand for lodging and food, but little else, \"cash poor\"", + "stable": "stable", + "stable_desc": "relative comfort, regular lodging, enough resources to support a family", + "luxury": "luxury", + "luxury_desc": "wealth beyond most, able to put ten thousand dollars towards a problem", + "extravagant": "extravagant", + "extravagant_desc": "rich beyond measure, anything is accessible with enough patience", + "stats": "stats", + "character moves": "character moves", + "new character move": "new character move", + "click the pencil icon to edit your new move": "click the pencil icon to edit your new move", + "edit move": "edit move", + "basic moves": "basic moves", + "extras": "extras", + "stress": "stress", + "stress description": "Each session you start with two stress already marked, provided you didn't end the last section with more. If your stress track is ever filled, güey, you're in a bad spot.", + "reset": "reset", + "face": "face", + "grit": "grit", + "hustle": "hustle", + "savagery": "savagery", + "heat": "heat", + "tags": "tags", + "advancement": "advancement", + "advtxt1": "When you fill your xp track, select an advance from this list:", + "advtxt2": "After 5 advances, you can choose from this list instead:", + "los enlaces": "los enlaces", + "tus llaves": "tus llaves", + "move name": "move name", + "description": "description", + "show roll button?": "show roll button?", + "roll with": "roll with", + "is rolling with": "is rolling with", + "trigger": "trigger", + "el_cocinero-rel_text1": "_____ is familia. Close family. They don’t know what you do para el cartel, and you’re not sure you can keep your secrets for long.", + "el_cocinero-rel_text2": "_____ got you into this business to help you with your financial troubles but didn’t tell you the whole story. Now you’re both stuck.", + "el_cocinero-rel_text3": "You and _____ have an understanding. You need each other for now, but both of you know the current situation won’t last.", + "el_cocinero-adv1": "get +1 Grit (max+3)", + "el_cocinero-adv2": "get +1 Hustle (max+3)", + "el_cocinero-adv3": "get +1 Savagery (max+3)", + "el_cocinero-adv4": "choose a new laboratorio feature", + "el_cocinero-adv5": "get a new cocinero move", + "el_cocinero-adv6": "get a new cocinero move", + "el_cocinero-adv7": "get a move from another playbook", + "el_cocinero-adv8": "get a move from another playbook", + "el_cocinero-adv9": "get +1 to any stat (max+3)", + "el_cocinero-adv10": "resolve a laboratorio trouble", + "el_cocinero-adv11": "retire your character (to safety)", + "el_cocinero-adv12": "change your character to a new type", + "el_cocinero-adv13": "raise your lifestyle one level", + "la_esposa-rel_text1": "_____ and your spouse spend time together, but you’d prefer it if they weren’t in-volved in your life. Tell them what they did to anger you.", + "la_esposa-rel_text2": "_____ es familia. A sibling, maybe, or a cousin. Someone close. They mean well, but you worry about them. Tell them your fears.", + "la_esposa-rel_text3": "_____ and you were a thing back in the day, but it never went anywhere. Most people don’t know about it; you were young once también.", + "la_esposa-adv1": "get +1 Face (max+3)", + "la_esposa-adv2": "get +1 Grit (max+3)", + "la_esposa-adv3": "get +1 Hustle (max+3)", + "la_esposa-adv4": "change 2 obligations de la familia", + "la_esposa-adv5": "get a new esposa move", + "la_esposa-adv6": "get a new esposa move", + "la_esposa-adv7": "get a move from another playbook", + "la_esposa-adv8": "get a move from another playbook", + "la_esposa-adv9": "get +1 to any stat (max+3)", + "la_esposa-adv10": "permanently resolve a secret", + "la_esposa-adv11": "retire your character (to safety)", + "la_esposa-adv12": "change your character to a new type", + "la_esposa-adv13": "raise your spouse's lifestyle one level", + "spouse": "spouse", + "spouse-desc": "Ask everyone else “Who is willing to be my spouse?” Pick whomever you like. If no one volunteers, choose an NPC.", + "obligations-title": "Choose 5 obligations you perform for la familia:", + "secrets-title": "And choose 2 secrets you keep from la familia:", + "secret-nest_egg": "+nest egg: you put away some serious cash in a secret stash ($20,000!) for a rainy day.", + "secret-addiction": "+addiction: some nasty drug has a hold on you.", + "secret-affair": "+affair: you have another love...or at least another lover you spend time with.", + "secret-debt": "+debt: your spending has put you in a tough place, beyond what your family currently knows.", + "secret-lovechild": "+lovechild: you have a secret child that requires attention...and money.", + "la_familia": "la familia", + "la_familia_html": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle. On a 10+, you juggle your responsibilities with grace; clear your stress track. On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist. On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "la_familia_desc": "", + "la_familia_trigger": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle.", + "la_familia_rollwith": "hustle", + "la_familia_hitresult": "On a 10+, you juggle your responsibilities with grace; clear your stress track.", + "la_familia_partialresult": "On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist.", + "la_familia_missresult": "On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "el_halcon-rel_text1": "_____ gave you some new responsibilities lately, at your request. They have their doubts, but you’ll prove them wrong soon.", + "el_halcon-rel_text2": "_____ disapproves of your cartel work, and wants to get you out. You're not a niño; you can handle your own business.", + "el_halcon-rel_text3": "You and _____ have a plan to make some real money. They worry it’s not going to work, but you know it’s a sure thing, cabrón.", + "el_halcon-adv1": "get +1 Face (max+3)", + "el_halcon-adv2": "get +1 Grit (max+3)", + "el_halcon-adv3": "get +1 Hustle (max+3)", + "el_halcon-adv4": "choose a new pandilla feature", + "el_halcon-adv5": "get a new halcón move", + "el_halcon-adv6": "get a new halcón move", + "el_halcon-adv7": "get a move from another playbook", + "el_halcon-adv8": "get a move from another playbook", + "el_halcon-adv9": "get +1 to any stat (max+3)", + "el_halcon-adv10": "resolve a pandilla vulnerability", + "el_halcon-adv11": "retire your character (to safety)", + "el_halcon-adv12": "change your character to a new type", + "el_halcon-adv13": "raise your lifestyle one level", + "tu pandilla": "tu pandilla", + "amigos:": "amigos:", + "pandilla-amigos_description": "By default, your pandilla has three loyal amigos you’ve known a while. Give them names:", + "pandilla-amigos_names_list": "Azul, Blanco, Calaca, Charo, Chino, Flaco, Gordo, Lola, Moco, Nacho, Paco, Raki, Torpe, Zanahoria", + "pandilla-question_amigo1": "Who is there to cheer you up when mierda gets tough?", + "pandilla-question_amigo2": "Who is a real pendejo, but you just can't cut them loose?", + "pandilla-question_amigo3": "Who is truly solid, ready to entrarle and get things done when you need them?", + "choose 2 features:": "choose 2 features:", + "pandilla_feature1": "your crew has crews that work for you, cabrón. Your crew becomes a gang (small untrained unequipped).", + "pandilla_feature2": "your crew is down for a fiesta. Roll with Hustle instead of Grit when you get all get lost in a substance juntos.", + "pandilla_feature3": "your crew is down for a fight. Roll with Hustle instead of Savagery when you dish out a beatdown as a crew.", + "pandilla_feature4": "your crew is in touch with high-level smugglers and producers from other cartels. It gets +connected.", + "pandilla_feature5": "your crew is employed outside the cartel, officially or unofficially. Take +1 when you strain your finances.", + "choose 2 vulnerabilities:": "choose 2 vulnerabilities:", + "pandilla_vulnerability1": "your crew is on la policía's radar: +known.", + "pandilla_vulnerability2": "your crew is into heavy stuff: +addiction.", + "pandilla_vulnerability3": "your crew owes favors to someone: +obligation.", + "pandilla_vulnerability4": "your crew has enemies, cabrón: +turf war.", + "pandilla-get_lost_in_a_substance": "get lost in a substance", + "pandilla-get_lost_in_a_substance_trigger": "your crew is down for a *fiesta*. Roll with Hustle instead of Grit when you get all ***get lost in a substance*** *juntos*.", + "pandilla-get_lost_in_a_substance_rollwith": "hustle", + "pandilla-get_lost_in_a_substance_hitresult": "On a hit, clear your stress track.", + "pandilla-get_lost_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "pandilla-get_lost_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "pandilla-dish_out_a_beatdown": "dish out a beatdown", + "pandilla-dish_out_a_beatdown_trigger": "your crew is down for a fight. Roll with Hustle instead of Savagery when you ***dish out a beatdown*** as a crew.", + "pandilla-dish_out_a_beatdown_rollwith": "hustle", + "pandilla-dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "pandilla-dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "pandilla-dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "pandilla-strain_your_finances": "strain your finances", + "pandilla-strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "pandilla-strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "pandilla-strain_your_finances_rollwith": "*dinero*", + "pandilla-strain_your_finances_rollquery": "1[pandilla] + ?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "pandilla-strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "pandilla-strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "pandilla-strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "el_narco-rel_text1": "_____ is familia, but you’ve tried to shield them from the worst of the cartel. Tell them what they know about your dealings.", + "el_narco-rel_text2": "You're sure _____ is up to something, maybe with another cartel or los federales. Keep your eyes open, cabrón. Trust no one.", + "el_narco-relktext3": "You’ve taken _____ under your wing. You respect their skills and talents, and you want to see them thrive. ¡Qué generoso!", + "el_narco-adv1": "get +1 Face (max+3)", + "el_narco-adv2": "get +1 Hustle (max+3)", + "el_narco-adv3": "get +1 Savagery (max+3)", + "el_narco-adv4": "get +1 Control (max +3)", + "el_narco-adv5": "choose a new plaza feature", + "el_narco-adv6": "choose a new plaza feature", + "el_narco-adv7": "get a move from another playbook", + "el_narco-adv8": "get a move from another playbook", + "el_narco-adv9": "get +1 to any stat except Control (max+3)", + "el_narco-adv10": "permanently resolve a plaza trouble", + "el_narco-adv11": "permanently resolve a plaza trouble", + "el_narco-adv12": "retire your character (to safety)", + "el_narco-adv13": "change your character to a new type", + "el jefe de jefes": "el jefe de jefes", + "el_jefe_description": "You run la plaza, a pathway for narcos hoping to move product across the border and a lucrative area for local drug sales. The city of Durango is yours as long as you hold it, jefe.", + "contact": "contact", + "el_jefe_contact_description": "When you took control, the cartel gave you a contact who collects what you owe them, usually once a month. You only know their nickname, so you can’t sell them out if you get flipped by los federales (pick one):", + "la_plaza": "la plaza", + "la_plaza_html": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_trigger": "At the beginning of the session, roll with Control.", + "la_plaza_rollwith": "control", + "la_plaza_hitresult": "On a 10+, you get an opportunity to engage one your troubles (your choice) on your terms.", + "la_plaza_partialresult": "On a 7-9, you get an opportunity to engage one your troubles (your choice) on your terms, but the opportunity is short-lived and risky: act quickly or you may find that you miss your moment.", + "la_plaza_missresult": "On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "control": "control", + "troubles": "troubles", + "by default you've got:": "by default you've got:", + "la_plaza_bullet1": "a staff of unsophisticated narcos, coordinated via a network of burner phones (trouble: +los federales)", + "la_plaza_bullet2": "a mix of protection rackets and smuggling operations (lifestyle: stable)", + "la_plaza_bullet3": "5-10 loyal enforcers (gang small untrained impatient) and 1 or 2 corrupt cops (greedy informed)", + "la_plaza_bullet4": "a few halcones to keep you informed about what goes on in your city (Control = +1)", + "choose 4 features:": "choose 4 features", + "la_plaza_feature1": "your plaza is profitable, bringing in substantial, obvious sums. Lifestyle: +1 level & trouble: +robberies.", + "la_plaza_feature2": "for income, add kidnapping. Lifestyle: +1 level & trouble: +vigilantes.", + "la_plaza_feature3": "your enforcers have access to military weaponry and body armor. Add armored and armed to your gang.", + "la_plaza_feature4": "you have a reputation for violence. Roll with Face instead of Hustle when you pressure someone by threatening their life, limbs, or loved ones.", + "la_plaza_feature5": "your enforcers have extensive military training. Drop untrained and add savage. Take +1 when you order kidnappings or ambushes.", + "la_plaza_feature6": "your enforcers recruit heavily from the local population, making them a medium gang (10-20) instead of small.", + "la_plaza_feature7": "you have halcones at all chokepoints and smuggling roads. +1 Control.", + "la_plaza_feature8": "only a few know your real name and appearance. Take -2 heat; describe the business that you use as a cover for your activities.", + "choose 2 troubles:": "choose 2 troubles:", + "la_plaza_trouble1": "you are in the middle of a violent dispute with another cartel, probably Los Zetas. Trouble: +gang war.", + "la_plaza_trouble2": "your plaza has been recently infiltrated by someone working for los federales or the CIA/DEA. Trouble: +mole", + "la_plaza_trouble3": "The narcos you displaced to take control of la plaza remain at large. - 1 Control. Trouble: +rivals.", + "la_plaza_trouble4": "greedy agents of the Mex-ican tax authority (SHCP) are bleeding you dry with increasingly expensive demands for bribes and mordidas . -1 lifestyle.", + "la_polizeta-rel_text1": "You grew up with _____ on the streets of Durango. You still have a beer after work if you’re both free; it’s nice to know someone who isn’t involved with either side of your double life.", + "la_polizeta-rel_text2": "_____ is the target of an active investigation. You're not the lead investigator, but you’re regularly briefed on the case.", + "la_polizeta-rel_text3": "_____ is your main contact in the cartel. Tell them where you two go to speak directly when you need a face-to-face meeting.", + "la_polizeta-adv1": "get +1 Face (max+3)", + "la_polizeta-adv2": "get +1 Hustle (max+3)", + "la_polizeta-adv3": "get +1 Savagery (max+3)", + "la_polizeta-adv4": "get +1 Control (max +3)", + "la_polizeta-adv5": "choose a new plaza feature", + "la_polizeta-adv6": "choose a new plaza feature", + "la_polizeta-adv7": "get a move from another playbook", + "la_polizeta-adv8": "get a move from another playbook ", + "la_polizeta-adv9": "get +1 to any stat except Control (max+3)", + "la_polizeta-adv10": "permanently resolve a plaza trouble", + "la_polizeta-adv11": "permanently resolve a plaza trouble", + "la_polizeta-adv12": "retire your character (to safety)", + "la_polizeta-adv13": "change your character to a new type", + "You work closely with 5 NPCs (at least) in the unit:": "You work closely with 5 NPCs (at least) in the unit:", + "Who is your new partner?": "Who is your new partner?", + "Who is suspicious of you?": "Who is suspicious of you?", + "You also end up working with a few NPCs from the cartel:": "You also end up working with a few NPCs from the cartel:", + "Who almost gave you away?": "Who almost gave you away?", + "Who offered to scam el narco?": "Who offered to scam el narco?", + "task_force_equipment": "Your department has some new toys—¡gracias, Calderón!—you can use, provided you have some \"official\" business (pick 2):", + "task_force_equip1": "military-grade body armor (resilient bulky)", + "task_force_equip2": "full-scale surveillance van (hi-tech expensive)", + "task_force_equip3": "tracking devices or bugs (hi-tech concealable)", + "task_force_equip4": "court-approved wiretap (hi-tech persistent)", + "task_force_equip5": "network of criminal informants (informed costly)", + "la_rata-rel_text1": "You and _____ started sleeping together a few weeks ago. Tell them why you haven't been able to end things, despite the dangers. ", + "la_rata-adv1": "get +1 Face (max+3)", + "la_rata-adv2": "get +1 Grit (max+3)", + "la_rata-adv3": "get +1 Savagery (max+3)", + "la_rata-adv4": "get an NPC ally (detail with MC)", + "la_rata-adv5": "get a new rata move", + "la_rata-adv6": "get a new rata move", + "la_rata-adv7": "get a move from another playbook", + "la_rata-adv8": "get a move from another playbook", + "la_rata-adv9": "get +1 to any stat (max+3)", + "la_rata-adv10": "get 4 weapons y 4 gear (La Sicaria)", + "la_rata-adv11": "retire your character (to safety)", + "la_rata-adv12": "change your character to a new type", + "la_rata-adv13": "raise your lifestyle one level", + "el trabajo sucio": "el trabajo sucio", + "el trabajo sucio-description": "You are one of el narco's trusted lieutenants...but you’ve decided to betray the cartel. Choose a reason:", + "trabajo_sucio1": "you’re tired of the killing and death.", + "trabajo_sucio2": "you lost family or a loved one to el narco.", + "trabajo_sucio3": "you want to move up in the organization.", + "trabajo_sucio4": "you were arrested and flipped to avoid jail.", + "trabajo_sucio5": "you're an undercover cop on assignment.", + "supervivencia": "supervivencia", + "supervivencia_html": "

You are a survivor, a rata who will not be drowned just because this sinking ship of a plaza is finally dragged beneath the surface of the drug war.

You can mark stress to:

  • take a 10+ instead of rolling when you interfere with someone trying to get the truth out of you.
  • offer a PC an xp to accept your reasoning when you justify your behavior, even on a miss.
  • take +1 when you get fucking shot by another narco who suspects your treachery.
", + "la_sicaria-rel_text1": "_____ fucked up something crucial; you had to clean up the mess before things got messy with los federales or a rival drug cartel.", + "la_sicaria-adv1": "get +1 Grit (max+3)", + "la_sicaria-adv2": "get +1 Hustle (max+3)", + "la_sicaria-adv3": "get +1 Savagery (max+3)", + "la_sicaria-adv4": "choose 2 new weapons", + "la_sicaria-adv5": "get a new sicaria move", + "la_sicaria-adv6": "get a new sicaria move", + "la_sicaria-adv7": "get a move from another playbook", + "la_sicaria-adv8": "get a move from another playbook", + "la_sicaria-adv9": "get +1 to any stat (max+3)", + "la_sicaria-adv10": "choose 2 new pieces of gear or 2 new weapons", + "la_sicaria-adv11": "retire your character (to safety)", + "la_sicaria-adv12": "change your character to a new type", + "la_sicaria-adv13": "raise your lifestyle one level", + "weapons (choose 4)": "weapons (choose 4)", + "sicaria_weapon1": "sniper rifle (far hi-tech loud)", + "sicaria_weapon2": "assault rifle (close loud autofire)", + "sicaria_weapon3": "grenade launcher (close area messy)", + "sicaria_weapon4": "shotgun (close messy)", + "sicaria_weapon5": "submachine gun (close area loud)", + "sicaria_weapon6": "magnum (close reload loud)", + "sicaria_weapon7": "9mm (close loud)", + "sicaria_weapon8": "stun gun (close reload)", + "sicaria_weapon9": "fireman’s axe (close messy)", + "sicaria_weapon10": "machete (hand messy)", + "sicaria_weapon11": "garrote (hand grapple)", + "sicaria_weapon12": "knives (hand infinite)", + "gear (choose 4)": "gear (choose 4)", + "sicaria_gear1": "Armor Piercing Ammo (+ap to all weapons): Sometimes putos wear vests. Gotta be ready.", + "sicaria_gear2": "Body Armor (+armored): You want to live, right? Put on the fucking vest, pendeja.", + "sicaria_gear3": "Explosives Kit (close loud area reload): You can create improvised explosive devices (IEDs) if you’ve got time.", + "sicaria_gear4": "Tracking Device (hi-tech far concealable): They can’t hide if you plant this somewhere on them.", + "sicaria_gear5": "Secure Police Scanner (hi-tech hand): You can listen in even when they try to keep you out.", + "sicaria_gear6": "Silencer (remove +loud from any weapon): Quiet as a mouse. Dead as a doornail. Eh, cabrona?", + "sicaria_gear7": "Surveillance Gear (hi-tech close concealable): You can install cameras somewhere and watch all you want.", + "sicaria_gear8": "Police Uniform (official wearable stolen): Who is who anymore? You look like them and they look like you.", + "-- select a key --": "-- select a key --", + "ambition": "ambition", + "ambition_text": "Mark xp when you get someone important to let you handle some business on their behalf. Clear this key and advance when you seize the day and ask for forgiveness instead of permission.", + "arrogance": "arrogance", + "arrogance_text": "Mark xp when you use your superior knowledge or experience to verbally shame or abuse someone you care about. Clear this key and advance when you admit to a loved one that you're in over your head and urgently need help.", + "daring": "daring", + "daring_text": "Mark xp when you willingly enter a perilous situation without precautions or deception. Clear this key and advance when you retreat from a messy situation instead of risking further failure.", + "debt": "debt", + "debt_text": "Mark xp when you take on a new loan or strain your finances to meet your family's needs. Clear this key and advance when you find a way --legal or illegal--out from under your obligations.", + "dirty_hands": "dirty hands", + "dirty_hands_text": "Mark xp when you personally tackle a messy problem instead of sending goons. Clear this key and advance when you send someone to deal with a problem you should have attended to directly.", + "duty": "duty", + "duty_text": "Mark xp when you complete a task or assign-ment for your superiors or colleagues. Clear this key and advance when you intentionally thwart the goals of your organization or employer.", + "family": "family", + "family_text": "Mark xp when you violate your family members’ boundaries to protect them. Clear this key and advance when you allow one of them to be harmed when you could have intervened.", + "guilt": "guilt", + "guilt_text": "Mark xp when you confess a recent betrayal or deception to someone you shouldn’t trust. Clear this key and advance when you use a moment of intimacy to trick someone into advancing your schemes.", + "indomitable": "indomitable", + "indomitable_text": "Mark xp when you go into battle significantly outgunned or outmanned. Clear this key and advance when you surrender to your enemies instead of fighting your way out of a messy situation.", + "loyalty": "loyalty", + "loyalty_text": "Mark xp when you accept the lies or half-truths of a trusted friend or lover. Clear this key and advance when you confront a loved one with evidence of their betrayals and deceptions.", + "mercy": "mercy", + "mercy_text": "Mark xp when you try to head off a violent encounter with negotation or persuasion. Clear this key and advance when you greatly injure or kill someone who is defenseless or unaware.", + "paranoia": "paranoia", + "paranoia_text": "Mark xp when you try to get the truth out of someone about their true loyalties. Clear this key and advance when you expose someone’s betrayal to their family or employer.", + "pride": "pride", + "pride_text": "Mark xp when you claim an asset on the grounds that you or your family deserves it. Clear this key and advance when you give up something to keep yourself or a loved one safe from harm.", + "schemes": "schemes", + "schemes_text": "Mark xp when you take advantage of someone who believes you’re working on their behalf. Clear this key and advance when you openly choose one of your loyalties over the other.", + "secrets": "secrets", + "secrets_text": "Mark xp when you lie to someone close to you about your illicit activities. Clear this key and advance when you finally come clean to someone who trusts you about your lies and decepeptions.", + "default_hitresult": "¡Órale, amigo! Looks like things worked out. Don't get cocky! The MC will tell you what happens next.", + "default_partialresult": "Not bad, güey. Things could be better, but they could be worse too! The MC's going to tell you what's in store for you now.", + "default_missresult": "¡Ay diós, cabrón! Sometimes shit gets real. The MC will tell you what happens next.", + "---": "", + "---_desc": "", + "---_trigger": "", + "---_rollwith": "", + "---_hitresult": "", + "---_partialresult": "", + "---_missresult": "", + "cocinar": "cocinar", + "cocinar_desc": "If you’re fully stocked and cooking, at the start of session, roll with Grit. On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself. On a 7-9, your investment in the operation causes someone close to you to grow suspicious. On a miss, one of your lab’s problems comes to bear con todo.", + "cocinar_show_roll_button": "True", + "cocinar_trigger": "If you’re fully stocked and cooking, at the start of session, roll with Grit.", + "cocinar_rollwith": "grit", + "cocinar_hitresult": "On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself.", + "cocinar_partialresult": "On a hit, you make enough to meet your commitments. On a 7-9, your investment in the operation causes someone close to you to grow suspicious.", + "cocinar_missresult": "On a miss, one of your lab’s problems comes to bear con todo.", + "ciencia,_cabrón": "ciencia, cabrón", + "ciencia,_cabrón_show_roll_button": "True", + "ciencia,_cabrón_desc": "When you try to juryrig some-thing with science, roll with Grit. On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress. On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "ciencia,_cabrón_trigger": "When you try to juryrig some-thing with science, roll with Grit.", + "ciencia,_cabrón_rollwith": "grit", + "ciencia,_cabrón_hitresult": "On a hit, you create an opportunity or buy yourself some time.", + "ciencia,_cabrón_partialresult": "On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress.", + "ciencia,_cabrón_missresult": "On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "chillón": "chillón", + "chillón_desc": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_show_roll_button": "True", + "chillón_trigger": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_rollwith": "grit", + "chillón_hitresult": "For NPCs: On a hit, they accept your logic.", + "chillón_partialresult": "On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty.", + "de_calidad": "de calidad", + "de_calidad_show_roll_button": "True", + "de_calidad_desc": "When you propose a deal that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_trigger": "When you ***propose a deal*** that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_rollwith": "grit", + "de_calidad_hitresult": "On a hit, they choose: take the deal or mark stress.", + "de_calidad_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "afortunado": "afortunado", + "afortunado_desc": "You get +1 Grit (max+3)", + "pozolero": "pozolero", + "pozolero_desc": "When you get rid of a body using chemicals in your lab, roll with Grit. On a 10+, all 3. On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n* you aren’t missing any supplies or equipment.\n* you aren't interrupted getting it done.\n\nOn a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "pozolero_show_roll_button": "True", + "pozolero_trigger": "When you get rid of a body using chemicals in your lab, roll with Grit.", + "pozolero_rollwith": "grit", + "pozolero_hitresult": "On a 10+, all 3.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_partialresult": "On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_missresult": "On a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "tu laboratorio": "tu laboratorio", + "lab_tags": "small, fixed, unstable, indebted", + "tu laboratorio-desc": "By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.", + "choose 2 features": "choose 2 features", + "lab_feature1": "your lab is a food truck or RV. Replace fixed with mobile.", + "lab_feature2": "your lab has professional equipment, capable of larger cooks. raise your lifestyle; change small to medium.", + "lab_feature3": "your lab has equipment designed to dispose of dangerous chemicals. Remove unstable.", + "lab_feature4": "you have an assistant who prepares the chemicals in advance for your cooks. Take +1 to Cocinar; add payroll.", + "choose 2 troubles": "choose 2 troubles", + "lab_trouble1": "your lab is sometimes inaccessible. Add inconvenient.", + "lab_trouble2": "your lab gives off a byproduct or odor that makes it easy to uncover and report. Add detectable.", + "lab_trouble3": "your lab is poorly secured or locked down against intruders and thieves. Add exposed.", + "lab_trouble4": "your lab relies on uncommon chemicals. Add shortages.", + "tus misterios": "tus misterios", + "misterios_description": "You've fallen on hard times. Now you must keep your work secret from the people closest to you. Choose 3:", + "misterio1": "an esposa or novio who asks too many questions", + "misterio2": "a niño who thinks you’re beyond reproach", + "misterio3": "an elderly madre or tio who relies on you financially", + "misterio4": "a prima who works in federal law enforcement", + "misterio5": "an old coworker who feels badly about your troubles", + "misterio6": "a community leader who feels responsible for you", + "la familia": "la familia", + "amor_y_matrimonio": "amor y matrimonio", + "amor_y_matrimonio_desc": "You are the only one who can be trusted to protect la familia. Take +1 ongoing when you try to get one of them to do the right thing.", + "me_lo_chingué": "me lo chingué", + "me_lo_chingué_desc": "When you reveal that you betrayed a lover or friend, tell them to fill their stress track; you clear one stress for each stress they mark. If their stress track is already full, they must immediately make a stress move; you clear one stress.", + "reina_del_drama": "reina del drama", + "reina_del_drama_desc": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to push your luck as if you rolled a 10+.", + "reina_del_drama_trigger": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to ***push your luck*** as if you rolled a 10+.", + "reina_del_drama_rollwith": "grit", + "reina_del_drama_hitresult": "On a 10+, fortune favors the bold.", + "perderse": "perderse", + "perderse_desc": "When you lose yourself in another person, roll with Face. On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly. On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "perderse_show_roll_button": "True", + "perderse_trigger": "When you lose yourself in another person, roll with Face.", + "perderse_rollwith": "face", + "perderse_hitresult": "On a hit, you find solace in their embrace; clear your stress track.", + "perderse_partialresult": "On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly.", + "perderse_missresult": "On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "comer_algo": "comer algo", + "comer_algo_desc": "When you share a meal with some-one, roll with Face. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:\n\n* What do you want from me / my family?* What threat do you pose to us / our life?\n* Who are you protecting / hunting?\n\nOn a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "comer_algo_show_roll_button": "True", + "comer_algo_trigger": "When you share a meal with some-one, roll with Face.", + "comer_algo_rollwith": "face", + "comer_algo_hitresult": "On a 10+, hold 2. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_partialresult": "On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_missresult": "On a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "obligation1": "pregnant/finalizing adoption", + "obligation2": "new baby", + "obligation3": "preschool child", + "obligation4": "high school student", + "obligation5": "stepchild", + "obligation6": "corporate job", + "obligation7": "established home business", + "obligation8": "starting a new business", + "obligation9": "real estate license", + "obligation10": "social service job", + "obligation11": "managing family finances", + "obligation12": "elderly grand-parent", + "obligation13": "troubled sibling", + "obligation14": "school association", + "obligation15": "nonprofit board", + "obligation16": "parish volunteer", + "obligation17": "dinner parties", + "obligation18": "gossip and rumors", + "push_your_luck": "push your luck", + "push_your_luck_html": "

When you push your luck, roll with Grit. On a 10+, fortune favors the bold. On a 7-9, things don't work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.

", + "push_your_luck_trigger": "When you ***push your luck***, roll with Grit.", + "push_your_luck_rollwith": "grit", + "push_your_luck_hitresult": "On a 10+, fortune favors the bold. ", + "push_your_luck_partialresult": "On a 7-9, things don’t work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.", + "get_the_truth": "get the truth", + "get_the_truth_html": "

When you try to get the truth out of someone, roll with Hustle. On a hit, clear one stress. On a 10+, pick 2. On a 7-9, pick 1.

  • they can't mislead you with the truth
  • they can't confuse you with falsehoods
  • they can't stonewall you with silenc
", + "get_the_truth_trigger": "When you try to ***get the truth out of someone***, roll with Hustle.", + "get_the_truth_rollwith": "hustle", + "get_the_truth_hitresult": "On a hit, clear one stress. On a 10+, pick 2. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "get_the_truth_partialresult": "On a hit, clear one stress. On a 7-9, pick 1. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "pressure_someone": "pressure someone", + "pressure_someone_html": "When you pressure someone to go along with you, roll with Hustle. On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "pressure_someone_trigger": "When you ***pressure someone*** to go along with you, roll with Hustle.", + "pressure_someone_rollwith": "hustle", + "pressure_someone_hitresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress.", + "pressure_someone_partialresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "size_someone_up": "size someone up", + "size_someone_up_html": "

When you size someone up, roll with Savagery. On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3. On a 7-9, ask 1.

  • what are your current weaknesses / strengths?
  • how can I show you dominance / submission?
  • what do you intend to do next?
  • what do you wish I'd do right now?
  • how could I get you to _________
", + "size_someone_up_trigger": "When you ***size someone up***, roll with Savagery.", + "size_someone_up_rollwith": "savagery", + "size_someone_up_hitresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________? ", + "size_someone_up_partialresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 7-9, ask 1.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________?", + "strain_your_finances": "strain your finances", + "strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "strain_your_finances_rollwith": "*dinero*", + "strain_your_finances_rollquery": "?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "help_or_interfere": "help or interfere", + "help_or_interfere_html": "

When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked. On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered. On a miss, mark the stress you wagered and prepare for the worst.

", + "help_or_interfere_trigger": "When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.", + "help_or_interfere_rollwith": "stress wagered", + "help_or_interfere_rollquery": "?{When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.|1|2|3}", + "help_or_interfere_hitresult": "On a hit, give them a +1 or -2 to their roll, your choice.", + "help_or_interfere_partialresult": "On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered.", + "help_or_interfere_missresult": "On a miss, mark the stress you wagered and prepare for the worst.", + "turn_to_violence": "turn to violence", + "turn_to_violence_html": "

When you turn to violence, roll with Savagery. On a hit, mark stress and trade harm as established. On a 10+, choose 3. On a 7-9, choose 2.

  • you inflict terrible harm
  • you suffer little harm
  • you resist marking stress
  • you avoid collateral damage
", + "turn_to_violence_trigger": "When you ***turn to violence***, roll with Savagery.", + "turn_to_violence_rollwith": "savagery", + "turn_to_violence_hitresult": "On a hit, mark stress and trade harm as established. On a 10+, choose 3.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "turn_to_violence_partialresult": "On a hit, mark stress and trade harm as established. On a 7-9, choose 2.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "heat moves": "heat moves", + "avoid_suspicion": "avoid suspicion", + "avoid_suspicion_html": "

When you try to avoid suspicion while handling business in public, roll with Heat. Add one for each:

  • you’re carrying a lot of drugs or money
  • you’re transporting at least one body, dead or alive
  • you’re equipped with military weaponry

On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.

", + "avoid_suspicion_trigger": "When you try to ***avoid suspicion while handling business in public***, roll with Heat.Add one for each:\n* you're carrying a lot of drugs or money \n* you're transporting at least one body, dead or alive \n* you're equipped with military weaponry", + "avoid_suspicion_rollwith": "heat & circumstances", + "avoid_suspicion_rollquery": "(@{heat} + ?{When you try to avoid suspicion while handling business in public, roll with Heat.Add one for each: 1- you're carrying a lot of drugs or money 2- you're transporting at least one body, dead or alive 3- you're equipped with military weaponry|0|1|2|3})", + "avoid_suspicion_hitresult": "On a 10+, someone dangerous has been looking for you. And here you are. *Mierda, cabrón.*", + "avoid_suspicion_partialresult": "On a 7-9, only the local *policia* take an interest; make a threat or flash some *dinero* to smooth things over.", + "avoid_suspicion_missresult": "On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.", + "leave_a_messy_crime_scene": "leave a messy crime scene", + "leave_a_messy_crime_scene_html": "When you try to leave a messy crime scene before the authorities arrive, roll with Heat. On a miss, you exit the scene; tell the MC what potentially in-criminating evidence you’ve left behind. On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive. On a 10+, la policia arrives in force...with los federales or an American in tow.", + "leave_a_messy_crime_scene_trigger": "When you try to ***leave a messy crime scene*** before the authorities arrive, roll with Heat.", + "leave_a_messy_crime_scene_rollwith": "heat", + "leave_a_messy_crime_scene_hitresult": "On a 10+, *la policia* arrives in force...with *los federales* or an American in tow.", + "leave_a_messy_crime_scene_partialresult": "On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive.", + "leave_a_messy_crime_scene_missresult": "On a miss, you exit the scene; tell the MC what potentially incriminating evidence you’ve left behind.", + "flee_from_los_federales": "flee from los federales", + "flee_from_los_federales_html": "When you flee from los federales, roll with Heat. On a miss, you get away clean. On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time. On a 10+, you’re fucked, güey: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_trigger": "When you ***flee from los federales***, roll with Heat.", + "flee_from_los_federales_rollwith": "heat", + "flee_from_los_federales_hitresult": "On a 10+, you’re fucked, *güey*: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_partialresult": "On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time.", + "flee_from_los_federales_missresult": "On a miss, you get away clean.", + "propose_a_deal": "propose a deal", + "propose_a_deal_html": "

When you propose a deal to get what you want, roll with Face. On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one:

  • impose a condition on your offer
  • adjust the price (+/-30%) and accept
  • point you at an interested party
", + "propose_a_deal_trigger": "When you ***propose a deal*** to get what you want, roll with Face. ", + "propose_a_deal_rollwith": "face", + "propose_a_deal_hitresult": "On a hit, they choose: take the deal or mark stress.", + "propose_a_deal_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "justify_your_behavior": "justify your behavior", + "justify_your_behavior_html": "

When you try to justify your behavior to someone, roll with Face. For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. For PCs: On a 10+, both. On a 7-9, choose 1:

  • if they accept your reasoning, they mark xp
  • if they keep their own counsel, they mark stress
", + "justify_your_behavior_trigger": "When you try to ***justify your behavior*** to someone, roll with Face.", + "justify_your_behavior_rollwith": "face", + "justify_your_behavior_hitresult": "For NPCs: On a hit, they accept your logic. \n\nFor PCs: On a 10+, both:\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "justify_your_behavior_partialresult": "For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. \n\nFor PCs: On a 7-9, choose 1: On a 10+, both:\n\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "stress & heat moves": "stress & heat moves", + "stress moves": "stress moves", + "stress_moves_description": "All sorts of fictional situations may cause stress–getting shot at, doing something horrific, fighting with a spouse–and the only way to keep that stress in check is through stress moves:", + "verbally_abuse_or_shame": "verbally abuse or shame", + "verbally_abuse_or_shame_html": "When you verbally abuse or shame someone you care about, roll with Face. On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track. On a 7-9, clear one stress. On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "verbally_abuse_or_shame_trigger": "When you **verbally abuse or shame someone** you care about, roll with Face.", + "verbally_abuse_or_shame_rollwith": "face", + "verbally_abuse_or_shame_hitresult": "On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track.", + "verbally_abuse_or_shame_partialresult": "On a hit, your words hit hard: tell them to mark stress. On a 7-9, clear one stress.", + "verbally_abuse_or_shame_missresult": "On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "lose_yourself_in_a_substance": "lose yourself in a substance", + "lose_yourself_in_a_substance_html": "When you lose yourself in a substance, roll with Grit. On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list. On a miss, you’re in deep. Buena suerte, cabrón.", + "lose_yourself_in_a_substance_trigger": "When you **lose yourself in a substance**, roll with Grit.", + "lose_yourself_in_a_substance_rollwith": "grit", + "lose_yourself_in_a_substance_hitresult": "On a hit, clear your stress track.", + "lose_yourself_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "lose_yourself_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "confess_your_sins": "confess your sins", + "confess_your_sins_html": "When you confess your sins to a priest, roll with Hustle. On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession. On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "confess_your_sins_trigger": "When you **confess your sins to a priest**, roll with Hustle.", + "confess_your_sins_rollwith": "hustle", + "confess_your_sins_hitresult": "On a hit, you find forgiveness; clear your stress track.", + "confess_your_sins_partialresult": "On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession.", + "confess_your_sins_missresult": "On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "dish_out_a_beatdown": "dish out a beatdown", + "dish_out_a_beatdown_html": "When you dish out a beatdown, roll with Savagery. On a 10+, you assert your dominance: clear your stress track. On a 7-9, you hurt them, but it’s not enough: clear one stress. On a miss, the violence gets out of hand. Enjoy the consequences, pendejo.", + "dish_out_a_beatdown_trigger": "When you **dish out a beatdown**, roll with Savagery.", + "dish_out_a_beatdown_rollwith": "savagery", + "dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "drug moves": "drug moves", + "drug moves description": "If the MC tells you to make a drug move, pick one:", + "cocaine": "cocaine", + "cocaine_move1": "start a fight with a mouthy pendejo or puta", + "cocaine_move2": "throw yourself at someone you shouldn’t", + "cocaine_move3": "spend your money stupidly or carelessly", + "heroin": "heroin", + "heroin_move1": "push someone who cares about you away", + "heroin_move2": "overlook a crucial deadline or event", + "heroin_move3": "steal funds in preparation for your next fix", + "crystal meth": "crystal meth", + "crystal meth_move1": "accuse a loved one of theft or betrayal", + "crystal meth_move2": "push a place you keep toward squalor", + "crystal meth_move3": "hurt yourself to keep your diablos at bay", + "alcohol": "alcohol", + "alcohol_move1": "make a scene about how you’ve been wronged", + "alcohol_move2": "let slip something to the wrong person", + "alcohol_move3": "wreck something meaningful, carelessly", + "hermanos": "hermanos", + "hermanos_desc": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle. On a 10+, all 3. On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers \n\nOn a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "hermanos_show_roll_button": "True", + "hermanos_rollwith": "hustle", + "hermanos_trigger": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle.", + "hermanos_hitresult": "On a 10+, all 3: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_partialresult": "On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_missresult": "On a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "mercado": "mercado", + "mercado_desc": "When you sell product on the street, roll with Hustle. On a 10+, sales are brisk; clear your stress track. On a 7-9, you make some money, but someone takes issue with your crew; clear one stress. On a miss, someone takes a run at you, and it probably isn’t the cops.", + "mercado_show_roll_button": "True", + "mercado_rollwith": "hustle", + "mercado_trigger": "When you sell product on the street, roll with Hustle.", + "mercado_hitresult": "On a 10+, sales are brisk; clear your stress track.", + "mercado_partialresult": "On a 7-9, you make some money, but someone takes issue with your crew; clear one stress.", + "mercado_missresult": "On a miss, someone takes a run at you, and it probably isn’t the cops.", + "bendito": "bendito", + "bendito_desc": "When you’re completely focused on escaping, push your luck with Hustle instead of Grit. Add +1 to your roll if you get fucking shot while trying to flee.", + "bendito_show_roll_button": "FALSE", + "vendedor": "vendedor", + "vendedor_desc": "When you propose a deal to someone and they pick an option off the 7-9 list you don’t like, mark stress to make them pick a different option off the list. You can do this multiple times, provided you can keep marking stress.", + "vendedor_show_roll_button": "FALSE", + "matador": "matador", + "matador_desc": "Fill your stress track—marking at least one stress—to turn to violence against an unsuspecting target as if you rolled a 10+.", + "matador_show_roll_button": "FALSE", + "la_plaza_desc": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_show_roll_button": "True", + "mandamás": "mandamás", + "mandamás_desc": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face. On a 10+, all 3. On a 7-9, choose 1. \n- they keep their wits and focus. \n- they minimize incriminating evidence. \n- they avoid collateral damage. On a miss, everything goes to shit, but it wasn't your people's fault. You know how it is, *jefe*: no plan survives contact with the enemy.", + "mandamás_show_roll_button": "True", + "mandamás_rollwith": "face", + "mandamás_trigger": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face.", + "mandamás_hitresult": "On a 10+, all 3: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_partialresult": "On a 7-9, choose 1: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_missresult": "On a miss, everything goes to shit, but it wasn’t your people’s fault. You know how it is, jefe: no plan survives contact with the enemy.", + "infiltrado": "infiltrado", + "infiltrado_desc": "At the start of session, roll with Grit. On a hit, you get wind of a development in the anti-cartel case before things get messy. On a 10+, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice. On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "infiltrado_show_roll_button": "True", + "infiltrado_rollwith": "grit", + "infiltrado_trigger": "At the start of session, roll with Grit. ", + "infiltrado_hitresult": "On a 10+, you get wind of a development in the anti-cartel case before things get messy. In fact, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice.", + "infiltrado_partialresult": "On a 7-9, you get wind of a development in the anti-cartel case before things get messy.", + "infiltrado_missresult": "On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "seguir": "seguir", + "seguir_desc": "When you follow someone through the streets, roll with Grit. On a hit, where they go, you follow. On a 7-9, you overstep; mark a stress to avoid being spotted. On a miss, you end up exposed without backup or cover. ¡Mierda!", + "seguir_show_roll_button": "True", + "seguir_rollwith": "grit", + "seguir_trigger": "When you follow someone through the streets, roll with Grit.", + "seguir_hitresult": "On a 10+, where they go, you follow.", + "seguir_partialresult": "On a 7-9, where they go, you follow...but you overstep; mark a stress to avoid being spotted.", + "seguir_missresult": "On a miss, you end up exposed without backup or cover. *¡Mierda!*", + "verdadero": "verdadero", + "verdadero_desc": "When you get the truth from someone during an official interrogation, pick an extra option, even on a miss.", + "verdadero_show_roll_button": "FALSE", + "siempre_listo": "siempre listo", + "siempre_listo_desc": "Mark stress to show up in a scene alongside *la policía* or *los federales*, assuming that you aren’t unavailable. Mark three stress to show up instead of the authorities; you’ll have a few minutes solo in the scene before anybody else arrives.", + "siempre_listo_show_roll_button": "FALSE", + "escolta": "escolta", + "escolta_desc": "When you draw attention away from someone, they can roll with your Heat instead of their own. On a 10+, they suffer the consequences...but you attract demasiada attention: raise your Heat by 1 until the end of the next session.", + "escolta_show_roll_button": "FALSE", + "entrenamiento": "entrenamiento", + "entrenamiento_desc": "When you turn to violence after declaring yourself as a federal, roll with Grit instead of Savagery. If you get shot as a result, take +1 forward.", + "entrenamiento_show_roll_button": "FALSE", + "conectada": "conectada", + "conectada_desc": "When you go looking for a cartel *güey* in la plaza to help with a problem, name them and roll with Face. On a hit, you track them down and they’ve got what you need. On a 7-9, pick 1. On a 10+, both. \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology\n\n On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "conectada_show_roll_button": "True", + "conectada_rollwith": "face", + "conectada_trigger": "When you go looking for a cartel güey in la plaza to help with a problem, name them and roll with Face.", + "conectada_hitresult": "On a 10+, you track them down and they've got what you need; you get both: \n- They aren't caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_partialresult": "On a 7-9, you track them down and they've got what you need; pick 1: \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_missresult": "On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "escapar": "escapar", + "escapar_desc": "When you try to exit a tense situation, roll with Face. On a 10+, you’re gone! On a 7-9, you leave something behind or take something with you, your choice. On a miss, you’re exposed por completo...", + "escapar_show_roll_button": "True", + "escapar_rollwith": "face", + "escapar_trigger": "When you try to exit a tense situation, roll with Face.", + "escapar_hitresult": "On a 10+, you’re gone! ", + "escapar_partialresult": "On a 7-9, you leave something behind or take something with you, your choice. ", + "escapar_missresult": "On a miss, you’re exposed por completo...", + "amante": "amante", + "amante_desc": "When you share a night of intimacy with a lover, roll with Face. On a hit, clear your stress track. On a 10+, ask 2.On a 7-9, ask 1. \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do? \n\nOn a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "amante_show_roll_button": "True", + "amante_rollwith": "face", + "amante_trigger": "When you share a night of intimacy with a lover, roll with Face.", + "amante_hitresult": "On a 10+, clear your stress track and ask 2: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_partialresult": "On a 7-9, clear your stress track and ask 1: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_missresult": "On a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "chimosa": "chimosa", + "chimosa_desc": "When you betray a friend or ally to the authorities, roll with Face. On a 10+, your treason is useful and valued: clear your stress track. On a 7-9, your handler is pleased...and demands more: clear one stress. On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "chimosa_show_roll_button": "True", + "chimosa_rollwith": "face", + "chimosa_trigger": "When you betray a friend or ally to the authorities, roll with Face.", + "chimosa_hitresult": "On a 10+, your treason is useful and valued: clear your stress track.", + "chimosa_partialresult": "On a 7-9, your handler is pleased...and demands more: clear one stress.", + "chimosa_missresult": "On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "mentirosa": "mentirosa", + "mentirosa_desc": "You get +1 Face (max+3).", + "mentirosa_show_roll_button": "FALSE", + "mirar": "mirar", + "mirar_desc": "When you read a charged situation, roll with Savagery. On a hit, ask the MC questions; take +1 when you act on the answers. On a 10+, ask 2. On a 7–9, ask 1: \n- where’s my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what’s my enemy’s true position? On a miss, ask one...but you reveal your position.", + "mirar_show_roll_button": "FALSE", + "mirar_rollwith": "savagery", + "mirar_trigger": "When you read a charged situation, roll with Savagery.", + "mirar_hitresult": "On a 10+, ask the MC 2 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_partialresult": "On a 7-9, ask the MC 1 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_missresult": "On a miss, ask one...but you reveal your position.", + "narcocorrido": "narcocorrido", + "narcocorrido_desc": "When you meet someone importante (your call), roll with Savagery. On a hit, they’ve heard of you. Say what they’ve heard, and they will act accordingly. On a 10+, you also take +1 forward to dealing with them. On a miss, your reputation convinces them that you’re something you’re not.", + "narcocorrido_show_roll_button": "True", + "narcocorrido_rollwith": "savagery", + "narcocorrido_trigger": "When you meet someone *importante* (your call), roll with Savagery.", + "narcocorrido_hitresult": "On a 10+, they've heard of you. Say what they've heard, and they will act accordingly; take +1 forward to dealing with them.", + "narcocorrido_partialresult": "On a 7-9, they've heard of you. Say what they've heard, and they will act accordingly.", + "narcocorrido_missresult": "On a miss, your reputation convinces them that you’re something you're not.", + "levantón": "levantón", + "levantón_desc": "When you track down an NPC, roll with Savagery. On a hit, you catch them exposed or vulnerable. On a 7-9, they have backup or it’s public. On a miss, someone you’re avoiding finds you first.", + "levantón_show_roll_button": "True", + "levantón_rollwith": "savagery", + "levantón_trigger": "When you track down an NPC, roll with Savagery.", + "levantón_hitresult": "On a 10+, you catch them exposed or vulnerable.", + "levantón_partialresult": "On a 7-9, you catch them exposed or vulnerable, but they have backup or it’s public.", + "levantón_missresult": "On a miss, someone you’re avoiding finds you first.", + "rematar": "rematar", + "rematar_desc": "You get +1 Savagery (max +3).", + "rematar_show_roll_button": "FALSE", + "encobijado": "encobijado", + "encobijado_desc": "When you ditch a body somewhere, roll with Savagery. On a hit, you lose the corpse, and it stays lost; clear one stress. On a 10+, dust to dust; clear your stress track. On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "encobijado_show_roll_button": "True", + "encobijado_rollwith": "savagery", + "encobijado_trigger": "When you ditch a body somewhere, roll with Savagery.", + "encobijado_hitresult": "On a 10+, you lose the corpse, and it stays lost; clear your stress track.", + "encobijado_partialresult": "On a 7-9, you lose the corpse, and it stays lost; clear one stress.", + "encobijado_missresult": "On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "duro": "duro", + "duro_desc": "When you get fucking shot, add +1 to your roll. On a miss, you have time for an act of ven- geance or kindness before you fall to your wounds.", + "duro_show_roll_button": "FALSE", + "notes": "notes" +} diff --git a/cartel/translations/pt.json b/cartel/translations/pt.json new file mode 100644 index 0000000000..c85da7a63a --- /dev/null +++ b/cartel/translations/pt.json @@ -0,0 +1,710 @@ +{ + "edit identity": "edit identity", + "character name": "character name", + "playbook": "playbook", + "el cocinero": "el cocinero", + "la esposa": "la esposa", + "el halcon": "el halcon", + "el narco": "el narco", + "la polizeta": "la polizeta", + "la rata": "la rata", + "la sicaria": "la sicaria", + "cocinero": "cocinero", + "esposa": "esposa", + "halcon": "halcon", + "narco": "narco", + "polizeta": "polizeta", + "rata": "rata", + "sicaria": "sicaria", + "look": "look", + "gear": "gear", + "lifestyle": "lifestyle", + "destitute": "destitute", + "destitute_desc": "nearly homeless, often unable to afford even basic staples, desperate", + "impoverished": "impoverished", + "impoverished_desc": "cash on hand for lodging and food, but little else, \"cash poor\"", + "stable": "stable", + "stable_desc": "relative comfort, regular lodging, enough resources to support a family", + "luxury": "luxury", + "luxury_desc": "wealth beyond most, able to put ten thousand dollars towards a problem", + "extravagant": "extravagant", + "extravagant_desc": "rich beyond measure, anything is accessible with enough patience", + "stats": "stats", + "character moves": "character moves", + "new character move": "new character move", + "click the pencil icon to edit your new move": "click the pencil icon to edit your new move", + "edit move": "edit move", + "basic moves": "basic moves", + "extras": "extras", + "stress": "stress", + "stress description": "Each session you start with two stress already marked, provided you didn't end the last section with more. If your stress track is ever filled, güey, you're in a bad spot.", + "reset": "reset", + "face": "face", + "grit": "grit", + "hustle": "hustle", + "savagery": "savagery", + "heat": "heat", + "tags": "tags", + "advancement": "advancement", + "advtxt1": "When you fill your xp track, select an advance from this list:", + "advtxt2": "After 5 advances, you can choose from this list instead:", + "los enlaces": "los enlaces", + "tus llaves": "tus llaves", + "move name": "move name", + "description": "description", + "show roll button?": "show roll button?", + "roll with": "roll with", + "is rolling with": "is rolling with", + "trigger": "trigger", + "el_cocinero-rel_text1": "_____ is familia. Close family. They don’t know what you do para el cartel, and you’re not sure you can keep your secrets for long.", + "el_cocinero-rel_text2": "_____ got you into this business to help you with your financial troubles but didn’t tell you the whole story. Now you’re both stuck.", + "el_cocinero-rel_text3": "You and _____ have an understanding. You need each other for now, but both of you know the current situation won’t last.", + "el_cocinero-adv1": "get +1 Grit (max+3)", + "el_cocinero-adv2": "get +1 Hustle (max+3)", + "el_cocinero-adv3": "get +1 Savagery (max+3)", + "el_cocinero-adv4": "choose a new laboratorio feature", + "el_cocinero-adv5": "get a new cocinero move", + "el_cocinero-adv6": "get a new cocinero move", + "el_cocinero-adv7": "get a move from another playbook", + "el_cocinero-adv8": "get a move from another playbook", + "el_cocinero-adv9": "get +1 to any stat (max+3)", + "el_cocinero-adv10": "resolve a laboratorio trouble", + "el_cocinero-adv11": "retire your character (to safety)", + "el_cocinero-adv12": "change your character to a new type", + "el_cocinero-adv13": "raise your lifestyle one level", + "la_esposa-rel_text1": "_____ and your spouse spend time together, but you’d prefer it if they weren’t in-volved in your life. Tell them what they did to anger you.", + "la_esposa-rel_text2": "_____ es familia. A sibling, maybe, or a cousin. Someone close. They mean well, but you worry about them. Tell them your fears.", + "la_esposa-rel_text3": "_____ and you were a thing back in the day, but it never went anywhere. Most people don’t know about it; you were young once también.", + "la_esposa-adv1": "get +1 Face (max+3)", + "la_esposa-adv2": "get +1 Grit (max+3)", + "la_esposa-adv3": "get +1 Hustle (max+3)", + "la_esposa-adv4": "change 2 obligations de la familia", + "la_esposa-adv5": "get a new esposa move", + "la_esposa-adv6": "get a new esposa move", + "la_esposa-adv7": "get a move from another playbook", + "la_esposa-adv8": "get a move from another playbook", + "la_esposa-adv9": "get +1 to any stat (max+3)", + "la_esposa-adv10": "permanently resolve a secret", + "la_esposa-adv11": "retire your character (to safety)", + "la_esposa-adv12": "change your character to a new type", + "la_esposa-adv13": "raise your spouse's lifestyle one level", + "spouse": "spouse", + "spouse-desc": "Ask everyone else “Who is willing to be my spouse?” Pick whomever you like. If no one volunteers, choose an NPC.", + "obligations-title": "Choose 5 obligations you perform for la familia:", + "secrets-title": "And choose 2 secrets you keep from la familia:", + "secret-nest_egg": "+nest egg: you put away some serious cash in a secret stash ($20,000!) for a rainy day.", + "secret-addiction": "+addiction: some nasty drug has a hold on you.", + "secret-affair": "+affair: you have another love...or at least another lover you spend time with.", + "secret-debt": "+debt: your spending has put you in a tough place, beyond what your family currently knows.", + "secret-lovechild": "+lovechild: you have a secret child that requires attention...and money.", + "la_familia": "la familia", + "la_familia_html": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle. On a 10+, you juggle your responsibilities with grace; clear your stress track. On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist. On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "la_familia_desc": "", + "la_familia_trigger": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle.", + "la_familia_rollwith": "hustle", + "la_familia_hitresult": "On a 10+, you juggle your responsibilities with grace; clear your stress track.", + "la_familia_partialresult": "On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist.", + "la_familia_missresult": "On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "el_halcon-rel_text1": "_____ gave you some new responsibilities lately, at your request. They have their doubts, but you’ll prove them wrong soon.", + "el_halcon-rel_text2": "_____ disapproves of your cartel work, and wants to get you out. You're not a niño; you can handle your own business.", + "el_halcon-rel_text3": "You and _____ have a plan to make some real money. They worry it’s not going to work, but you know it’s a sure thing, cabrón.", + "el_halcon-adv1": "get +1 Face (max+3)", + "el_halcon-adv2": "get +1 Grit (max+3)", + "el_halcon-adv3": "get +1 Hustle (max+3)", + "el_halcon-adv4": "choose a new pandilla feature", + "el_halcon-adv5": "get a new halcón move", + "el_halcon-adv6": "get a new halcón move", + "el_halcon-adv7": "get a move from another playbook", + "el_halcon-adv8": "get a move from another playbook", + "el_halcon-adv9": "get +1 to any stat (max+3)", + "el_halcon-adv10": "resolve a pandilla vulnerability", + "el_halcon-adv11": "retire your character (to safety)", + "el_halcon-adv12": "change your character to a new type", + "el_halcon-adv13": "raise your lifestyle one level", + "tu pandilla": "tu pandilla", + "amigos:": "amigos:", + "pandilla-amigos_description": "By default, your pandilla has three loyal amigos you’ve known a while. Give them names:", + "pandilla-amigos_names_list": "Azul, Blanco, Calaca, Charo, Chino, Flaco, Gordo, Lola, Moco, Nacho, Paco, Raki, Torpe, Zanahoria", + "pandilla-question_amigo1": "Who is there to cheer you up when mierda gets tough?", + "pandilla-question_amigo2": "Who is a real pendejo, but you just can't cut them loose?", + "pandilla-question_amigo3": "Who is truly solid, ready to entrarle and get things done when you need them?", + "choose 2 features:": "choose 2 features:", + "pandilla_feature1": "your crew has crews that work for you, cabrón. Your crew becomes a gang (small untrained unequipped).", + "pandilla_feature2": "your crew is down for a fiesta. Roll with Hustle instead of Grit when you get all get lost in a substance juntos.", + "pandilla_feature3": "your crew is down for a fight. Roll with Hustle instead of Savagery when you dish out a beatdown as a crew.", + "pandilla_feature4": "your crew is in touch with high-level smugglers and producers from other cartels. It gets +connected.", + "pandilla_feature5": "your crew is employed outside the cartel, officially or unofficially. Take +1 when you strain your finances.", + "choose 2 vulnerabilities:": "choose 2 vulnerabilities:", + "pandilla_vulnerability1": "your crew is on la policía's radar: +known.", + "pandilla_vulnerability2": "your crew is into heavy stuff: +addiction.", + "pandilla_vulnerability3": "your crew owes favors to someone: +obligation.", + "pandilla_vulnerability4": "your crew has enemies, cabrón: +turf war.", + "pandilla-get_lost_in_a_substance": "get lost in a substance", + "pandilla-get_lost_in_a_substance_trigger": "your crew is down for a *fiesta*. Roll with Hustle instead of Grit when you get all ***get lost in a substance*** *juntos*.", + "pandilla-get_lost_in_a_substance_rollwith": "hustle", + "pandilla-get_lost_in_a_substance_hitresult": "On a hit, clear your stress track.", + "pandilla-get_lost_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "pandilla-get_lost_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "pandilla-dish_out_a_beatdown": "dish out a beatdown", + "pandilla-dish_out_a_beatdown_trigger": "your crew is down for a fight. Roll with Hustle instead of Savagery when you ***dish out a beatdown*** as a crew.", + "pandilla-dish_out_a_beatdown_rollwith": "hustle", + "pandilla-dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "pandilla-dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "pandilla-dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "pandilla-strain_your_finances": "strain your finances", + "pandilla-strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "pandilla-strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "pandilla-strain_your_finances_rollwith": "*dinero*", + "pandilla-strain_your_finances_rollquery": "1[pandilla] + ?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "pandilla-strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "pandilla-strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "pandilla-strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "el_narco-rel_text1": "_____ is familia, but you’ve tried to shield them from the worst of the cartel. Tell them what they know about your dealings.", + "el_narco-rel_text2": "You're sure _____ is up to something, maybe with another cartel or los federales. Keep your eyes open, cabrón. Trust no one.", + "el_narco-relktext3": "You’ve taken _____ under your wing. You respect their skills and talents, and you want to see them thrive. ¡Qué generoso!", + "el_narco-adv1": "get +1 Face (max+3)", + "el_narco-adv2": "get +1 Hustle (max+3)", + "el_narco-adv3": "get +1 Savagery (max+3)", + "el_narco-adv4": "get +1 Control (max +3)", + "el_narco-adv5": "choose a new plaza feature", + "el_narco-adv6": "choose a new plaza feature", + "el_narco-adv7": "get a move from another playbook", + "el_narco-adv8": "get a move from another playbook", + "el_narco-adv9": "get +1 to any stat except Control (max+3)", + "el_narco-adv10": "permanently resolve a plaza trouble", + "el_narco-adv11": "permanently resolve a plaza trouble", + "el_narco-adv12": "retire your character (to safety)", + "el_narco-adv13": "change your character to a new type", + "el jefe de jefes": "el jefe de jefes", + "el_jefe_description": "You run la plaza, a pathway for narcos hoping to move product across the border and a lucrative area for local drug sales. The city of Durango is yours as long as you hold it, jefe.", + "contact": "contact", + "el_jefe_contact_description": "When you took control, the cartel gave you a contact who collects what you owe them, usually once a month. You only know their nickname, so you can’t sell them out if you get flipped by los federales (pick one):", + "la_plaza": "la plaza", + "la_plaza_html": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_trigger": "At the beginning of the session, roll with Control.", + "la_plaza_rollwith": "control", + "la_plaza_hitresult": "On a 10+, you get an opportunity to engage one your troubles (your choice) on your terms.", + "la_plaza_partialresult": "On a 7-9, you get an opportunity to engage one your troubles (your choice) on your terms, but the opportunity is short-lived and risky: act quickly or you may find that you miss your moment.", + "la_plaza_missresult": "On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "control": "control", + "troubles": "troubles", + "by default you've got:": "by default you've got:", + "la_plaza_bullet1": "a staff of unsophisticated narcos, coordinated via a network of burner phones (trouble: +los federales)", + "la_plaza_bullet2": "a mix of protection rackets and smuggling operations (lifestyle: stable)", + "la_plaza_bullet3": "5-10 loyal enforcers (gang small untrained impatient) and 1 or 2 corrupt cops (greedy informed)", + "la_plaza_bullet4": "a few halcones to keep you informed about what goes on in your city (Control = +1)", + "choose 4 features:": "choose 4 features", + "la_plaza_feature1": "your plaza is profitable, bringing in substantial, obvious sums. Lifestyle: +1 level & trouble: +robberies.", + "la_plaza_feature2": "for income, add kidnapping. Lifestyle: +1 level & trouble: +vigilantes.", + "la_plaza_feature3": "your enforcers have access to military weaponry and body armor. Add armored and armed to your gang.", + "la_plaza_feature4": "you have a reputation for violence. Roll with Face instead of Hustle when you pressure someone by threatening their life, limbs, or loved ones.", + "la_plaza_feature5": "your enforcers have extensive military training. Drop untrained and add savage. Take +1 when you order kidnappings or ambushes.", + "la_plaza_feature6": "your enforcers recruit heavily from the local population, making them a medium gang (10-20) instead of small.", + "la_plaza_feature7": "you have halcones at all chokepoints and smuggling roads. +1 Control.", + "la_plaza_feature8": "only a few know your real name and appearance. Take -2 heat; describe the business that you use as a cover for your activities.", + "choose 2 troubles:": "choose 2 troubles:", + "la_plaza_trouble1": "you are in the middle of a violent dispute with another cartel, probably Los Zetas. Trouble: +gang war.", + "la_plaza_trouble2": "your plaza has been recently infiltrated by someone working for los federales or the CIA/DEA. Trouble: +mole", + "la_plaza_trouble3": "The narcos you displaced to take control of la plaza remain at large. - 1 Control. Trouble: +rivals.", + "la_plaza_trouble4": "greedy agents of the Mex-ican tax authority (SHCP) are bleeding you dry with increasingly expensive demands for bribes and mordidas . -1 lifestyle.", + "la_polizeta-rel_text1": "You grew up with _____ on the streets of Durango. You still have a beer after work if you’re both free; it’s nice to know someone who isn’t involved with either side of your double life.", + "la_polizeta-rel_text2": "_____ is the target of an active investigation. You're not the lead investigator, but you’re regularly briefed on the case.", + "la_polizeta-rel_text3": "_____ is your main contact in the cartel. Tell them where you two go to speak directly when you need a face-to-face meeting.", + "la_polizeta-adv1": "get +1 Face (max+3)", + "la_polizeta-adv2": "get +1 Hustle (max+3)", + "la_polizeta-adv3": "get +1 Savagery (max+3)", + "la_polizeta-adv4": "get +1 Control (max +3)", + "la_polizeta-adv5": "choose a new plaza feature", + "la_polizeta-adv6": "choose a new plaza feature", + "la_polizeta-adv7": "get a move from another playbook", + "la_polizeta-adv8": "get a move from another playbook ", + "la_polizeta-adv9": "get +1 to any stat except Control (max+3)", + "la_polizeta-adv10": "permanently resolve a plaza trouble", + "la_polizeta-adv11": "permanently resolve a plaza trouble", + "la_polizeta-adv12": "retire your character (to safety)", + "la_polizeta-adv13": "change your character to a new type", + "You work closely with 5 NPCs (at least) in the unit:": "You work closely with 5 NPCs (at least) in the unit:", + "Who is your new partner?": "Who is your new partner?", + "Who is suspicious of you?": "Who is suspicious of you?", + "You also end up working with a few NPCs from the cartel:": "You also end up working with a few NPCs from the cartel:", + "Who almost gave you away?": "Who almost gave you away?", + "Who offered to scam el narco?": "Who offered to scam el narco?", + "task_force_equipment": "Your department has some new toys—¡gracias, Calderón!—you can use, provided you have some \"official\" business (pick 2):", + "task_force_equip1": "military-grade body armor (resilient bulky)", + "task_force_equip2": "full-scale surveillance van (hi-tech expensive)", + "task_force_equip3": "tracking devices or bugs (hi-tech concealable)", + "task_force_equip4": "court-approved wiretap (hi-tech persistent)", + "task_force_equip5": "network of criminal informants (informed costly)", + "la_rata-rel_text1": "You and _____ started sleeping together a few weeks ago. Tell them why you haven't been able to end things, despite the dangers. ", + "la_rata-adv1": "get +1 Face (max+3)", + "la_rata-adv2": "get +1 Grit (max+3)", + "la_rata-adv3": "get +1 Savagery (max+3)", + "la_rata-adv4": "get an NPC ally (detail with MC)", + "la_rata-adv5": "get a new rata move", + "la_rata-adv6": "get a new rata move", + "la_rata-adv7": "get a move from another playbook", + "la_rata-adv8": "get a move from another playbook", + "la_rata-adv9": "get +1 to any stat (max+3)", + "la_rata-adv10": "get 4 weapons y 4 gear (La Sicaria)", + "la_rata-adv11": "retire your character (to safety)", + "la_rata-adv12": "change your character to a new type", + "la_rata-adv13": "raise your lifestyle one level", + "el trabajo sucio": "el trabajo sucio", + "el trabajo sucio-description": "You are one of el narco's trusted lieutenants...but you’ve decided to betray the cartel. Choose a reason:", + "trabajo_sucio1": "you’re tired of the killing and death.", + "trabajo_sucio2": "you lost family or a loved one to el narco.", + "trabajo_sucio3": "you want to move up in the organization.", + "trabajo_sucio4": "you were arrested and flipped to avoid jail.", + "trabajo_sucio5": "you're an undercover cop on assignment.", + "supervivencia": "supervivencia", + "supervivencia_html": "

You are a survivor, a rata who will not be drowned just because this sinking ship of a plaza is finally dragged beneath the surface of the drug war.

You can mark stress to:

  • take a 10+ instead of rolling when you interfere with someone trying to get the truth out of you.
  • offer a PC an xp to accept your reasoning when you justify your behavior, even on a miss.
  • take +1 when you get fucking shot by another narco who suspects your treachery.
", + "la_sicaria-rel_text1": "_____ fucked up something crucial; you had to clean up the mess before things got messy with los federales or a rival drug cartel.", + "la_sicaria-adv1": "get +1 Grit (max+3)", + "la_sicaria-adv2": "get +1 Hustle (max+3)", + "la_sicaria-adv3": "get +1 Savagery (max+3)", + "la_sicaria-adv4": "choose 2 new weapons", + "la_sicaria-adv5": "get a new sicaria move", + "la_sicaria-adv6": "get a new sicaria move", + "la_sicaria-adv7": "get a move from another playbook", + "la_sicaria-adv8": "get a move from another playbook", + "la_sicaria-adv9": "get +1 to any stat (max+3)", + "la_sicaria-adv10": "choose 2 new pieces of gear or 2 new weapons", + "la_sicaria-adv11": "retire your character (to safety)", + "la_sicaria-adv12": "change your character to a new type", + "la_sicaria-adv13": "raise your lifestyle one level", + "weapons (choose 4)": "weapons (choose 4)", + "sicaria_weapon1": "sniper rifle (far hi-tech loud)", + "sicaria_weapon2": "assault rifle (close loud autofire)", + "sicaria_weapon3": "grenade launcher (close area messy)", + "sicaria_weapon4": "shotgun (close messy)", + "sicaria_weapon5": "submachine gun (close area loud)", + "sicaria_weapon6": "magnum (close reload loud)", + "sicaria_weapon7": "9mm (close loud)", + "sicaria_weapon8": "stun gun (close reload)", + "sicaria_weapon9": "fireman’s axe (close messy)", + "sicaria_weapon10": "machete (hand messy)", + "sicaria_weapon11": "garrote (hand grapple)", + "sicaria_weapon12": "knives (hand infinite)", + "gear (choose 4)": "gear (choose 4)", + "sicaria_gear1": "Armor Piercing Ammo (+ap to all weapons): Sometimes putos wear vests. Gotta be ready.", + "sicaria_gear2": "Body Armor (+armored): You want to live, right? Put on the fucking vest, pendeja.", + "sicaria_gear3": "Explosives Kit (close loud area reload): You can create improvised explosive devices (IEDs) if you’ve got time.", + "sicaria_gear4": "Tracking Device (hi-tech far concealable): They can’t hide if you plant this somewhere on them.", + "sicaria_gear5": "Secure Police Scanner (hi-tech hand): You can listen in even when they try to keep you out.", + "sicaria_gear6": "Silencer (remove +loud from any weapon): Quiet as a mouse. Dead as a doornail. Eh, cabrona?", + "sicaria_gear7": "Surveillance Gear (hi-tech close concealable): You can install cameras somewhere and watch all you want.", + "sicaria_gear8": "Police Uniform (official wearable stolen): Who is who anymore? You look like them and they look like you.", + "-- select a key --": "-- select a key --", + "ambition": "ambition", + "ambition_text": "Mark xp when you get someone important to let you handle some business on their behalf. Clear this key and advance when you seize the day and ask for forgiveness instead of permission.", + "arrogance": "arrogance", + "arrogance_text": "Mark xp when you use your superior knowledge or experience to verbally shame or abuse someone you care about. Clear this key and advance when you admit to a loved one that you're in over your head and urgently need help.", + "daring": "daring", + "daring_text": "Mark xp when you willingly enter a perilous situation without precautions or deception. Clear this key and advance when you retreat from a messy situation instead of risking further failure.", + "debt": "debt", + "debt_text": "Mark xp when you take on a new loan or strain your finances to meet your family's needs. Clear this key and advance when you find a way --legal or illegal--out from under your obligations.", + "dirty_hands": "dirty hands", + "dirty_hands_text": "Mark xp when you personally tackle a messy problem instead of sending goons. Clear this key and advance when you send someone to deal with a problem you should have attended to directly.", + "duty": "duty", + "duty_text": "Mark xp when you complete a task or assign-ment for your superiors or colleagues. Clear this key and advance when you intentionally thwart the goals of your organization or employer.", + "family": "family", + "family_text": "Mark xp when you violate your family members’ boundaries to protect them. Clear this key and advance when you allow one of them to be harmed when you could have intervened.", + "guilt": "guilt", + "guilt_text": "Mark xp when you confess a recent betrayal or deception to someone you shouldn’t trust. Clear this key and advance when you use a moment of intimacy to trick someone into advancing your schemes.", + "indomitable": "indomitable", + "indomitable_text": "Mark xp when you go into battle significantly outgunned or outmanned. Clear this key and advance when you surrender to your enemies instead of fighting your way out of a messy situation.", + "loyalty": "loyalty", + "loyalty_text": "Mark xp when you accept the lies or half-truths of a trusted friend or lover. Clear this key and advance when you confront a loved one with evidence of their betrayals and deceptions.", + "mercy": "mercy", + "mercy_text": "Mark xp when you try to head off a violent encounter with negotation or persuasion. Clear this key and advance when you greatly injure or kill someone who is defenseless or unaware.", + "paranoia": "paranoia", + "paranoia_text": "Mark xp when you try to get the truth out of someone about their true loyalties. Clear this key and advance when you expose someone’s betrayal to their family or employer.", + "pride": "pride", + "pride_text": "Mark xp when you claim an asset on the grounds that you or your family deserves it. Clear this key and advance when you give up something to keep yourself or a loved one safe from harm.", + "schemes": "schemes", + "schemes_text": "Mark xp when you take advantage of someone who believes you’re working on their behalf. Clear this key and advance when you openly choose one of your loyalties over the other.", + "secrets": "secrets", + "secrets_text": "Mark xp when you lie to someone close to you about your illicit activities. Clear this key and advance when you finally come clean to someone who trusts you about your lies and decepeptions.", + "default_hitresult": "¡Órale, amigo! Looks like things worked out. Don't get cocky! The MC will tell you what happens next.", + "default_partialresult": "Not bad, güey. Things could be better, but they could be worse too! The MC's going to tell you what's in store for you now.", + "default_missresult": "¡Ay diós, cabrón! Sometimes shit gets real. The MC will tell you what happens next.", + "---": "", + "---_desc": "", + "---_trigger": "", + "---_rollwith": "", + "---_hitresult": "", + "---_partialresult": "", + "---_missresult": "", + "cocinar": "cocinar", + "cocinar_desc": "If you’re fully stocked and cooking, at the start of session, roll with Grit. On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself. On a 7-9, your investment in the operation causes someone close to you to grow suspicious. On a miss, one of your lab’s problems comes to bear con todo.", + "cocinar_show_roll_button": "True", + "cocinar_trigger": "If you’re fully stocked and cooking, at the start of session, roll with Grit.", + "cocinar_rollwith": "grit", + "cocinar_hitresult": "On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself.", + "cocinar_partialresult": "On a hit, you make enough to meet your commitments. On a 7-9, your investment in the operation causes someone close to you to grow suspicious.", + "cocinar_missresult": "On a miss, one of your lab’s problems comes to bear con todo.", + "ciencia,_cabrón": "ciencia, cabrón", + "ciencia,_cabrón_show_roll_button": "True", + "ciencia,_cabrón_desc": "When you try to juryrig some-thing with science, roll with Grit. On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress. On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "ciencia,_cabrón_trigger": "When you try to juryrig some-thing with science, roll with Grit.", + "ciencia,_cabrón_rollwith": "grit", + "ciencia,_cabrón_hitresult": "On a hit, you create an opportunity or buy yourself some time.", + "ciencia,_cabrón_partialresult": "On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress.", + "ciencia,_cabrón_missresult": "On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "chillón": "chillón", + "chillón_desc": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_show_roll_button": "True", + "chillón_trigger": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_rollwith": "grit", + "chillón_hitresult": "For NPCs: On a hit, they accept your logic.", + "chillón_partialresult": "On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty.", + "de_calidad": "de calidad", + "de_calidad_show_roll_button": "True", + "de_calidad_desc": "When you propose a deal that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_trigger": "When you ***propose a deal*** that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_rollwith": "grit", + "de_calidad_hitresult": "On a hit, they choose: take the deal or mark stress.", + "de_calidad_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "afortunado": "afortunado", + "afortunado_desc": "You get +1 Grit (max+3)", + "pozolero": "pozolero", + "pozolero_desc": "When you get rid of a body using chemicals in your lab, roll with Grit. On a 10+, all 3. On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n* you aren’t missing any supplies or equipment.\n* you aren't interrupted getting it done.\n\nOn a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "pozolero_show_roll_button": "True", + "pozolero_trigger": "When you get rid of a body using chemicals in your lab, roll with Grit.", + "pozolero_rollwith": "grit", + "pozolero_hitresult": "On a 10+, all 3.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_partialresult": "On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_missresult": "On a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "tu laboratorio": "tu laboratorio", + "lab_tags": "small, fixed, unstable, indebted", + "tu laboratorio-desc": "By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.", + "choose 2 features": "choose 2 features", + "lab_feature1": "your lab is a food truck or RV. Replace fixed with mobile.", + "lab_feature2": "your lab has professional equipment, capable of larger cooks. raise your lifestyle; change small to medium.", + "lab_feature3": "your lab has equipment designed to dispose of dangerous chemicals. Remove unstable.", + "lab_feature4": "you have an assistant who prepares the chemicals in advance for your cooks. Take +1 to Cocinar; add payroll.", + "choose 2 troubles": "choose 2 troubles", + "lab_trouble1": "your lab is sometimes inaccessible. Add inconvenient.", + "lab_trouble2": "your lab gives off a byproduct or odor that makes it easy to uncover and report. Add detectable.", + "lab_trouble3": "your lab is poorly secured or locked down against intruders and thieves. Add exposed.", + "lab_trouble4": "your lab relies on uncommon chemicals. Add shortages.", + "tus misterios": "tus misterios", + "misterios_description": "You've fallen on hard times. Now you must keep your work secret from the people closest to you. Choose 3:", + "misterio1": "an esposa or novio who asks too many questions", + "misterio2": "a niño who thinks you’re beyond reproach", + "misterio3": "an elderly madre or tio who relies on you financially", + "misterio4": "a prima who works in federal law enforcement", + "misterio5": "an old coworker who feels badly about your troubles", + "misterio6": "a community leader who feels responsible for you", + "la familia": "la familia", + "amor_y_matrimonio": "amor y matrimonio", + "amor_y_matrimonio_desc": "You are the only one who can be trusted to protect la familia. Take +1 ongoing when you try to get one of them to do the right thing.", + "me_lo_chingué": "me lo chingué", + "me_lo_chingué_desc": "When you reveal that you betrayed a lover or friend, tell them to fill their stress track; you clear one stress for each stress they mark. If their stress track is already full, they must immediately make a stress move; you clear one stress.", + "reina_del_drama": "reina del drama", + "reina_del_drama_desc": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to push your luck as if you rolled a 10+.", + "reina_del_drama_trigger": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to ***push your luck*** as if you rolled a 10+.", + "reina_del_drama_rollwith": "grit", + "reina_del_drama_hitresult": "On a 10+, fortune favors the bold.", + "perderse": "perderse", + "perderse_desc": "When you lose yourself in another person, roll with Face. On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly. On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "perderse_show_roll_button": "True", + "perderse_trigger": "When you lose yourself in another person, roll with Face.", + "perderse_rollwith": "face", + "perderse_hitresult": "On a hit, you find solace in their embrace; clear your stress track.", + "perderse_partialresult": "On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly.", + "perderse_missresult": "On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "comer_algo": "comer algo", + "comer_algo_desc": "When you share a meal with some-one, roll with Face. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:\n\n* What do you want from me / my family?* What threat do you pose to us / our life?\n* Who are you protecting / hunting?\n\nOn a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "comer_algo_show_roll_button": "True", + "comer_algo_trigger": "When you share a meal with some-one, roll with Face.", + "comer_algo_rollwith": "face", + "comer_algo_hitresult": "On a 10+, hold 2. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_partialresult": "On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_missresult": "On a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "obligation1": "pregnant/finalizing adoption", + "obligation2": "new baby", + "obligation3": "preschool child", + "obligation4": "high school student", + "obligation5": "stepchild", + "obligation6": "corporate job", + "obligation7": "established home business", + "obligation8": "starting a new business", + "obligation9": "real estate license", + "obligation10": "social service job", + "obligation11": "managing family finances", + "obligation12": "elderly grand-parent", + "obligation13": "troubled sibling", + "obligation14": "school association", + "obligation15": "nonprofit board", + "obligation16": "parish volunteer", + "obligation17": "dinner parties", + "obligation18": "gossip and rumors", + "push_your_luck": "push your luck", + "push_your_luck_html": "

When you push your luck, roll with Grit. On a 10+, fortune favors the bold. On a 7-9, things don't work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.

", + "push_your_luck_trigger": "When you ***push your luck***, roll with Grit.", + "push_your_luck_rollwith": "grit", + "push_your_luck_hitresult": "On a 10+, fortune favors the bold. ", + "push_your_luck_partialresult": "On a 7-9, things don’t work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.", + "get_the_truth": "get the truth", + "get_the_truth_html": "

When you try to get the truth out of someone, roll with Hustle. On a hit, clear one stress. On a 10+, pick 2. On a 7-9, pick 1.

  • they can't mislead you with the truth
  • they can't confuse you with falsehoods
  • they can't stonewall you with silenc
", + "get_the_truth_trigger": "When you try to ***get the truth out of someone***, roll with Hustle.", + "get_the_truth_rollwith": "hustle", + "get_the_truth_hitresult": "On a hit, clear one stress. On a 10+, pick 2. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "get_the_truth_partialresult": "On a hit, clear one stress. On a 7-9, pick 1. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "pressure_someone": "pressure someone", + "pressure_someone_html": "When you pressure someone to go along with you, roll with Hustle. On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "pressure_someone_trigger": "When you ***pressure someone*** to go along with you, roll with Hustle.", + "pressure_someone_rollwith": "hustle", + "pressure_someone_hitresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress.", + "pressure_someone_partialresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "size_someone_up": "size someone up", + "size_someone_up_html": "

When you size someone up, roll with Savagery. On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3. On a 7-9, ask 1.

  • what are your current weaknesses / strengths?
  • how can I show you dominance / submission?
  • what do you intend to do next?
  • what do you wish I'd do right now?
  • how could I get you to _________
", + "size_someone_up_trigger": "When you ***size someone up***, roll with Savagery.", + "size_someone_up_rollwith": "savagery", + "size_someone_up_hitresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________? ", + "size_someone_up_partialresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 7-9, ask 1.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________?", + "strain_your_finances": "strain your finances", + "strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "strain_your_finances_rollwith": "*dinero*", + "strain_your_finances_rollquery": "?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "help_or_interfere": "help or interfere", + "help_or_interfere_html": "

When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked. On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered. On a miss, mark the stress you wagered and prepare for the worst.

", + "help_or_interfere_trigger": "When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.", + "help_or_interfere_rollwith": "stress wagered", + "help_or_interfere_rollquery": "?{When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.|1|2|3}", + "help_or_interfere_hitresult": "On a hit, give them a +1 or -2 to their roll, your choice.", + "help_or_interfere_partialresult": "On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered.", + "help_or_interfere_missresult": "On a miss, mark the stress you wagered and prepare for the worst.", + "turn_to_violence": "turn to violence", + "turn_to_violence_html": "

When you turn to violence, roll with Savagery. On a hit, mark stress and trade harm as established. On a 10+, choose 3. On a 7-9, choose 2.

  • you inflict terrible harm
  • you suffer little harm
  • you resist marking stress
  • you avoid collateral damage
", + "turn_to_violence_trigger": "When you ***turn to violence***, roll with Savagery.", + "turn_to_violence_rollwith": "savagery", + "turn_to_violence_hitresult": "On a hit, mark stress and trade harm as established. On a 10+, choose 3.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "turn_to_violence_partialresult": "On a hit, mark stress and trade harm as established. On a 7-9, choose 2.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "heat moves": "heat moves", + "avoid_suspicion": "avoid suspicion", + "avoid_suspicion_html": "

When you try to avoid suspicion while handling business in public, roll with Heat. Add one for each:

  • you’re carrying a lot of drugs or money
  • you’re transporting at least one body, dead or alive
  • you’re equipped with military weaponry

On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.

", + "avoid_suspicion_trigger": "When you try to ***avoid suspicion while handling business in public***, roll with Heat.Add one for each:\n* you're carrying a lot of drugs or money \n* you're transporting at least one body, dead or alive \n* you're equipped with military weaponry", + "avoid_suspicion_rollwith": "heat & circumstances", + "avoid_suspicion_rollquery": "(@{heat} + ?{When you try to avoid suspicion while handling business in public, roll with Heat.Add one for each: 1- you're carrying a lot of drugs or money 2- you're transporting at least one body, dead or alive 3- you're equipped with military weaponry|0|1|2|3})", + "avoid_suspicion_hitresult": "On a 10+, someone dangerous has been looking for you. And here you are. *Mierda, cabrón.*", + "avoid_suspicion_partialresult": "On a 7-9, only the local *policia* take an interest; make a threat or flash some *dinero* to smooth things over.", + "avoid_suspicion_missresult": "On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.", + "leave_a_messy_crime_scene": "leave a messy crime scene", + "leave_a_messy_crime_scene_html": "When you try to leave a messy crime scene before the authorities arrive, roll with Heat. On a miss, you exit the scene; tell the MC what potentially in-criminating evidence you’ve left behind. On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive. On a 10+, la policia arrives in force...with los federales or an American in tow.", + "leave_a_messy_crime_scene_trigger": "When you try to ***leave a messy crime scene*** before the authorities arrive, roll with Heat.", + "leave_a_messy_crime_scene_rollwith": "heat", + "leave_a_messy_crime_scene_hitresult": "On a 10+, *la policia* arrives in force...with *los federales* or an American in tow.", + "leave_a_messy_crime_scene_partialresult": "On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive.", + "leave_a_messy_crime_scene_missresult": "On a miss, you exit the scene; tell the MC what potentially incriminating evidence you’ve left behind.", + "flee_from_los_federales": "flee from los federales", + "flee_from_los_federales_html": "When you flee from los federales, roll with Heat. On a miss, you get away clean. On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time. On a 10+, you’re fucked, güey: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_trigger": "When you ***flee from los federales***, roll with Heat.", + "flee_from_los_federales_rollwith": "heat", + "flee_from_los_federales_hitresult": "On a 10+, you’re fucked, *güey*: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_partialresult": "On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time.", + "flee_from_los_federales_missresult": "On a miss, you get away clean.", + "propose_a_deal": "propose a deal", + "propose_a_deal_html": "

When you propose a deal to get what you want, roll with Face. On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one:

  • impose a condition on your offer
  • adjust the price (+/-30%) and accept
  • point you at an interested party
", + "propose_a_deal_trigger": "When you ***propose a deal*** to get what you want, roll with Face. ", + "propose_a_deal_rollwith": "face", + "propose_a_deal_hitresult": "On a hit, they choose: take the deal or mark stress.", + "propose_a_deal_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "justify_your_behavior": "justify your behavior", + "justify_your_behavior_html": "

When you try to justify your behavior to someone, roll with Face. For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. For PCs: On a 10+, both. On a 7-9, choose 1:

  • if they accept your reasoning, they mark xp
  • if they keep their own counsel, they mark stress
", + "justify_your_behavior_trigger": "When you try to ***justify your behavior*** to someone, roll with Face.", + "justify_your_behavior_rollwith": "face", + "justify_your_behavior_hitresult": "For NPCs: On a hit, they accept your logic. \n\nFor PCs: On a 10+, both:\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "justify_your_behavior_partialresult": "For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. \n\nFor PCs: On a 7-9, choose 1: On a 10+, both:\n\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "stress & heat moves": "stress & heat moves", + "stress moves": "stress moves", + "stress_moves_description": "All sorts of fictional situations may cause stress–getting shot at, doing something horrific, fighting with a spouse–and the only way to keep that stress in check is through stress moves:", + "verbally_abuse_or_shame": "verbally abuse or shame", + "verbally_abuse_or_shame_html": "When you verbally abuse or shame someone you care about, roll with Face. On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track. On a 7-9, clear one stress. On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "verbally_abuse_or_shame_trigger": "When you **verbally abuse or shame someone** you care about, roll with Face.", + "verbally_abuse_or_shame_rollwith": "face", + "verbally_abuse_or_shame_hitresult": "On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track.", + "verbally_abuse_or_shame_partialresult": "On a hit, your words hit hard: tell them to mark stress. On a 7-9, clear one stress.", + "verbally_abuse_or_shame_missresult": "On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "lose_yourself_in_a_substance": "lose yourself in a substance", + "lose_yourself_in_a_substance_html": "When you lose yourself in a substance, roll with Grit. On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list. On a miss, you’re in deep. Buena suerte, cabrón.", + "lose_yourself_in_a_substance_trigger": "When you **lose yourself in a substance**, roll with Grit.", + "lose_yourself_in_a_substance_rollwith": "grit", + "lose_yourself_in_a_substance_hitresult": "On a hit, clear your stress track.", + "lose_yourself_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "lose_yourself_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "confess_your_sins": "confess your sins", + "confess_your_sins_html": "When you confess your sins to a priest, roll with Hustle. On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession. On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "confess_your_sins_trigger": "When you **confess your sins to a priest**, roll with Hustle.", + "confess_your_sins_rollwith": "hustle", + "confess_your_sins_hitresult": "On a hit, you find forgiveness; clear your stress track.", + "confess_your_sins_partialresult": "On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession.", + "confess_your_sins_missresult": "On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "dish_out_a_beatdown": "dish out a beatdown", + "dish_out_a_beatdown_html": "When you dish out a beatdown, roll with Savagery. On a 10+, you assert your dominance: clear your stress track. On a 7-9, you hurt them, but it’s not enough: clear one stress. On a miss, the violence gets out of hand. Enjoy the consequences, pendejo.", + "dish_out_a_beatdown_trigger": "When you **dish out a beatdown**, roll with Savagery.", + "dish_out_a_beatdown_rollwith": "savagery", + "dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "drug moves": "drug moves", + "drug moves description": "If the MC tells you to make a drug move, pick one:", + "cocaine": "cocaine", + "cocaine_move1": "start a fight with a mouthy pendejo or puta", + "cocaine_move2": "throw yourself at someone you shouldn’t", + "cocaine_move3": "spend your money stupidly or carelessly", + "heroin": "heroin", + "heroin_move1": "push someone who cares about you away", + "heroin_move2": "overlook a crucial deadline or event", + "heroin_move3": "steal funds in preparation for your next fix", + "crystal meth": "crystal meth", + "crystal meth_move1": "accuse a loved one of theft or betrayal", + "crystal meth_move2": "push a place you keep toward squalor", + "crystal meth_move3": "hurt yourself to keep your diablos at bay", + "alcohol": "alcohol", + "alcohol_move1": "make a scene about how you’ve been wronged", + "alcohol_move2": "let slip something to the wrong person", + "alcohol_move3": "wreck something meaningful, carelessly", + "hermanos": "hermanos", + "hermanos_desc": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle. On a 10+, all 3. On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers \n\nOn a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "hermanos_show_roll_button": "True", + "hermanos_rollwith": "hustle", + "hermanos_trigger": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle.", + "hermanos_hitresult": "On a 10+, all 3: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_partialresult": "On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_missresult": "On a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "mercado": "mercado", + "mercado_desc": "When you sell product on the street, roll with Hustle. On a 10+, sales are brisk; clear your stress track. On a 7-9, you make some money, but someone takes issue with your crew; clear one stress. On a miss, someone takes a run at you, and it probably isn’t the cops.", + "mercado_show_roll_button": "True", + "mercado_rollwith": "hustle", + "mercado_trigger": "When you sell product on the street, roll with Hustle.", + "mercado_hitresult": "On a 10+, sales are brisk; clear your stress track.", + "mercado_partialresult": "On a 7-9, you make some money, but someone takes issue with your crew; clear one stress.", + "mercado_missresult": "On a miss, someone takes a run at you, and it probably isn’t the cops.", + "bendito": "bendito", + "bendito_desc": "When you’re completely focused on escaping, push your luck with Hustle instead of Grit. Add +1 to your roll if you get fucking shot while trying to flee.", + "bendito_show_roll_button": "FALSE", + "vendedor": "vendedor", + "vendedor_desc": "When you propose a deal to someone and they pick an option off the 7-9 list you don’t like, mark stress to make them pick a different option off the list. You can do this multiple times, provided you can keep marking stress.", + "vendedor_show_roll_button": "FALSE", + "matador": "matador", + "matador_desc": "Fill your stress track—marking at least one stress—to turn to violence against an unsuspecting target as if you rolled a 10+.", + "matador_show_roll_button": "FALSE", + "la_plaza_desc": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_show_roll_button": "True", + "mandamás": "mandamás", + "mandamás_desc": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face. On a 10+, all 3. On a 7-9, choose 1. \n- they keep their wits and focus. \n- they minimize incriminating evidence. \n- they avoid collateral damage. On a miss, everything goes to shit, but it wasn't your people's fault. You know how it is, *jefe*: no plan survives contact with the enemy.", + "mandamás_show_roll_button": "True", + "mandamás_rollwith": "face", + "mandamás_trigger": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face.", + "mandamás_hitresult": "On a 10+, all 3: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_partialresult": "On a 7-9, choose 1: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_missresult": "On a miss, everything goes to shit, but it wasn’t your people’s fault. You know how it is, jefe: no plan survives contact with the enemy.", + "infiltrado": "infiltrado", + "infiltrado_desc": "At the start of session, roll with Grit. On a hit, you get wind of a development in the anti-cartel case before things get messy. On a 10+, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice. On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "infiltrado_show_roll_button": "True", + "infiltrado_rollwith": "grit", + "infiltrado_trigger": "At the start of session, roll with Grit. ", + "infiltrado_hitresult": "On a 10+, you get wind of a development in the anti-cartel case before things get messy. In fact, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice.", + "infiltrado_partialresult": "On a 7-9, you get wind of a development in the anti-cartel case before things get messy.", + "infiltrado_missresult": "On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "seguir": "seguir", + "seguir_desc": "When you follow someone through the streets, roll with Grit. On a hit, where they go, you follow. On a 7-9, you overstep; mark a stress to avoid being spotted. On a miss, you end up exposed without backup or cover. ¡Mierda!", + "seguir_show_roll_button": "True", + "seguir_rollwith": "grit", + "seguir_trigger": "When you follow someone through the streets, roll with Grit.", + "seguir_hitresult": "On a 10+, where they go, you follow.", + "seguir_partialresult": "On a 7-9, where they go, you follow...but you overstep; mark a stress to avoid being spotted.", + "seguir_missresult": "On a miss, you end up exposed without backup or cover. *¡Mierda!*", + "verdadero": "verdadero", + "verdadero_desc": "When you get the truth from someone during an official interrogation, pick an extra option, even on a miss.", + "verdadero_show_roll_button": "FALSE", + "siempre_listo": "siempre listo", + "siempre_listo_desc": "Mark stress to show up in a scene alongside *la policía* or *los federales*, assuming that you aren’t unavailable. Mark three stress to show up instead of the authorities; you’ll have a few minutes solo in the scene before anybody else arrives.", + "siempre_listo_show_roll_button": "FALSE", + "escolta": "escolta", + "escolta_desc": "When you draw attention away from someone, they can roll with your Heat instead of their own. On a 10+, they suffer the consequences...but you attract demasiada attention: raise your Heat by 1 until the end of the next session.", + "escolta_show_roll_button": "FALSE", + "entrenamiento": "entrenamiento", + "entrenamiento_desc": "When you turn to violence after declaring yourself as a federal, roll with Grit instead of Savagery. If you get shot as a result, take +1 forward.", + "entrenamiento_show_roll_button": "FALSE", + "conectada": "conectada", + "conectada_desc": "When you go looking for a cartel *güey* in la plaza to help with a problem, name them and roll with Face. On a hit, you track them down and they’ve got what you need. On a 7-9, pick 1. On a 10+, both. \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology\n\n On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "conectada_show_roll_button": "True", + "conectada_rollwith": "face", + "conectada_trigger": "When you go looking for a cartel güey in la plaza to help with a problem, name them and roll with Face.", + "conectada_hitresult": "On a 10+, you track them down and they've got what you need; you get both: \n- They aren't caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_partialresult": "On a 7-9, you track them down and they've got what you need; pick 1: \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_missresult": "On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "escapar": "escapar", + "escapar_desc": "When you try to exit a tense situation, roll with Face. On a 10+, you’re gone! On a 7-9, you leave something behind or take something with you, your choice. On a miss, you’re exposed por completo...", + "escapar_show_roll_button": "True", + "escapar_rollwith": "face", + "escapar_trigger": "When you try to exit a tense situation, roll with Face.", + "escapar_hitresult": "On a 10+, you’re gone! ", + "escapar_partialresult": "On a 7-9, you leave something behind or take something with you, your choice. ", + "escapar_missresult": "On a miss, you’re exposed por completo...", + "amante": "amante", + "amante_desc": "When you share a night of intimacy with a lover, roll with Face. On a hit, clear your stress track. On a 10+, ask 2.On a 7-9, ask 1. \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do? \n\nOn a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "amante_show_roll_button": "True", + "amante_rollwith": "face", + "amante_trigger": "When you share a night of intimacy with a lover, roll with Face.", + "amante_hitresult": "On a 10+, clear your stress track and ask 2: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_partialresult": "On a 7-9, clear your stress track and ask 1: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_missresult": "On a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "chimosa": "chimosa", + "chimosa_desc": "When you betray a friend or ally to the authorities, roll with Face. On a 10+, your treason is useful and valued: clear your stress track. On a 7-9, your handler is pleased...and demands more: clear one stress. On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "chimosa_show_roll_button": "True", + "chimosa_rollwith": "face", + "chimosa_trigger": "When you betray a friend or ally to the authorities, roll with Face.", + "chimosa_hitresult": "On a 10+, your treason is useful and valued: clear your stress track.", + "chimosa_partialresult": "On a 7-9, your handler is pleased...and demands more: clear one stress.", + "chimosa_missresult": "On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "mentirosa": "mentirosa", + "mentirosa_desc": "You get +1 Face (max+3).", + "mentirosa_show_roll_button": "FALSE", + "mirar": "mirar", + "mirar_desc": "When you read a charged situation, roll with Savagery. On a hit, ask the MC questions; take +1 when you act on the answers. On a 10+, ask 2. On a 7–9, ask 1: \n- where’s my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what’s my enemy’s true position? On a miss, ask one...but you reveal your position.", + "mirar_show_roll_button": "FALSE", + "mirar_rollwith": "savagery", + "mirar_trigger": "When you read a charged situation, roll with Savagery.", + "mirar_hitresult": "On a 10+, ask the MC 2 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_partialresult": "On a 7-9, ask the MC 1 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_missresult": "On a miss, ask one...but you reveal your position.", + "narcocorrido": "narcocorrido", + "narcocorrido_desc": "When you meet someone importante (your call), roll with Savagery. On a hit, they’ve heard of you. Say what they’ve heard, and they will act accordingly. On a 10+, you also take +1 forward to dealing with them. On a miss, your reputation convinces them that you’re something you’re not.", + "narcocorrido_show_roll_button": "True", + "narcocorrido_rollwith": "savagery", + "narcocorrido_trigger": "When you meet someone *importante* (your call), roll with Savagery.", + "narcocorrido_hitresult": "On a 10+, they've heard of you. Say what they've heard, and they will act accordingly; take +1 forward to dealing with them.", + "narcocorrido_partialresult": "On a 7-9, they've heard of you. Say what they've heard, and they will act accordingly.", + "narcocorrido_missresult": "On a miss, your reputation convinces them that you’re something you're not.", + "levantón": "levantón", + "levantón_desc": "When you track down an NPC, roll with Savagery. On a hit, you catch them exposed or vulnerable. On a 7-9, they have backup or it’s public. On a miss, someone you’re avoiding finds you first.", + "levantón_show_roll_button": "True", + "levantón_rollwith": "savagery", + "levantón_trigger": "When you track down an NPC, roll with Savagery.", + "levantón_hitresult": "On a 10+, you catch them exposed or vulnerable.", + "levantón_partialresult": "On a 7-9, you catch them exposed or vulnerable, but they have backup or it’s public.", + "levantón_missresult": "On a miss, someone you’re avoiding finds you first.", + "rematar": "rematar", + "rematar_desc": "You get +1 Savagery (max +3).", + "rematar_show_roll_button": "FALSE", + "encobijado": "encobijado", + "encobijado_desc": "When you ditch a body somewhere, roll with Savagery. On a hit, you lose the corpse, and it stays lost; clear one stress. On a 10+, dust to dust; clear your stress track. On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "encobijado_show_roll_button": "True", + "encobijado_rollwith": "savagery", + "encobijado_trigger": "When you ditch a body somewhere, roll with Savagery.", + "encobijado_hitresult": "On a 10+, you lose the corpse, and it stays lost; clear your stress track.", + "encobijado_partialresult": "On a 7-9, you lose the corpse, and it stays lost; clear one stress.", + "encobijado_missresult": "On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "duro": "duro", + "duro_desc": "When you get fucking shot, add +1 to your roll. On a miss, you have time for an act of ven- geance or kindness before you fall to your wounds.", + "duro_show_roll_button": "FALSE", + "notes": "notes" +} diff --git a/cartel/translations/ru.json b/cartel/translations/ru.json new file mode 100644 index 0000000000..c85da7a63a --- /dev/null +++ b/cartel/translations/ru.json @@ -0,0 +1,710 @@ +{ + "edit identity": "edit identity", + "character name": "character name", + "playbook": "playbook", + "el cocinero": "el cocinero", + "la esposa": "la esposa", + "el halcon": "el halcon", + "el narco": "el narco", + "la polizeta": "la polizeta", + "la rata": "la rata", + "la sicaria": "la sicaria", + "cocinero": "cocinero", + "esposa": "esposa", + "halcon": "halcon", + "narco": "narco", + "polizeta": "polizeta", + "rata": "rata", + "sicaria": "sicaria", + "look": "look", + "gear": "gear", + "lifestyle": "lifestyle", + "destitute": "destitute", + "destitute_desc": "nearly homeless, often unable to afford even basic staples, desperate", + "impoverished": "impoverished", + "impoverished_desc": "cash on hand for lodging and food, but little else, \"cash poor\"", + "stable": "stable", + "stable_desc": "relative comfort, regular lodging, enough resources to support a family", + "luxury": "luxury", + "luxury_desc": "wealth beyond most, able to put ten thousand dollars towards a problem", + "extravagant": "extravagant", + "extravagant_desc": "rich beyond measure, anything is accessible with enough patience", + "stats": "stats", + "character moves": "character moves", + "new character move": "new character move", + "click the pencil icon to edit your new move": "click the pencil icon to edit your new move", + "edit move": "edit move", + "basic moves": "basic moves", + "extras": "extras", + "stress": "stress", + "stress description": "Each session you start with two stress already marked, provided you didn't end the last section with more. If your stress track is ever filled, güey, you're in a bad spot.", + "reset": "reset", + "face": "face", + "grit": "grit", + "hustle": "hustle", + "savagery": "savagery", + "heat": "heat", + "tags": "tags", + "advancement": "advancement", + "advtxt1": "When you fill your xp track, select an advance from this list:", + "advtxt2": "After 5 advances, you can choose from this list instead:", + "los enlaces": "los enlaces", + "tus llaves": "tus llaves", + "move name": "move name", + "description": "description", + "show roll button?": "show roll button?", + "roll with": "roll with", + "is rolling with": "is rolling with", + "trigger": "trigger", + "el_cocinero-rel_text1": "_____ is familia. Close family. They don’t know what you do para el cartel, and you’re not sure you can keep your secrets for long.", + "el_cocinero-rel_text2": "_____ got you into this business to help you with your financial troubles but didn’t tell you the whole story. Now you’re both stuck.", + "el_cocinero-rel_text3": "You and _____ have an understanding. You need each other for now, but both of you know the current situation won’t last.", + "el_cocinero-adv1": "get +1 Grit (max+3)", + "el_cocinero-adv2": "get +1 Hustle (max+3)", + "el_cocinero-adv3": "get +1 Savagery (max+3)", + "el_cocinero-adv4": "choose a new laboratorio feature", + "el_cocinero-adv5": "get a new cocinero move", + "el_cocinero-adv6": "get a new cocinero move", + "el_cocinero-adv7": "get a move from another playbook", + "el_cocinero-adv8": "get a move from another playbook", + "el_cocinero-adv9": "get +1 to any stat (max+3)", + "el_cocinero-adv10": "resolve a laboratorio trouble", + "el_cocinero-adv11": "retire your character (to safety)", + "el_cocinero-adv12": "change your character to a new type", + "el_cocinero-adv13": "raise your lifestyle one level", + "la_esposa-rel_text1": "_____ and your spouse spend time together, but you’d prefer it if they weren’t in-volved in your life. Tell them what they did to anger you.", + "la_esposa-rel_text2": "_____ es familia. A sibling, maybe, or a cousin. Someone close. They mean well, but you worry about them. Tell them your fears.", + "la_esposa-rel_text3": "_____ and you were a thing back in the day, but it never went anywhere. Most people don’t know about it; you were young once también.", + "la_esposa-adv1": "get +1 Face (max+3)", + "la_esposa-adv2": "get +1 Grit (max+3)", + "la_esposa-adv3": "get +1 Hustle (max+3)", + "la_esposa-adv4": "change 2 obligations de la familia", + "la_esposa-adv5": "get a new esposa move", + "la_esposa-adv6": "get a new esposa move", + "la_esposa-adv7": "get a move from another playbook", + "la_esposa-adv8": "get a move from another playbook", + "la_esposa-adv9": "get +1 to any stat (max+3)", + "la_esposa-adv10": "permanently resolve a secret", + "la_esposa-adv11": "retire your character (to safety)", + "la_esposa-adv12": "change your character to a new type", + "la_esposa-adv13": "raise your spouse's lifestyle one level", + "spouse": "spouse", + "spouse-desc": "Ask everyone else “Who is willing to be my spouse?” Pick whomever you like. If no one volunteers, choose an NPC.", + "obligations-title": "Choose 5 obligations you perform for la familia:", + "secrets-title": "And choose 2 secrets you keep from la familia:", + "secret-nest_egg": "+nest egg: you put away some serious cash in a secret stash ($20,000!) for a rainy day.", + "secret-addiction": "+addiction: some nasty drug has a hold on you.", + "secret-affair": "+affair: you have another love...or at least another lover you spend time with.", + "secret-debt": "+debt: your spending has put you in a tough place, beyond what your family currently knows.", + "secret-lovechild": "+lovechild: you have a secret child that requires attention...and money.", + "la_familia": "la familia", + "la_familia_html": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle. On a 10+, you juggle your responsibilities with grace; clear your stress track. On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist. On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "la_familia_desc": "", + "la_familia_trigger": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle.", + "la_familia_rollwith": "hustle", + "la_familia_hitresult": "On a 10+, you juggle your responsibilities with grace; clear your stress track.", + "la_familia_partialresult": "On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist.", + "la_familia_missresult": "On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "el_halcon-rel_text1": "_____ gave you some new responsibilities lately, at your request. They have their doubts, but you’ll prove them wrong soon.", + "el_halcon-rel_text2": "_____ disapproves of your cartel work, and wants to get you out. You're not a niño; you can handle your own business.", + "el_halcon-rel_text3": "You and _____ have a plan to make some real money. They worry it’s not going to work, but you know it’s a sure thing, cabrón.", + "el_halcon-adv1": "get +1 Face (max+3)", + "el_halcon-adv2": "get +1 Grit (max+3)", + "el_halcon-adv3": "get +1 Hustle (max+3)", + "el_halcon-adv4": "choose a new pandilla feature", + "el_halcon-adv5": "get a new halcón move", + "el_halcon-adv6": "get a new halcón move", + "el_halcon-adv7": "get a move from another playbook", + "el_halcon-adv8": "get a move from another playbook", + "el_halcon-adv9": "get +1 to any stat (max+3)", + "el_halcon-adv10": "resolve a pandilla vulnerability", + "el_halcon-adv11": "retire your character (to safety)", + "el_halcon-adv12": "change your character to a new type", + "el_halcon-adv13": "raise your lifestyle one level", + "tu pandilla": "tu pandilla", + "amigos:": "amigos:", + "pandilla-amigos_description": "By default, your pandilla has three loyal amigos you’ve known a while. Give them names:", + "pandilla-amigos_names_list": "Azul, Blanco, Calaca, Charo, Chino, Flaco, Gordo, Lola, Moco, Nacho, Paco, Raki, Torpe, Zanahoria", + "pandilla-question_amigo1": "Who is there to cheer you up when mierda gets tough?", + "pandilla-question_amigo2": "Who is a real pendejo, but you just can't cut them loose?", + "pandilla-question_amigo3": "Who is truly solid, ready to entrarle and get things done when you need them?", + "choose 2 features:": "choose 2 features:", + "pandilla_feature1": "your crew has crews that work for you, cabrón. Your crew becomes a gang (small untrained unequipped).", + "pandilla_feature2": "your crew is down for a fiesta. Roll with Hustle instead of Grit when you get all get lost in a substance juntos.", + "pandilla_feature3": "your crew is down for a fight. Roll with Hustle instead of Savagery when you dish out a beatdown as a crew.", + "pandilla_feature4": "your crew is in touch with high-level smugglers and producers from other cartels. It gets +connected.", + "pandilla_feature5": "your crew is employed outside the cartel, officially or unofficially. Take +1 when you strain your finances.", + "choose 2 vulnerabilities:": "choose 2 vulnerabilities:", + "pandilla_vulnerability1": "your crew is on la policía's radar: +known.", + "pandilla_vulnerability2": "your crew is into heavy stuff: +addiction.", + "pandilla_vulnerability3": "your crew owes favors to someone: +obligation.", + "pandilla_vulnerability4": "your crew has enemies, cabrón: +turf war.", + "pandilla-get_lost_in_a_substance": "get lost in a substance", + "pandilla-get_lost_in_a_substance_trigger": "your crew is down for a *fiesta*. Roll with Hustle instead of Grit when you get all ***get lost in a substance*** *juntos*.", + "pandilla-get_lost_in_a_substance_rollwith": "hustle", + "pandilla-get_lost_in_a_substance_hitresult": "On a hit, clear your stress track.", + "pandilla-get_lost_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "pandilla-get_lost_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "pandilla-dish_out_a_beatdown": "dish out a beatdown", + "pandilla-dish_out_a_beatdown_trigger": "your crew is down for a fight. Roll with Hustle instead of Savagery when you ***dish out a beatdown*** as a crew.", + "pandilla-dish_out_a_beatdown_rollwith": "hustle", + "pandilla-dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "pandilla-dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "pandilla-dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "pandilla-strain_your_finances": "strain your finances", + "pandilla-strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "pandilla-strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "pandilla-strain_your_finances_rollwith": "*dinero*", + "pandilla-strain_your_finances_rollquery": "1[pandilla] + ?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "pandilla-strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "pandilla-strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "pandilla-strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "el_narco-rel_text1": "_____ is familia, but you’ve tried to shield them from the worst of the cartel. Tell them what they know about your dealings.", + "el_narco-rel_text2": "You're sure _____ is up to something, maybe with another cartel or los federales. Keep your eyes open, cabrón. Trust no one.", + "el_narco-relktext3": "You’ve taken _____ under your wing. You respect their skills and talents, and you want to see them thrive. ¡Qué generoso!", + "el_narco-adv1": "get +1 Face (max+3)", + "el_narco-adv2": "get +1 Hustle (max+3)", + "el_narco-adv3": "get +1 Savagery (max+3)", + "el_narco-adv4": "get +1 Control (max +3)", + "el_narco-adv5": "choose a new plaza feature", + "el_narco-adv6": "choose a new plaza feature", + "el_narco-adv7": "get a move from another playbook", + "el_narco-adv8": "get a move from another playbook", + "el_narco-adv9": "get +1 to any stat except Control (max+3)", + "el_narco-adv10": "permanently resolve a plaza trouble", + "el_narco-adv11": "permanently resolve a plaza trouble", + "el_narco-adv12": "retire your character (to safety)", + "el_narco-adv13": "change your character to a new type", + "el jefe de jefes": "el jefe de jefes", + "el_jefe_description": "You run la plaza, a pathway for narcos hoping to move product across the border and a lucrative area for local drug sales. The city of Durango is yours as long as you hold it, jefe.", + "contact": "contact", + "el_jefe_contact_description": "When you took control, the cartel gave you a contact who collects what you owe them, usually once a month. You only know their nickname, so you can’t sell them out if you get flipped by los federales (pick one):", + "la_plaza": "la plaza", + "la_plaza_html": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_trigger": "At the beginning of the session, roll with Control.", + "la_plaza_rollwith": "control", + "la_plaza_hitresult": "On a 10+, you get an opportunity to engage one your troubles (your choice) on your terms.", + "la_plaza_partialresult": "On a 7-9, you get an opportunity to engage one your troubles (your choice) on your terms, but the opportunity is short-lived and risky: act quickly or you may find that you miss your moment.", + "la_plaza_missresult": "On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "control": "control", + "troubles": "troubles", + "by default you've got:": "by default you've got:", + "la_plaza_bullet1": "a staff of unsophisticated narcos, coordinated via a network of burner phones (trouble: +los federales)", + "la_plaza_bullet2": "a mix of protection rackets and smuggling operations (lifestyle: stable)", + "la_plaza_bullet3": "5-10 loyal enforcers (gang small untrained impatient) and 1 or 2 corrupt cops (greedy informed)", + "la_plaza_bullet4": "a few halcones to keep you informed about what goes on in your city (Control = +1)", + "choose 4 features:": "choose 4 features", + "la_plaza_feature1": "your plaza is profitable, bringing in substantial, obvious sums. Lifestyle: +1 level & trouble: +robberies.", + "la_plaza_feature2": "for income, add kidnapping. Lifestyle: +1 level & trouble: +vigilantes.", + "la_plaza_feature3": "your enforcers have access to military weaponry and body armor. Add armored and armed to your gang.", + "la_plaza_feature4": "you have a reputation for violence. Roll with Face instead of Hustle when you pressure someone by threatening their life, limbs, or loved ones.", + "la_plaza_feature5": "your enforcers have extensive military training. Drop untrained and add savage. Take +1 when you order kidnappings or ambushes.", + "la_plaza_feature6": "your enforcers recruit heavily from the local population, making them a medium gang (10-20) instead of small.", + "la_plaza_feature7": "you have halcones at all chokepoints and smuggling roads. +1 Control.", + "la_plaza_feature8": "only a few know your real name and appearance. Take -2 heat; describe the business that you use as a cover for your activities.", + "choose 2 troubles:": "choose 2 troubles:", + "la_plaza_trouble1": "you are in the middle of a violent dispute with another cartel, probably Los Zetas. Trouble: +gang war.", + "la_plaza_trouble2": "your plaza has been recently infiltrated by someone working for los federales or the CIA/DEA. Trouble: +mole", + "la_plaza_trouble3": "The narcos you displaced to take control of la plaza remain at large. - 1 Control. Trouble: +rivals.", + "la_plaza_trouble4": "greedy agents of the Mex-ican tax authority (SHCP) are bleeding you dry with increasingly expensive demands for bribes and mordidas . -1 lifestyle.", + "la_polizeta-rel_text1": "You grew up with _____ on the streets of Durango. You still have a beer after work if you’re both free; it’s nice to know someone who isn’t involved with either side of your double life.", + "la_polizeta-rel_text2": "_____ is the target of an active investigation. You're not the lead investigator, but you’re regularly briefed on the case.", + "la_polizeta-rel_text3": "_____ is your main contact in the cartel. Tell them where you two go to speak directly when you need a face-to-face meeting.", + "la_polizeta-adv1": "get +1 Face (max+3)", + "la_polizeta-adv2": "get +1 Hustle (max+3)", + "la_polizeta-adv3": "get +1 Savagery (max+3)", + "la_polizeta-adv4": "get +1 Control (max +3)", + "la_polizeta-adv5": "choose a new plaza feature", + "la_polizeta-adv6": "choose a new plaza feature", + "la_polizeta-adv7": "get a move from another playbook", + "la_polizeta-adv8": "get a move from another playbook ", + "la_polizeta-adv9": "get +1 to any stat except Control (max+3)", + "la_polizeta-adv10": "permanently resolve a plaza trouble", + "la_polizeta-adv11": "permanently resolve a plaza trouble", + "la_polizeta-adv12": "retire your character (to safety)", + "la_polizeta-adv13": "change your character to a new type", + "You work closely with 5 NPCs (at least) in the unit:": "You work closely with 5 NPCs (at least) in the unit:", + "Who is your new partner?": "Who is your new partner?", + "Who is suspicious of you?": "Who is suspicious of you?", + "You also end up working with a few NPCs from the cartel:": "You also end up working with a few NPCs from the cartel:", + "Who almost gave you away?": "Who almost gave you away?", + "Who offered to scam el narco?": "Who offered to scam el narco?", + "task_force_equipment": "Your department has some new toys—¡gracias, Calderón!—you can use, provided you have some \"official\" business (pick 2):", + "task_force_equip1": "military-grade body armor (resilient bulky)", + "task_force_equip2": "full-scale surveillance van (hi-tech expensive)", + "task_force_equip3": "tracking devices or bugs (hi-tech concealable)", + "task_force_equip4": "court-approved wiretap (hi-tech persistent)", + "task_force_equip5": "network of criminal informants (informed costly)", + "la_rata-rel_text1": "You and _____ started sleeping together a few weeks ago. Tell them why you haven't been able to end things, despite the dangers. ", + "la_rata-adv1": "get +1 Face (max+3)", + "la_rata-adv2": "get +1 Grit (max+3)", + "la_rata-adv3": "get +1 Savagery (max+3)", + "la_rata-adv4": "get an NPC ally (detail with MC)", + "la_rata-adv5": "get a new rata move", + "la_rata-adv6": "get a new rata move", + "la_rata-adv7": "get a move from another playbook", + "la_rata-adv8": "get a move from another playbook", + "la_rata-adv9": "get +1 to any stat (max+3)", + "la_rata-adv10": "get 4 weapons y 4 gear (La Sicaria)", + "la_rata-adv11": "retire your character (to safety)", + "la_rata-adv12": "change your character to a new type", + "la_rata-adv13": "raise your lifestyle one level", + "el trabajo sucio": "el trabajo sucio", + "el trabajo sucio-description": "You are one of el narco's trusted lieutenants...but you’ve decided to betray the cartel. Choose a reason:", + "trabajo_sucio1": "you’re tired of the killing and death.", + "trabajo_sucio2": "you lost family or a loved one to el narco.", + "trabajo_sucio3": "you want to move up in the organization.", + "trabajo_sucio4": "you were arrested and flipped to avoid jail.", + "trabajo_sucio5": "you're an undercover cop on assignment.", + "supervivencia": "supervivencia", + "supervivencia_html": "

You are a survivor, a rata who will not be drowned just because this sinking ship of a plaza is finally dragged beneath the surface of the drug war.

You can mark stress to:

  • take a 10+ instead of rolling when you interfere with someone trying to get the truth out of you.
  • offer a PC an xp to accept your reasoning when you justify your behavior, even on a miss.
  • take +1 when you get fucking shot by another narco who suspects your treachery.
", + "la_sicaria-rel_text1": "_____ fucked up something crucial; you had to clean up the mess before things got messy with los federales or a rival drug cartel.", + "la_sicaria-adv1": "get +1 Grit (max+3)", + "la_sicaria-adv2": "get +1 Hustle (max+3)", + "la_sicaria-adv3": "get +1 Savagery (max+3)", + "la_sicaria-adv4": "choose 2 new weapons", + "la_sicaria-adv5": "get a new sicaria move", + "la_sicaria-adv6": "get a new sicaria move", + "la_sicaria-adv7": "get a move from another playbook", + "la_sicaria-adv8": "get a move from another playbook", + "la_sicaria-adv9": "get +1 to any stat (max+3)", + "la_sicaria-adv10": "choose 2 new pieces of gear or 2 new weapons", + "la_sicaria-adv11": "retire your character (to safety)", + "la_sicaria-adv12": "change your character to a new type", + "la_sicaria-adv13": "raise your lifestyle one level", + "weapons (choose 4)": "weapons (choose 4)", + "sicaria_weapon1": "sniper rifle (far hi-tech loud)", + "sicaria_weapon2": "assault rifle (close loud autofire)", + "sicaria_weapon3": "grenade launcher (close area messy)", + "sicaria_weapon4": "shotgun (close messy)", + "sicaria_weapon5": "submachine gun (close area loud)", + "sicaria_weapon6": "magnum (close reload loud)", + "sicaria_weapon7": "9mm (close loud)", + "sicaria_weapon8": "stun gun (close reload)", + "sicaria_weapon9": "fireman’s axe (close messy)", + "sicaria_weapon10": "machete (hand messy)", + "sicaria_weapon11": "garrote (hand grapple)", + "sicaria_weapon12": "knives (hand infinite)", + "gear (choose 4)": "gear (choose 4)", + "sicaria_gear1": "Armor Piercing Ammo (+ap to all weapons): Sometimes putos wear vests. Gotta be ready.", + "sicaria_gear2": "Body Armor (+armored): You want to live, right? Put on the fucking vest, pendeja.", + "sicaria_gear3": "Explosives Kit (close loud area reload): You can create improvised explosive devices (IEDs) if you’ve got time.", + "sicaria_gear4": "Tracking Device (hi-tech far concealable): They can’t hide if you plant this somewhere on them.", + "sicaria_gear5": "Secure Police Scanner (hi-tech hand): You can listen in even when they try to keep you out.", + "sicaria_gear6": "Silencer (remove +loud from any weapon): Quiet as a mouse. Dead as a doornail. Eh, cabrona?", + "sicaria_gear7": "Surveillance Gear (hi-tech close concealable): You can install cameras somewhere and watch all you want.", + "sicaria_gear8": "Police Uniform (official wearable stolen): Who is who anymore? You look like them and they look like you.", + "-- select a key --": "-- select a key --", + "ambition": "ambition", + "ambition_text": "Mark xp when you get someone important to let you handle some business on their behalf. Clear this key and advance when you seize the day and ask for forgiveness instead of permission.", + "arrogance": "arrogance", + "arrogance_text": "Mark xp when you use your superior knowledge or experience to verbally shame or abuse someone you care about. Clear this key and advance when you admit to a loved one that you're in over your head and urgently need help.", + "daring": "daring", + "daring_text": "Mark xp when you willingly enter a perilous situation without precautions or deception. Clear this key and advance when you retreat from a messy situation instead of risking further failure.", + "debt": "debt", + "debt_text": "Mark xp when you take on a new loan or strain your finances to meet your family's needs. Clear this key and advance when you find a way --legal or illegal--out from under your obligations.", + "dirty_hands": "dirty hands", + "dirty_hands_text": "Mark xp when you personally tackle a messy problem instead of sending goons. Clear this key and advance when you send someone to deal with a problem you should have attended to directly.", + "duty": "duty", + "duty_text": "Mark xp when you complete a task or assign-ment for your superiors or colleagues. Clear this key and advance when you intentionally thwart the goals of your organization or employer.", + "family": "family", + "family_text": "Mark xp when you violate your family members’ boundaries to protect them. Clear this key and advance when you allow one of them to be harmed when you could have intervened.", + "guilt": "guilt", + "guilt_text": "Mark xp when you confess a recent betrayal or deception to someone you shouldn’t trust. Clear this key and advance when you use a moment of intimacy to trick someone into advancing your schemes.", + "indomitable": "indomitable", + "indomitable_text": "Mark xp when you go into battle significantly outgunned or outmanned. Clear this key and advance when you surrender to your enemies instead of fighting your way out of a messy situation.", + "loyalty": "loyalty", + "loyalty_text": "Mark xp when you accept the lies or half-truths of a trusted friend or lover. Clear this key and advance when you confront a loved one with evidence of their betrayals and deceptions.", + "mercy": "mercy", + "mercy_text": "Mark xp when you try to head off a violent encounter with negotation or persuasion. Clear this key and advance when you greatly injure or kill someone who is defenseless or unaware.", + "paranoia": "paranoia", + "paranoia_text": "Mark xp when you try to get the truth out of someone about their true loyalties. Clear this key and advance when you expose someone’s betrayal to their family or employer.", + "pride": "pride", + "pride_text": "Mark xp when you claim an asset on the grounds that you or your family deserves it. Clear this key and advance when you give up something to keep yourself or a loved one safe from harm.", + "schemes": "schemes", + "schemes_text": "Mark xp when you take advantage of someone who believes you’re working on their behalf. Clear this key and advance when you openly choose one of your loyalties over the other.", + "secrets": "secrets", + "secrets_text": "Mark xp when you lie to someone close to you about your illicit activities. Clear this key and advance when you finally come clean to someone who trusts you about your lies and decepeptions.", + "default_hitresult": "¡Órale, amigo! Looks like things worked out. Don't get cocky! The MC will tell you what happens next.", + "default_partialresult": "Not bad, güey. Things could be better, but they could be worse too! The MC's going to tell you what's in store for you now.", + "default_missresult": "¡Ay diós, cabrón! Sometimes shit gets real. The MC will tell you what happens next.", + "---": "", + "---_desc": "", + "---_trigger": "", + "---_rollwith": "", + "---_hitresult": "", + "---_partialresult": "", + "---_missresult": "", + "cocinar": "cocinar", + "cocinar_desc": "If you’re fully stocked and cooking, at the start of session, roll with Grit. On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself. On a 7-9, your investment in the operation causes someone close to you to grow suspicious. On a miss, one of your lab’s problems comes to bear con todo.", + "cocinar_show_roll_button": "True", + "cocinar_trigger": "If you’re fully stocked and cooking, at the start of session, roll with Grit.", + "cocinar_rollwith": "grit", + "cocinar_hitresult": "On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself.", + "cocinar_partialresult": "On a hit, you make enough to meet your commitments. On a 7-9, your investment in the operation causes someone close to you to grow suspicious.", + "cocinar_missresult": "On a miss, one of your lab’s problems comes to bear con todo.", + "ciencia,_cabrón": "ciencia, cabrón", + "ciencia,_cabrón_show_roll_button": "True", + "ciencia,_cabrón_desc": "When you try to juryrig some-thing with science, roll with Grit. On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress. On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "ciencia,_cabrón_trigger": "When you try to juryrig some-thing with science, roll with Grit.", + "ciencia,_cabrón_rollwith": "grit", + "ciencia,_cabrón_hitresult": "On a hit, you create an opportunity or buy yourself some time.", + "ciencia,_cabrón_partialresult": "On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress.", + "ciencia,_cabrón_missresult": "On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "chillón": "chillón", + "chillón_desc": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_show_roll_button": "True", + "chillón_trigger": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_rollwith": "grit", + "chillón_hitresult": "For NPCs: On a hit, they accept your logic.", + "chillón_partialresult": "On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty.", + "de_calidad": "de calidad", + "de_calidad_show_roll_button": "True", + "de_calidad_desc": "When you propose a deal that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_trigger": "When you ***propose a deal*** that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_rollwith": "grit", + "de_calidad_hitresult": "On a hit, they choose: take the deal or mark stress.", + "de_calidad_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "afortunado": "afortunado", + "afortunado_desc": "You get +1 Grit (max+3)", + "pozolero": "pozolero", + "pozolero_desc": "When you get rid of a body using chemicals in your lab, roll with Grit. On a 10+, all 3. On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n* you aren’t missing any supplies or equipment.\n* you aren't interrupted getting it done.\n\nOn a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "pozolero_show_roll_button": "True", + "pozolero_trigger": "When you get rid of a body using chemicals in your lab, roll with Grit.", + "pozolero_rollwith": "grit", + "pozolero_hitresult": "On a 10+, all 3.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_partialresult": "On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_missresult": "On a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "tu laboratorio": "tu laboratorio", + "lab_tags": "small, fixed, unstable, indebted", + "tu laboratorio-desc": "By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.", + "choose 2 features": "choose 2 features", + "lab_feature1": "your lab is a food truck or RV. Replace fixed with mobile.", + "lab_feature2": "your lab has professional equipment, capable of larger cooks. raise your lifestyle; change small to medium.", + "lab_feature3": "your lab has equipment designed to dispose of dangerous chemicals. Remove unstable.", + "lab_feature4": "you have an assistant who prepares the chemicals in advance for your cooks. Take +1 to Cocinar; add payroll.", + "choose 2 troubles": "choose 2 troubles", + "lab_trouble1": "your lab is sometimes inaccessible. Add inconvenient.", + "lab_trouble2": "your lab gives off a byproduct or odor that makes it easy to uncover and report. Add detectable.", + "lab_trouble3": "your lab is poorly secured or locked down against intruders and thieves. Add exposed.", + "lab_trouble4": "your lab relies on uncommon chemicals. Add shortages.", + "tus misterios": "tus misterios", + "misterios_description": "You've fallen on hard times. Now you must keep your work secret from the people closest to you. Choose 3:", + "misterio1": "an esposa or novio who asks too many questions", + "misterio2": "a niño who thinks you’re beyond reproach", + "misterio3": "an elderly madre or tio who relies on you financially", + "misterio4": "a prima who works in federal law enforcement", + "misterio5": "an old coworker who feels badly about your troubles", + "misterio6": "a community leader who feels responsible for you", + "la familia": "la familia", + "amor_y_matrimonio": "amor y matrimonio", + "amor_y_matrimonio_desc": "You are the only one who can be trusted to protect la familia. Take +1 ongoing when you try to get one of them to do the right thing.", + "me_lo_chingué": "me lo chingué", + "me_lo_chingué_desc": "When you reveal that you betrayed a lover or friend, tell them to fill their stress track; you clear one stress for each stress they mark. If their stress track is already full, they must immediately make a stress move; you clear one stress.", + "reina_del_drama": "reina del drama", + "reina_del_drama_desc": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to push your luck as if you rolled a 10+.", + "reina_del_drama_trigger": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to ***push your luck*** as if you rolled a 10+.", + "reina_del_drama_rollwith": "grit", + "reina_del_drama_hitresult": "On a 10+, fortune favors the bold.", + "perderse": "perderse", + "perderse_desc": "When you lose yourself in another person, roll with Face. On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly. On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "perderse_show_roll_button": "True", + "perderse_trigger": "When you lose yourself in another person, roll with Face.", + "perderse_rollwith": "face", + "perderse_hitresult": "On a hit, you find solace in their embrace; clear your stress track.", + "perderse_partialresult": "On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly.", + "perderse_missresult": "On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "comer_algo": "comer algo", + "comer_algo_desc": "When you share a meal with some-one, roll with Face. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:\n\n* What do you want from me / my family?* What threat do you pose to us / our life?\n* Who are you protecting / hunting?\n\nOn a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "comer_algo_show_roll_button": "True", + "comer_algo_trigger": "When you share a meal with some-one, roll with Face.", + "comer_algo_rollwith": "face", + "comer_algo_hitresult": "On a 10+, hold 2. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_partialresult": "On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_missresult": "On a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "obligation1": "pregnant/finalizing adoption", + "obligation2": "new baby", + "obligation3": "preschool child", + "obligation4": "high school student", + "obligation5": "stepchild", + "obligation6": "corporate job", + "obligation7": "established home business", + "obligation8": "starting a new business", + "obligation9": "real estate license", + "obligation10": "social service job", + "obligation11": "managing family finances", + "obligation12": "elderly grand-parent", + "obligation13": "troubled sibling", + "obligation14": "school association", + "obligation15": "nonprofit board", + "obligation16": "parish volunteer", + "obligation17": "dinner parties", + "obligation18": "gossip and rumors", + "push_your_luck": "push your luck", + "push_your_luck_html": "

When you push your luck, roll with Grit. On a 10+, fortune favors the bold. On a 7-9, things don't work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.

", + "push_your_luck_trigger": "When you ***push your luck***, roll with Grit.", + "push_your_luck_rollwith": "grit", + "push_your_luck_hitresult": "On a 10+, fortune favors the bold. ", + "push_your_luck_partialresult": "On a 7-9, things don’t work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.", + "get_the_truth": "get the truth", + "get_the_truth_html": "

When you try to get the truth out of someone, roll with Hustle. On a hit, clear one stress. On a 10+, pick 2. On a 7-9, pick 1.

  • they can't mislead you with the truth
  • they can't confuse you with falsehoods
  • they can't stonewall you with silenc
", + "get_the_truth_trigger": "When you try to ***get the truth out of someone***, roll with Hustle.", + "get_the_truth_rollwith": "hustle", + "get_the_truth_hitresult": "On a hit, clear one stress. On a 10+, pick 2. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "get_the_truth_partialresult": "On a hit, clear one stress. On a 7-9, pick 1. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "pressure_someone": "pressure someone", + "pressure_someone_html": "When you pressure someone to go along with you, roll with Hustle. On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "pressure_someone_trigger": "When you ***pressure someone*** to go along with you, roll with Hustle.", + "pressure_someone_rollwith": "hustle", + "pressure_someone_hitresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress.", + "pressure_someone_partialresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "size_someone_up": "size someone up", + "size_someone_up_html": "

When you size someone up, roll with Savagery. On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3. On a 7-9, ask 1.

  • what are your current weaknesses / strengths?
  • how can I show you dominance / submission?
  • what do you intend to do next?
  • what do you wish I'd do right now?
  • how could I get you to _________
", + "size_someone_up_trigger": "When you ***size someone up***, roll with Savagery.", + "size_someone_up_rollwith": "savagery", + "size_someone_up_hitresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________? ", + "size_someone_up_partialresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 7-9, ask 1.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________?", + "strain_your_finances": "strain your finances", + "strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "strain_your_finances_rollwith": "*dinero*", + "strain_your_finances_rollquery": "?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "help_or_interfere": "help or interfere", + "help_or_interfere_html": "

When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked. On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered. On a miss, mark the stress you wagered and prepare for the worst.

", + "help_or_interfere_trigger": "When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.", + "help_or_interfere_rollwith": "stress wagered", + "help_or_interfere_rollquery": "?{When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.|1|2|3}", + "help_or_interfere_hitresult": "On a hit, give them a +1 or -2 to their roll, your choice.", + "help_or_interfere_partialresult": "On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered.", + "help_or_interfere_missresult": "On a miss, mark the stress you wagered and prepare for the worst.", + "turn_to_violence": "turn to violence", + "turn_to_violence_html": "

When you turn to violence, roll with Savagery. On a hit, mark stress and trade harm as established. On a 10+, choose 3. On a 7-9, choose 2.

  • you inflict terrible harm
  • you suffer little harm
  • you resist marking stress
  • you avoid collateral damage
", + "turn_to_violence_trigger": "When you ***turn to violence***, roll with Savagery.", + "turn_to_violence_rollwith": "savagery", + "turn_to_violence_hitresult": "On a hit, mark stress and trade harm as established. On a 10+, choose 3.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "turn_to_violence_partialresult": "On a hit, mark stress and trade harm as established. On a 7-9, choose 2.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "heat moves": "heat moves", + "avoid_suspicion": "avoid suspicion", + "avoid_suspicion_html": "

When you try to avoid suspicion while handling business in public, roll with Heat. Add one for each:

  • you’re carrying a lot of drugs or money
  • you’re transporting at least one body, dead or alive
  • you’re equipped with military weaponry

On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.

", + "avoid_suspicion_trigger": "When you try to ***avoid suspicion while handling business in public***, roll with Heat.Add one for each:\n* you're carrying a lot of drugs or money \n* you're transporting at least one body, dead or alive \n* you're equipped with military weaponry", + "avoid_suspicion_rollwith": "heat & circumstances", + "avoid_suspicion_rollquery": "(@{heat} + ?{When you try to avoid suspicion while handling business in public, roll with Heat.Add one for each: 1- you're carrying a lot of drugs or money 2- you're transporting at least one body, dead or alive 3- you're equipped with military weaponry|0|1|2|3})", + "avoid_suspicion_hitresult": "On a 10+, someone dangerous has been looking for you. And here you are. *Mierda, cabrón.*", + "avoid_suspicion_partialresult": "On a 7-9, only the local *policia* take an interest; make a threat or flash some *dinero* to smooth things over.", + "avoid_suspicion_missresult": "On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.", + "leave_a_messy_crime_scene": "leave a messy crime scene", + "leave_a_messy_crime_scene_html": "When you try to leave a messy crime scene before the authorities arrive, roll with Heat. On a miss, you exit the scene; tell the MC what potentially in-criminating evidence you’ve left behind. On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive. On a 10+, la policia arrives in force...with los federales or an American in tow.", + "leave_a_messy_crime_scene_trigger": "When you try to ***leave a messy crime scene*** before the authorities arrive, roll with Heat.", + "leave_a_messy_crime_scene_rollwith": "heat", + "leave_a_messy_crime_scene_hitresult": "On a 10+, *la policia* arrives in force...with *los federales* or an American in tow.", + "leave_a_messy_crime_scene_partialresult": "On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive.", + "leave_a_messy_crime_scene_missresult": "On a miss, you exit the scene; tell the MC what potentially incriminating evidence you’ve left behind.", + "flee_from_los_federales": "flee from los federales", + "flee_from_los_federales_html": "When you flee from los federales, roll with Heat. On a miss, you get away clean. On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time. On a 10+, you’re fucked, güey: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_trigger": "When you ***flee from los federales***, roll with Heat.", + "flee_from_los_federales_rollwith": "heat", + "flee_from_los_federales_hitresult": "On a 10+, you’re fucked, *güey*: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_partialresult": "On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time.", + "flee_from_los_federales_missresult": "On a miss, you get away clean.", + "propose_a_deal": "propose a deal", + "propose_a_deal_html": "

When you propose a deal to get what you want, roll with Face. On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one:

  • impose a condition on your offer
  • adjust the price (+/-30%) and accept
  • point you at an interested party
", + "propose_a_deal_trigger": "When you ***propose a deal*** to get what you want, roll with Face. ", + "propose_a_deal_rollwith": "face", + "propose_a_deal_hitresult": "On a hit, they choose: take the deal or mark stress.", + "propose_a_deal_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "justify_your_behavior": "justify your behavior", + "justify_your_behavior_html": "

When you try to justify your behavior to someone, roll with Face. For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. For PCs: On a 10+, both. On a 7-9, choose 1:

  • if they accept your reasoning, they mark xp
  • if they keep their own counsel, they mark stress
", + "justify_your_behavior_trigger": "When you try to ***justify your behavior*** to someone, roll with Face.", + "justify_your_behavior_rollwith": "face", + "justify_your_behavior_hitresult": "For NPCs: On a hit, they accept your logic. \n\nFor PCs: On a 10+, both:\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "justify_your_behavior_partialresult": "For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. \n\nFor PCs: On a 7-9, choose 1: On a 10+, both:\n\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "stress & heat moves": "stress & heat moves", + "stress moves": "stress moves", + "stress_moves_description": "All sorts of fictional situations may cause stress–getting shot at, doing something horrific, fighting with a spouse–and the only way to keep that stress in check is through stress moves:", + "verbally_abuse_or_shame": "verbally abuse or shame", + "verbally_abuse_or_shame_html": "When you verbally abuse or shame someone you care about, roll with Face. On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track. On a 7-9, clear one stress. On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "verbally_abuse_or_shame_trigger": "When you **verbally abuse or shame someone** you care about, roll with Face.", + "verbally_abuse_or_shame_rollwith": "face", + "verbally_abuse_or_shame_hitresult": "On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track.", + "verbally_abuse_or_shame_partialresult": "On a hit, your words hit hard: tell them to mark stress. On a 7-9, clear one stress.", + "verbally_abuse_or_shame_missresult": "On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "lose_yourself_in_a_substance": "lose yourself in a substance", + "lose_yourself_in_a_substance_html": "When you lose yourself in a substance, roll with Grit. On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list. On a miss, you’re in deep. Buena suerte, cabrón.", + "lose_yourself_in_a_substance_trigger": "When you **lose yourself in a substance**, roll with Grit.", + "lose_yourself_in_a_substance_rollwith": "grit", + "lose_yourself_in_a_substance_hitresult": "On a hit, clear your stress track.", + "lose_yourself_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "lose_yourself_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "confess_your_sins": "confess your sins", + "confess_your_sins_html": "When you confess your sins to a priest, roll with Hustle. On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession. On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "confess_your_sins_trigger": "When you **confess your sins to a priest**, roll with Hustle.", + "confess_your_sins_rollwith": "hustle", + "confess_your_sins_hitresult": "On a hit, you find forgiveness; clear your stress track.", + "confess_your_sins_partialresult": "On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession.", + "confess_your_sins_missresult": "On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "dish_out_a_beatdown": "dish out a beatdown", + "dish_out_a_beatdown_html": "When you dish out a beatdown, roll with Savagery. On a 10+, you assert your dominance: clear your stress track. On a 7-9, you hurt them, but it’s not enough: clear one stress. On a miss, the violence gets out of hand. Enjoy the consequences, pendejo.", + "dish_out_a_beatdown_trigger": "When you **dish out a beatdown**, roll with Savagery.", + "dish_out_a_beatdown_rollwith": "savagery", + "dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "drug moves": "drug moves", + "drug moves description": "If the MC tells you to make a drug move, pick one:", + "cocaine": "cocaine", + "cocaine_move1": "start a fight with a mouthy pendejo or puta", + "cocaine_move2": "throw yourself at someone you shouldn’t", + "cocaine_move3": "spend your money stupidly or carelessly", + "heroin": "heroin", + "heroin_move1": "push someone who cares about you away", + "heroin_move2": "overlook a crucial deadline or event", + "heroin_move3": "steal funds in preparation for your next fix", + "crystal meth": "crystal meth", + "crystal meth_move1": "accuse a loved one of theft or betrayal", + "crystal meth_move2": "push a place you keep toward squalor", + "crystal meth_move3": "hurt yourself to keep your diablos at bay", + "alcohol": "alcohol", + "alcohol_move1": "make a scene about how you’ve been wronged", + "alcohol_move2": "let slip something to the wrong person", + "alcohol_move3": "wreck something meaningful, carelessly", + "hermanos": "hermanos", + "hermanos_desc": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle. On a 10+, all 3. On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers \n\nOn a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "hermanos_show_roll_button": "True", + "hermanos_rollwith": "hustle", + "hermanos_trigger": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle.", + "hermanos_hitresult": "On a 10+, all 3: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_partialresult": "On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_missresult": "On a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "mercado": "mercado", + "mercado_desc": "When you sell product on the street, roll with Hustle. On a 10+, sales are brisk; clear your stress track. On a 7-9, you make some money, but someone takes issue with your crew; clear one stress. On a miss, someone takes a run at you, and it probably isn’t the cops.", + "mercado_show_roll_button": "True", + "mercado_rollwith": "hustle", + "mercado_trigger": "When you sell product on the street, roll with Hustle.", + "mercado_hitresult": "On a 10+, sales are brisk; clear your stress track.", + "mercado_partialresult": "On a 7-9, you make some money, but someone takes issue with your crew; clear one stress.", + "mercado_missresult": "On a miss, someone takes a run at you, and it probably isn’t the cops.", + "bendito": "bendito", + "bendito_desc": "When you’re completely focused on escaping, push your luck with Hustle instead of Grit. Add +1 to your roll if you get fucking shot while trying to flee.", + "bendito_show_roll_button": "FALSE", + "vendedor": "vendedor", + "vendedor_desc": "When you propose a deal to someone and they pick an option off the 7-9 list you don’t like, mark stress to make them pick a different option off the list. You can do this multiple times, provided you can keep marking stress.", + "vendedor_show_roll_button": "FALSE", + "matador": "matador", + "matador_desc": "Fill your stress track—marking at least one stress—to turn to violence against an unsuspecting target as if you rolled a 10+.", + "matador_show_roll_button": "FALSE", + "la_plaza_desc": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_show_roll_button": "True", + "mandamás": "mandamás", + "mandamás_desc": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face. On a 10+, all 3. On a 7-9, choose 1. \n- they keep their wits and focus. \n- they minimize incriminating evidence. \n- they avoid collateral damage. On a miss, everything goes to shit, but it wasn't your people's fault. You know how it is, *jefe*: no plan survives contact with the enemy.", + "mandamás_show_roll_button": "True", + "mandamás_rollwith": "face", + "mandamás_trigger": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face.", + "mandamás_hitresult": "On a 10+, all 3: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_partialresult": "On a 7-9, choose 1: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_missresult": "On a miss, everything goes to shit, but it wasn’t your people’s fault. You know how it is, jefe: no plan survives contact with the enemy.", + "infiltrado": "infiltrado", + "infiltrado_desc": "At the start of session, roll with Grit. On a hit, you get wind of a development in the anti-cartel case before things get messy. On a 10+, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice. On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "infiltrado_show_roll_button": "True", + "infiltrado_rollwith": "grit", + "infiltrado_trigger": "At the start of session, roll with Grit. ", + "infiltrado_hitresult": "On a 10+, you get wind of a development in the anti-cartel case before things get messy. In fact, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice.", + "infiltrado_partialresult": "On a 7-9, you get wind of a development in the anti-cartel case before things get messy.", + "infiltrado_missresult": "On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "seguir": "seguir", + "seguir_desc": "When you follow someone through the streets, roll with Grit. On a hit, where they go, you follow. On a 7-9, you overstep; mark a stress to avoid being spotted. On a miss, you end up exposed without backup or cover. ¡Mierda!", + "seguir_show_roll_button": "True", + "seguir_rollwith": "grit", + "seguir_trigger": "When you follow someone through the streets, roll with Grit.", + "seguir_hitresult": "On a 10+, where they go, you follow.", + "seguir_partialresult": "On a 7-9, where they go, you follow...but you overstep; mark a stress to avoid being spotted.", + "seguir_missresult": "On a miss, you end up exposed without backup or cover. *¡Mierda!*", + "verdadero": "verdadero", + "verdadero_desc": "When you get the truth from someone during an official interrogation, pick an extra option, even on a miss.", + "verdadero_show_roll_button": "FALSE", + "siempre_listo": "siempre listo", + "siempre_listo_desc": "Mark stress to show up in a scene alongside *la policía* or *los federales*, assuming that you aren’t unavailable. Mark three stress to show up instead of the authorities; you’ll have a few minutes solo in the scene before anybody else arrives.", + "siempre_listo_show_roll_button": "FALSE", + "escolta": "escolta", + "escolta_desc": "When you draw attention away from someone, they can roll with your Heat instead of their own. On a 10+, they suffer the consequences...but you attract demasiada attention: raise your Heat by 1 until the end of the next session.", + "escolta_show_roll_button": "FALSE", + "entrenamiento": "entrenamiento", + "entrenamiento_desc": "When you turn to violence after declaring yourself as a federal, roll with Grit instead of Savagery. If you get shot as a result, take +1 forward.", + "entrenamiento_show_roll_button": "FALSE", + "conectada": "conectada", + "conectada_desc": "When you go looking for a cartel *güey* in la plaza to help with a problem, name them and roll with Face. On a hit, you track them down and they’ve got what you need. On a 7-9, pick 1. On a 10+, both. \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology\n\n On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "conectada_show_roll_button": "True", + "conectada_rollwith": "face", + "conectada_trigger": "When you go looking for a cartel güey in la plaza to help with a problem, name them and roll with Face.", + "conectada_hitresult": "On a 10+, you track them down and they've got what you need; you get both: \n- They aren't caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_partialresult": "On a 7-9, you track them down and they've got what you need; pick 1: \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_missresult": "On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "escapar": "escapar", + "escapar_desc": "When you try to exit a tense situation, roll with Face. On a 10+, you’re gone! On a 7-9, you leave something behind or take something with you, your choice. On a miss, you’re exposed por completo...", + "escapar_show_roll_button": "True", + "escapar_rollwith": "face", + "escapar_trigger": "When you try to exit a tense situation, roll with Face.", + "escapar_hitresult": "On a 10+, you’re gone! ", + "escapar_partialresult": "On a 7-9, you leave something behind or take something with you, your choice. ", + "escapar_missresult": "On a miss, you’re exposed por completo...", + "amante": "amante", + "amante_desc": "When you share a night of intimacy with a lover, roll with Face. On a hit, clear your stress track. On a 10+, ask 2.On a 7-9, ask 1. \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do? \n\nOn a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "amante_show_roll_button": "True", + "amante_rollwith": "face", + "amante_trigger": "When you share a night of intimacy with a lover, roll with Face.", + "amante_hitresult": "On a 10+, clear your stress track and ask 2: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_partialresult": "On a 7-9, clear your stress track and ask 1: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_missresult": "On a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "chimosa": "chimosa", + "chimosa_desc": "When you betray a friend or ally to the authorities, roll with Face. On a 10+, your treason is useful and valued: clear your stress track. On a 7-9, your handler is pleased...and demands more: clear one stress. On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "chimosa_show_roll_button": "True", + "chimosa_rollwith": "face", + "chimosa_trigger": "When you betray a friend or ally to the authorities, roll with Face.", + "chimosa_hitresult": "On a 10+, your treason is useful and valued: clear your stress track.", + "chimosa_partialresult": "On a 7-9, your handler is pleased...and demands more: clear one stress.", + "chimosa_missresult": "On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "mentirosa": "mentirosa", + "mentirosa_desc": "You get +1 Face (max+3).", + "mentirosa_show_roll_button": "FALSE", + "mirar": "mirar", + "mirar_desc": "When you read a charged situation, roll with Savagery. On a hit, ask the MC questions; take +1 when you act on the answers. On a 10+, ask 2. On a 7–9, ask 1: \n- where’s my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what’s my enemy’s true position? On a miss, ask one...but you reveal your position.", + "mirar_show_roll_button": "FALSE", + "mirar_rollwith": "savagery", + "mirar_trigger": "When you read a charged situation, roll with Savagery.", + "mirar_hitresult": "On a 10+, ask the MC 2 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_partialresult": "On a 7-9, ask the MC 1 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_missresult": "On a miss, ask one...but you reveal your position.", + "narcocorrido": "narcocorrido", + "narcocorrido_desc": "When you meet someone importante (your call), roll with Savagery. On a hit, they’ve heard of you. Say what they’ve heard, and they will act accordingly. On a 10+, you also take +1 forward to dealing with them. On a miss, your reputation convinces them that you’re something you’re not.", + "narcocorrido_show_roll_button": "True", + "narcocorrido_rollwith": "savagery", + "narcocorrido_trigger": "When you meet someone *importante* (your call), roll with Savagery.", + "narcocorrido_hitresult": "On a 10+, they've heard of you. Say what they've heard, and they will act accordingly; take +1 forward to dealing with them.", + "narcocorrido_partialresult": "On a 7-9, they've heard of you. Say what they've heard, and they will act accordingly.", + "narcocorrido_missresult": "On a miss, your reputation convinces them that you’re something you're not.", + "levantón": "levantón", + "levantón_desc": "When you track down an NPC, roll with Savagery. On a hit, you catch them exposed or vulnerable. On a 7-9, they have backup or it’s public. On a miss, someone you’re avoiding finds you first.", + "levantón_show_roll_button": "True", + "levantón_rollwith": "savagery", + "levantón_trigger": "When you track down an NPC, roll with Savagery.", + "levantón_hitresult": "On a 10+, you catch them exposed or vulnerable.", + "levantón_partialresult": "On a 7-9, you catch them exposed or vulnerable, but they have backup or it’s public.", + "levantón_missresult": "On a miss, someone you’re avoiding finds you first.", + "rematar": "rematar", + "rematar_desc": "You get +1 Savagery (max +3).", + "rematar_show_roll_button": "FALSE", + "encobijado": "encobijado", + "encobijado_desc": "When you ditch a body somewhere, roll with Savagery. On a hit, you lose the corpse, and it stays lost; clear one stress. On a 10+, dust to dust; clear your stress track. On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "encobijado_show_roll_button": "True", + "encobijado_rollwith": "savagery", + "encobijado_trigger": "When you ditch a body somewhere, roll with Savagery.", + "encobijado_hitresult": "On a 10+, you lose the corpse, and it stays lost; clear your stress track.", + "encobijado_partialresult": "On a 7-9, you lose the corpse, and it stays lost; clear one stress.", + "encobijado_missresult": "On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "duro": "duro", + "duro_desc": "When you get fucking shot, add +1 to your roll. On a miss, you have time for an act of ven- geance or kindness before you fall to your wounds.", + "duro_show_roll_button": "FALSE", + "notes": "notes" +} diff --git a/cartel/translations/sl.json b/cartel/translations/sl.json new file mode 100644 index 0000000000..c85da7a63a --- /dev/null +++ b/cartel/translations/sl.json @@ -0,0 +1,710 @@ +{ + "edit identity": "edit identity", + "character name": "character name", + "playbook": "playbook", + "el cocinero": "el cocinero", + "la esposa": "la esposa", + "el halcon": "el halcon", + "el narco": "el narco", + "la polizeta": "la polizeta", + "la rata": "la rata", + "la sicaria": "la sicaria", + "cocinero": "cocinero", + "esposa": "esposa", + "halcon": "halcon", + "narco": "narco", + "polizeta": "polizeta", + "rata": "rata", + "sicaria": "sicaria", + "look": "look", + "gear": "gear", + "lifestyle": "lifestyle", + "destitute": "destitute", + "destitute_desc": "nearly homeless, often unable to afford even basic staples, desperate", + "impoverished": "impoverished", + "impoverished_desc": "cash on hand for lodging and food, but little else, \"cash poor\"", + "stable": "stable", + "stable_desc": "relative comfort, regular lodging, enough resources to support a family", + "luxury": "luxury", + "luxury_desc": "wealth beyond most, able to put ten thousand dollars towards a problem", + "extravagant": "extravagant", + "extravagant_desc": "rich beyond measure, anything is accessible with enough patience", + "stats": "stats", + "character moves": "character moves", + "new character move": "new character move", + "click the pencil icon to edit your new move": "click the pencil icon to edit your new move", + "edit move": "edit move", + "basic moves": "basic moves", + "extras": "extras", + "stress": "stress", + "stress description": "Each session you start with two stress already marked, provided you didn't end the last section with more. If your stress track is ever filled, güey, you're in a bad spot.", + "reset": "reset", + "face": "face", + "grit": "grit", + "hustle": "hustle", + "savagery": "savagery", + "heat": "heat", + "tags": "tags", + "advancement": "advancement", + "advtxt1": "When you fill your xp track, select an advance from this list:", + "advtxt2": "After 5 advances, you can choose from this list instead:", + "los enlaces": "los enlaces", + "tus llaves": "tus llaves", + "move name": "move name", + "description": "description", + "show roll button?": "show roll button?", + "roll with": "roll with", + "is rolling with": "is rolling with", + "trigger": "trigger", + "el_cocinero-rel_text1": "_____ is familia. Close family. They don’t know what you do para el cartel, and you’re not sure you can keep your secrets for long.", + "el_cocinero-rel_text2": "_____ got you into this business to help you with your financial troubles but didn’t tell you the whole story. Now you’re both stuck.", + "el_cocinero-rel_text3": "You and _____ have an understanding. You need each other for now, but both of you know the current situation won’t last.", + "el_cocinero-adv1": "get +1 Grit (max+3)", + "el_cocinero-adv2": "get +1 Hustle (max+3)", + "el_cocinero-adv3": "get +1 Savagery (max+3)", + "el_cocinero-adv4": "choose a new laboratorio feature", + "el_cocinero-adv5": "get a new cocinero move", + "el_cocinero-adv6": "get a new cocinero move", + "el_cocinero-adv7": "get a move from another playbook", + "el_cocinero-adv8": "get a move from another playbook", + "el_cocinero-adv9": "get +1 to any stat (max+3)", + "el_cocinero-adv10": "resolve a laboratorio trouble", + "el_cocinero-adv11": "retire your character (to safety)", + "el_cocinero-adv12": "change your character to a new type", + "el_cocinero-adv13": "raise your lifestyle one level", + "la_esposa-rel_text1": "_____ and your spouse spend time together, but you’d prefer it if they weren’t in-volved in your life. Tell them what they did to anger you.", + "la_esposa-rel_text2": "_____ es familia. A sibling, maybe, or a cousin. Someone close. They mean well, but you worry about them. Tell them your fears.", + "la_esposa-rel_text3": "_____ and you were a thing back in the day, but it never went anywhere. Most people don’t know about it; you were young once también.", + "la_esposa-adv1": "get +1 Face (max+3)", + "la_esposa-adv2": "get +1 Grit (max+3)", + "la_esposa-adv3": "get +1 Hustle (max+3)", + "la_esposa-adv4": "change 2 obligations de la familia", + "la_esposa-adv5": "get a new esposa move", + "la_esposa-adv6": "get a new esposa move", + "la_esposa-adv7": "get a move from another playbook", + "la_esposa-adv8": "get a move from another playbook", + "la_esposa-adv9": "get +1 to any stat (max+3)", + "la_esposa-adv10": "permanently resolve a secret", + "la_esposa-adv11": "retire your character (to safety)", + "la_esposa-adv12": "change your character to a new type", + "la_esposa-adv13": "raise your spouse's lifestyle one level", + "spouse": "spouse", + "spouse-desc": "Ask everyone else “Who is willing to be my spouse?” Pick whomever you like. If no one volunteers, choose an NPC.", + "obligations-title": "Choose 5 obligations you perform for la familia:", + "secrets-title": "And choose 2 secrets you keep from la familia:", + "secret-nest_egg": "+nest egg: you put away some serious cash in a secret stash ($20,000!) for a rainy day.", + "secret-addiction": "+addiction: some nasty drug has a hold on you.", + "secret-affair": "+affair: you have another love...or at least another lover you spend time with.", + "secret-debt": "+debt: your spending has put you in a tough place, beyond what your family currently knows.", + "secret-lovechild": "+lovechild: you have a secret child that requires attention...and money.", + "la_familia": "la familia", + "la_familia_html": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle. On a 10+, you juggle your responsibilities with grace; clear your stress track. On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist. On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "la_familia_desc": "", + "la_familia_trigger": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle.", + "la_familia_rollwith": "hustle", + "la_familia_hitresult": "On a 10+, you juggle your responsibilities with grace; clear your stress track.", + "la_familia_partialresult": "On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist.", + "la_familia_missresult": "On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "el_halcon-rel_text1": "_____ gave you some new responsibilities lately, at your request. They have their doubts, but you’ll prove them wrong soon.", + "el_halcon-rel_text2": "_____ disapproves of your cartel work, and wants to get you out. You're not a niño; you can handle your own business.", + "el_halcon-rel_text3": "You and _____ have a plan to make some real money. They worry it’s not going to work, but you know it’s a sure thing, cabrón.", + "el_halcon-adv1": "get +1 Face (max+3)", + "el_halcon-adv2": "get +1 Grit (max+3)", + "el_halcon-adv3": "get +1 Hustle (max+3)", + "el_halcon-adv4": "choose a new pandilla feature", + "el_halcon-adv5": "get a new halcón move", + "el_halcon-adv6": "get a new halcón move", + "el_halcon-adv7": "get a move from another playbook", + "el_halcon-adv8": "get a move from another playbook", + "el_halcon-adv9": "get +1 to any stat (max+3)", + "el_halcon-adv10": "resolve a pandilla vulnerability", + "el_halcon-adv11": "retire your character (to safety)", + "el_halcon-adv12": "change your character to a new type", + "el_halcon-adv13": "raise your lifestyle one level", + "tu pandilla": "tu pandilla", + "amigos:": "amigos:", + "pandilla-amigos_description": "By default, your pandilla has three loyal amigos you’ve known a while. Give them names:", + "pandilla-amigos_names_list": "Azul, Blanco, Calaca, Charo, Chino, Flaco, Gordo, Lola, Moco, Nacho, Paco, Raki, Torpe, Zanahoria", + "pandilla-question_amigo1": "Who is there to cheer you up when mierda gets tough?", + "pandilla-question_amigo2": "Who is a real pendejo, but you just can't cut them loose?", + "pandilla-question_amigo3": "Who is truly solid, ready to entrarle and get things done when you need them?", + "choose 2 features:": "choose 2 features:", + "pandilla_feature1": "your crew has crews that work for you, cabrón. Your crew becomes a gang (small untrained unequipped).", + "pandilla_feature2": "your crew is down for a fiesta. Roll with Hustle instead of Grit when you get all get lost in a substance juntos.", + "pandilla_feature3": "your crew is down for a fight. Roll with Hustle instead of Savagery when you dish out a beatdown as a crew.", + "pandilla_feature4": "your crew is in touch with high-level smugglers and producers from other cartels. It gets +connected.", + "pandilla_feature5": "your crew is employed outside the cartel, officially or unofficially. Take +1 when you strain your finances.", + "choose 2 vulnerabilities:": "choose 2 vulnerabilities:", + "pandilla_vulnerability1": "your crew is on la policía's radar: +known.", + "pandilla_vulnerability2": "your crew is into heavy stuff: +addiction.", + "pandilla_vulnerability3": "your crew owes favors to someone: +obligation.", + "pandilla_vulnerability4": "your crew has enemies, cabrón: +turf war.", + "pandilla-get_lost_in_a_substance": "get lost in a substance", + "pandilla-get_lost_in_a_substance_trigger": "your crew is down for a *fiesta*. Roll with Hustle instead of Grit when you get all ***get lost in a substance*** *juntos*.", + "pandilla-get_lost_in_a_substance_rollwith": "hustle", + "pandilla-get_lost_in_a_substance_hitresult": "On a hit, clear your stress track.", + "pandilla-get_lost_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "pandilla-get_lost_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "pandilla-dish_out_a_beatdown": "dish out a beatdown", + "pandilla-dish_out_a_beatdown_trigger": "your crew is down for a fight. Roll with Hustle instead of Savagery when you ***dish out a beatdown*** as a crew.", + "pandilla-dish_out_a_beatdown_rollwith": "hustle", + "pandilla-dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "pandilla-dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "pandilla-dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "pandilla-strain_your_finances": "strain your finances", + "pandilla-strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "pandilla-strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "pandilla-strain_your_finances_rollwith": "*dinero*", + "pandilla-strain_your_finances_rollquery": "1[pandilla] + ?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "pandilla-strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "pandilla-strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "pandilla-strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "el_narco-rel_text1": "_____ is familia, but you’ve tried to shield them from the worst of the cartel. Tell them what they know about your dealings.", + "el_narco-rel_text2": "You're sure _____ is up to something, maybe with another cartel or los federales. Keep your eyes open, cabrón. Trust no one.", + "el_narco-relktext3": "You’ve taken _____ under your wing. You respect their skills and talents, and you want to see them thrive. ¡Qué generoso!", + "el_narco-adv1": "get +1 Face (max+3)", + "el_narco-adv2": "get +1 Hustle (max+3)", + "el_narco-adv3": "get +1 Savagery (max+3)", + "el_narco-adv4": "get +1 Control (max +3)", + "el_narco-adv5": "choose a new plaza feature", + "el_narco-adv6": "choose a new plaza feature", + "el_narco-adv7": "get a move from another playbook", + "el_narco-adv8": "get a move from another playbook", + "el_narco-adv9": "get +1 to any stat except Control (max+3)", + "el_narco-adv10": "permanently resolve a plaza trouble", + "el_narco-adv11": "permanently resolve a plaza trouble", + "el_narco-adv12": "retire your character (to safety)", + "el_narco-adv13": "change your character to a new type", + "el jefe de jefes": "el jefe de jefes", + "el_jefe_description": "You run la plaza, a pathway for narcos hoping to move product across the border and a lucrative area for local drug sales. The city of Durango is yours as long as you hold it, jefe.", + "contact": "contact", + "el_jefe_contact_description": "When you took control, the cartel gave you a contact who collects what you owe them, usually once a month. You only know their nickname, so you can’t sell them out if you get flipped by los federales (pick one):", + "la_plaza": "la plaza", + "la_plaza_html": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_trigger": "At the beginning of the session, roll with Control.", + "la_plaza_rollwith": "control", + "la_plaza_hitresult": "On a 10+, you get an opportunity to engage one your troubles (your choice) on your terms.", + "la_plaza_partialresult": "On a 7-9, you get an opportunity to engage one your troubles (your choice) on your terms, but the opportunity is short-lived and risky: act quickly or you may find that you miss your moment.", + "la_plaza_missresult": "On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "control": "control", + "troubles": "troubles", + "by default you've got:": "by default you've got:", + "la_plaza_bullet1": "a staff of unsophisticated narcos, coordinated via a network of burner phones (trouble: +los federales)", + "la_plaza_bullet2": "a mix of protection rackets and smuggling operations (lifestyle: stable)", + "la_plaza_bullet3": "5-10 loyal enforcers (gang small untrained impatient) and 1 or 2 corrupt cops (greedy informed)", + "la_plaza_bullet4": "a few halcones to keep you informed about what goes on in your city (Control = +1)", + "choose 4 features:": "choose 4 features", + "la_plaza_feature1": "your plaza is profitable, bringing in substantial, obvious sums. Lifestyle: +1 level & trouble: +robberies.", + "la_plaza_feature2": "for income, add kidnapping. Lifestyle: +1 level & trouble: +vigilantes.", + "la_plaza_feature3": "your enforcers have access to military weaponry and body armor. Add armored and armed to your gang.", + "la_plaza_feature4": "you have a reputation for violence. Roll with Face instead of Hustle when you pressure someone by threatening their life, limbs, or loved ones.", + "la_plaza_feature5": "your enforcers have extensive military training. Drop untrained and add savage. Take +1 when you order kidnappings or ambushes.", + "la_plaza_feature6": "your enforcers recruit heavily from the local population, making them a medium gang (10-20) instead of small.", + "la_plaza_feature7": "you have halcones at all chokepoints and smuggling roads. +1 Control.", + "la_plaza_feature8": "only a few know your real name and appearance. Take -2 heat; describe the business that you use as a cover for your activities.", + "choose 2 troubles:": "choose 2 troubles:", + "la_plaza_trouble1": "you are in the middle of a violent dispute with another cartel, probably Los Zetas. Trouble: +gang war.", + "la_plaza_trouble2": "your plaza has been recently infiltrated by someone working for los federales or the CIA/DEA. Trouble: +mole", + "la_plaza_trouble3": "The narcos you displaced to take control of la plaza remain at large. - 1 Control. Trouble: +rivals.", + "la_plaza_trouble4": "greedy agents of the Mex-ican tax authority (SHCP) are bleeding you dry with increasingly expensive demands for bribes and mordidas . -1 lifestyle.", + "la_polizeta-rel_text1": "You grew up with _____ on the streets of Durango. You still have a beer after work if you’re both free; it’s nice to know someone who isn’t involved with either side of your double life.", + "la_polizeta-rel_text2": "_____ is the target of an active investigation. You're not the lead investigator, but you’re regularly briefed on the case.", + "la_polizeta-rel_text3": "_____ is your main contact in the cartel. Tell them where you two go to speak directly when you need a face-to-face meeting.", + "la_polizeta-adv1": "get +1 Face (max+3)", + "la_polizeta-adv2": "get +1 Hustle (max+3)", + "la_polizeta-adv3": "get +1 Savagery (max+3)", + "la_polizeta-adv4": "get +1 Control (max +3)", + "la_polizeta-adv5": "choose a new plaza feature", + "la_polizeta-adv6": "choose a new plaza feature", + "la_polizeta-adv7": "get a move from another playbook", + "la_polizeta-adv8": "get a move from another playbook ", + "la_polizeta-adv9": "get +1 to any stat except Control (max+3)", + "la_polizeta-adv10": "permanently resolve a plaza trouble", + "la_polizeta-adv11": "permanently resolve a plaza trouble", + "la_polizeta-adv12": "retire your character (to safety)", + "la_polizeta-adv13": "change your character to a new type", + "You work closely with 5 NPCs (at least) in the unit:": "You work closely with 5 NPCs (at least) in the unit:", + "Who is your new partner?": "Who is your new partner?", + "Who is suspicious of you?": "Who is suspicious of you?", + "You also end up working with a few NPCs from the cartel:": "You also end up working with a few NPCs from the cartel:", + "Who almost gave you away?": "Who almost gave you away?", + "Who offered to scam el narco?": "Who offered to scam el narco?", + "task_force_equipment": "Your department has some new toys—¡gracias, Calderón!—you can use, provided you have some \"official\" business (pick 2):", + "task_force_equip1": "military-grade body armor (resilient bulky)", + "task_force_equip2": "full-scale surveillance van (hi-tech expensive)", + "task_force_equip3": "tracking devices or bugs (hi-tech concealable)", + "task_force_equip4": "court-approved wiretap (hi-tech persistent)", + "task_force_equip5": "network of criminal informants (informed costly)", + "la_rata-rel_text1": "You and _____ started sleeping together a few weeks ago. Tell them why you haven't been able to end things, despite the dangers. ", + "la_rata-adv1": "get +1 Face (max+3)", + "la_rata-adv2": "get +1 Grit (max+3)", + "la_rata-adv3": "get +1 Savagery (max+3)", + "la_rata-adv4": "get an NPC ally (detail with MC)", + "la_rata-adv5": "get a new rata move", + "la_rata-adv6": "get a new rata move", + "la_rata-adv7": "get a move from another playbook", + "la_rata-adv8": "get a move from another playbook", + "la_rata-adv9": "get +1 to any stat (max+3)", + "la_rata-adv10": "get 4 weapons y 4 gear (La Sicaria)", + "la_rata-adv11": "retire your character (to safety)", + "la_rata-adv12": "change your character to a new type", + "la_rata-adv13": "raise your lifestyle one level", + "el trabajo sucio": "el trabajo sucio", + "el trabajo sucio-description": "You are one of el narco's trusted lieutenants...but you’ve decided to betray the cartel. Choose a reason:", + "trabajo_sucio1": "you’re tired of the killing and death.", + "trabajo_sucio2": "you lost family or a loved one to el narco.", + "trabajo_sucio3": "you want to move up in the organization.", + "trabajo_sucio4": "you were arrested and flipped to avoid jail.", + "trabajo_sucio5": "you're an undercover cop on assignment.", + "supervivencia": "supervivencia", + "supervivencia_html": "

You are a survivor, a rata who will not be drowned just because this sinking ship of a plaza is finally dragged beneath the surface of the drug war.

You can mark stress to:

  • take a 10+ instead of rolling when you interfere with someone trying to get the truth out of you.
  • offer a PC an xp to accept your reasoning when you justify your behavior, even on a miss.
  • take +1 when you get fucking shot by another narco who suspects your treachery.
", + "la_sicaria-rel_text1": "_____ fucked up something crucial; you had to clean up the mess before things got messy with los federales or a rival drug cartel.", + "la_sicaria-adv1": "get +1 Grit (max+3)", + "la_sicaria-adv2": "get +1 Hustle (max+3)", + "la_sicaria-adv3": "get +1 Savagery (max+3)", + "la_sicaria-adv4": "choose 2 new weapons", + "la_sicaria-adv5": "get a new sicaria move", + "la_sicaria-adv6": "get a new sicaria move", + "la_sicaria-adv7": "get a move from another playbook", + "la_sicaria-adv8": "get a move from another playbook", + "la_sicaria-adv9": "get +1 to any stat (max+3)", + "la_sicaria-adv10": "choose 2 new pieces of gear or 2 new weapons", + "la_sicaria-adv11": "retire your character (to safety)", + "la_sicaria-adv12": "change your character to a new type", + "la_sicaria-adv13": "raise your lifestyle one level", + "weapons (choose 4)": "weapons (choose 4)", + "sicaria_weapon1": "sniper rifle (far hi-tech loud)", + "sicaria_weapon2": "assault rifle (close loud autofire)", + "sicaria_weapon3": "grenade launcher (close area messy)", + "sicaria_weapon4": "shotgun (close messy)", + "sicaria_weapon5": "submachine gun (close area loud)", + "sicaria_weapon6": "magnum (close reload loud)", + "sicaria_weapon7": "9mm (close loud)", + "sicaria_weapon8": "stun gun (close reload)", + "sicaria_weapon9": "fireman’s axe (close messy)", + "sicaria_weapon10": "machete (hand messy)", + "sicaria_weapon11": "garrote (hand grapple)", + "sicaria_weapon12": "knives (hand infinite)", + "gear (choose 4)": "gear (choose 4)", + "sicaria_gear1": "Armor Piercing Ammo (+ap to all weapons): Sometimes putos wear vests. Gotta be ready.", + "sicaria_gear2": "Body Armor (+armored): You want to live, right? Put on the fucking vest, pendeja.", + "sicaria_gear3": "Explosives Kit (close loud area reload): You can create improvised explosive devices (IEDs) if you’ve got time.", + "sicaria_gear4": "Tracking Device (hi-tech far concealable): They can’t hide if you plant this somewhere on them.", + "sicaria_gear5": "Secure Police Scanner (hi-tech hand): You can listen in even when they try to keep you out.", + "sicaria_gear6": "Silencer (remove +loud from any weapon): Quiet as a mouse. Dead as a doornail. Eh, cabrona?", + "sicaria_gear7": "Surveillance Gear (hi-tech close concealable): You can install cameras somewhere and watch all you want.", + "sicaria_gear8": "Police Uniform (official wearable stolen): Who is who anymore? You look like them and they look like you.", + "-- select a key --": "-- select a key --", + "ambition": "ambition", + "ambition_text": "Mark xp when you get someone important to let you handle some business on their behalf. Clear this key and advance when you seize the day and ask for forgiveness instead of permission.", + "arrogance": "arrogance", + "arrogance_text": "Mark xp when you use your superior knowledge or experience to verbally shame or abuse someone you care about. Clear this key and advance when you admit to a loved one that you're in over your head and urgently need help.", + "daring": "daring", + "daring_text": "Mark xp when you willingly enter a perilous situation without precautions or deception. Clear this key and advance when you retreat from a messy situation instead of risking further failure.", + "debt": "debt", + "debt_text": "Mark xp when you take on a new loan or strain your finances to meet your family's needs. Clear this key and advance when you find a way --legal or illegal--out from under your obligations.", + "dirty_hands": "dirty hands", + "dirty_hands_text": "Mark xp when you personally tackle a messy problem instead of sending goons. Clear this key and advance when you send someone to deal with a problem you should have attended to directly.", + "duty": "duty", + "duty_text": "Mark xp when you complete a task or assign-ment for your superiors or colleagues. Clear this key and advance when you intentionally thwart the goals of your organization or employer.", + "family": "family", + "family_text": "Mark xp when you violate your family members’ boundaries to protect them. Clear this key and advance when you allow one of them to be harmed when you could have intervened.", + "guilt": "guilt", + "guilt_text": "Mark xp when you confess a recent betrayal or deception to someone you shouldn’t trust. Clear this key and advance when you use a moment of intimacy to trick someone into advancing your schemes.", + "indomitable": "indomitable", + "indomitable_text": "Mark xp when you go into battle significantly outgunned or outmanned. Clear this key and advance when you surrender to your enemies instead of fighting your way out of a messy situation.", + "loyalty": "loyalty", + "loyalty_text": "Mark xp when you accept the lies or half-truths of a trusted friend or lover. Clear this key and advance when you confront a loved one with evidence of their betrayals and deceptions.", + "mercy": "mercy", + "mercy_text": "Mark xp when you try to head off a violent encounter with negotation or persuasion. Clear this key and advance when you greatly injure or kill someone who is defenseless or unaware.", + "paranoia": "paranoia", + "paranoia_text": "Mark xp when you try to get the truth out of someone about their true loyalties. Clear this key and advance when you expose someone’s betrayal to their family or employer.", + "pride": "pride", + "pride_text": "Mark xp when you claim an asset on the grounds that you or your family deserves it. Clear this key and advance when you give up something to keep yourself or a loved one safe from harm.", + "schemes": "schemes", + "schemes_text": "Mark xp when you take advantage of someone who believes you’re working on their behalf. Clear this key and advance when you openly choose one of your loyalties over the other.", + "secrets": "secrets", + "secrets_text": "Mark xp when you lie to someone close to you about your illicit activities. Clear this key and advance when you finally come clean to someone who trusts you about your lies and decepeptions.", + "default_hitresult": "¡Órale, amigo! Looks like things worked out. Don't get cocky! The MC will tell you what happens next.", + "default_partialresult": "Not bad, güey. Things could be better, but they could be worse too! The MC's going to tell you what's in store for you now.", + "default_missresult": "¡Ay diós, cabrón! Sometimes shit gets real. The MC will tell you what happens next.", + "---": "", + "---_desc": "", + "---_trigger": "", + "---_rollwith": "", + "---_hitresult": "", + "---_partialresult": "", + "---_missresult": "", + "cocinar": "cocinar", + "cocinar_desc": "If you’re fully stocked and cooking, at the start of session, roll with Grit. On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself. On a 7-9, your investment in the operation causes someone close to you to grow suspicious. On a miss, one of your lab’s problems comes to bear con todo.", + "cocinar_show_roll_button": "True", + "cocinar_trigger": "If you’re fully stocked and cooking, at the start of session, roll with Grit.", + "cocinar_rollwith": "grit", + "cocinar_hitresult": "On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself.", + "cocinar_partialresult": "On a hit, you make enough to meet your commitments. On a 7-9, your investment in the operation causes someone close to you to grow suspicious.", + "cocinar_missresult": "On a miss, one of your lab’s problems comes to bear con todo.", + "ciencia,_cabrón": "ciencia, cabrón", + "ciencia,_cabrón_show_roll_button": "True", + "ciencia,_cabrón_desc": "When you try to juryrig some-thing with science, roll with Grit. On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress. On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "ciencia,_cabrón_trigger": "When you try to juryrig some-thing with science, roll with Grit.", + "ciencia,_cabrón_rollwith": "grit", + "ciencia,_cabrón_hitresult": "On a hit, you create an opportunity or buy yourself some time.", + "ciencia,_cabrón_partialresult": "On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress.", + "ciencia,_cabrón_missresult": "On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "chillón": "chillón", + "chillón_desc": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_show_roll_button": "True", + "chillón_trigger": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_rollwith": "grit", + "chillón_hitresult": "For NPCs: On a hit, they accept your logic.", + "chillón_partialresult": "On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty.", + "de_calidad": "de calidad", + "de_calidad_show_roll_button": "True", + "de_calidad_desc": "When you propose a deal that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_trigger": "When you ***propose a deal*** that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_rollwith": "grit", + "de_calidad_hitresult": "On a hit, they choose: take the deal or mark stress.", + "de_calidad_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "afortunado": "afortunado", + "afortunado_desc": "You get +1 Grit (max+3)", + "pozolero": "pozolero", + "pozolero_desc": "When you get rid of a body using chemicals in your lab, roll with Grit. On a 10+, all 3. On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n* you aren’t missing any supplies or equipment.\n* you aren't interrupted getting it done.\n\nOn a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "pozolero_show_roll_button": "True", + "pozolero_trigger": "When you get rid of a body using chemicals in your lab, roll with Grit.", + "pozolero_rollwith": "grit", + "pozolero_hitresult": "On a 10+, all 3.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_partialresult": "On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_missresult": "On a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "tu laboratorio": "tu laboratorio", + "lab_tags": "small, fixed, unstable, indebted", + "tu laboratorio-desc": "By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.", + "choose 2 features": "choose 2 features", + "lab_feature1": "your lab is a food truck or RV. Replace fixed with mobile.", + "lab_feature2": "your lab has professional equipment, capable of larger cooks. raise your lifestyle; change small to medium.", + "lab_feature3": "your lab has equipment designed to dispose of dangerous chemicals. Remove unstable.", + "lab_feature4": "you have an assistant who prepares the chemicals in advance for your cooks. Take +1 to Cocinar; add payroll.", + "choose 2 troubles": "choose 2 troubles", + "lab_trouble1": "your lab is sometimes inaccessible. Add inconvenient.", + "lab_trouble2": "your lab gives off a byproduct or odor that makes it easy to uncover and report. Add detectable.", + "lab_trouble3": "your lab is poorly secured or locked down against intruders and thieves. Add exposed.", + "lab_trouble4": "your lab relies on uncommon chemicals. Add shortages.", + "tus misterios": "tus misterios", + "misterios_description": "You've fallen on hard times. Now you must keep your work secret from the people closest to you. Choose 3:", + "misterio1": "an esposa or novio who asks too many questions", + "misterio2": "a niño who thinks you’re beyond reproach", + "misterio3": "an elderly madre or tio who relies on you financially", + "misterio4": "a prima who works in federal law enforcement", + "misterio5": "an old coworker who feels badly about your troubles", + "misterio6": "a community leader who feels responsible for you", + "la familia": "la familia", + "amor_y_matrimonio": "amor y matrimonio", + "amor_y_matrimonio_desc": "You are the only one who can be trusted to protect la familia. Take +1 ongoing when you try to get one of them to do the right thing.", + "me_lo_chingué": "me lo chingué", + "me_lo_chingué_desc": "When you reveal that you betrayed a lover or friend, tell them to fill their stress track; you clear one stress for each stress they mark. If their stress track is already full, they must immediately make a stress move; you clear one stress.", + "reina_del_drama": "reina del drama", + "reina_del_drama_desc": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to push your luck as if you rolled a 10+.", + "reina_del_drama_trigger": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to ***push your luck*** as if you rolled a 10+.", + "reina_del_drama_rollwith": "grit", + "reina_del_drama_hitresult": "On a 10+, fortune favors the bold.", + "perderse": "perderse", + "perderse_desc": "When you lose yourself in another person, roll with Face. On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly. On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "perderse_show_roll_button": "True", + "perderse_trigger": "When you lose yourself in another person, roll with Face.", + "perderse_rollwith": "face", + "perderse_hitresult": "On a hit, you find solace in their embrace; clear your stress track.", + "perderse_partialresult": "On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly.", + "perderse_missresult": "On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "comer_algo": "comer algo", + "comer_algo_desc": "When you share a meal with some-one, roll with Face. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:\n\n* What do you want from me / my family?* What threat do you pose to us / our life?\n* Who are you protecting / hunting?\n\nOn a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "comer_algo_show_roll_button": "True", + "comer_algo_trigger": "When you share a meal with some-one, roll with Face.", + "comer_algo_rollwith": "face", + "comer_algo_hitresult": "On a 10+, hold 2. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_partialresult": "On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_missresult": "On a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "obligation1": "pregnant/finalizing adoption", + "obligation2": "new baby", + "obligation3": "preschool child", + "obligation4": "high school student", + "obligation5": "stepchild", + "obligation6": "corporate job", + "obligation7": "established home business", + "obligation8": "starting a new business", + "obligation9": "real estate license", + "obligation10": "social service job", + "obligation11": "managing family finances", + "obligation12": "elderly grand-parent", + "obligation13": "troubled sibling", + "obligation14": "school association", + "obligation15": "nonprofit board", + "obligation16": "parish volunteer", + "obligation17": "dinner parties", + "obligation18": "gossip and rumors", + "push_your_luck": "push your luck", + "push_your_luck_html": "

When you push your luck, roll with Grit. On a 10+, fortune favors the bold. On a 7-9, things don't work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.

", + "push_your_luck_trigger": "When you ***push your luck***, roll with Grit.", + "push_your_luck_rollwith": "grit", + "push_your_luck_hitresult": "On a 10+, fortune favors the bold. ", + "push_your_luck_partialresult": "On a 7-9, things don’t work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.", + "get_the_truth": "get the truth", + "get_the_truth_html": "

When you try to get the truth out of someone, roll with Hustle. On a hit, clear one stress. On a 10+, pick 2. On a 7-9, pick 1.

  • they can't mislead you with the truth
  • they can't confuse you with falsehoods
  • they can't stonewall you with silenc
", + "get_the_truth_trigger": "When you try to ***get the truth out of someone***, roll with Hustle.", + "get_the_truth_rollwith": "hustle", + "get_the_truth_hitresult": "On a hit, clear one stress. On a 10+, pick 2. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "get_the_truth_partialresult": "On a hit, clear one stress. On a 7-9, pick 1. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "pressure_someone": "pressure someone", + "pressure_someone_html": "When you pressure someone to go along with you, roll with Hustle. On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "pressure_someone_trigger": "When you ***pressure someone*** to go along with you, roll with Hustle.", + "pressure_someone_rollwith": "hustle", + "pressure_someone_hitresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress.", + "pressure_someone_partialresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "size_someone_up": "size someone up", + "size_someone_up_html": "

When you size someone up, roll with Savagery. On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3. On a 7-9, ask 1.

  • what are your current weaknesses / strengths?
  • how can I show you dominance / submission?
  • what do you intend to do next?
  • what do you wish I'd do right now?
  • how could I get you to _________
", + "size_someone_up_trigger": "When you ***size someone up***, roll with Savagery.", + "size_someone_up_rollwith": "savagery", + "size_someone_up_hitresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________? ", + "size_someone_up_partialresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 7-9, ask 1.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________?", + "strain_your_finances": "strain your finances", + "strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "strain_your_finances_rollwith": "*dinero*", + "strain_your_finances_rollquery": "?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "help_or_interfere": "help or interfere", + "help_or_interfere_html": "

When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked. On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered. On a miss, mark the stress you wagered and prepare for the worst.

", + "help_or_interfere_trigger": "When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.", + "help_or_interfere_rollwith": "stress wagered", + "help_or_interfere_rollquery": "?{When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.|1|2|3}", + "help_or_interfere_hitresult": "On a hit, give them a +1 or -2 to their roll, your choice.", + "help_or_interfere_partialresult": "On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered.", + "help_or_interfere_missresult": "On a miss, mark the stress you wagered and prepare for the worst.", + "turn_to_violence": "turn to violence", + "turn_to_violence_html": "

When you turn to violence, roll with Savagery. On a hit, mark stress and trade harm as established. On a 10+, choose 3. On a 7-9, choose 2.

  • you inflict terrible harm
  • you suffer little harm
  • you resist marking stress
  • you avoid collateral damage
", + "turn_to_violence_trigger": "When you ***turn to violence***, roll with Savagery.", + "turn_to_violence_rollwith": "savagery", + "turn_to_violence_hitresult": "On a hit, mark stress and trade harm as established. On a 10+, choose 3.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "turn_to_violence_partialresult": "On a hit, mark stress and trade harm as established. On a 7-9, choose 2.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "heat moves": "heat moves", + "avoid_suspicion": "avoid suspicion", + "avoid_suspicion_html": "

When you try to avoid suspicion while handling business in public, roll with Heat. Add one for each:

  • you’re carrying a lot of drugs or money
  • you’re transporting at least one body, dead or alive
  • you’re equipped with military weaponry

On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.

", + "avoid_suspicion_trigger": "When you try to ***avoid suspicion while handling business in public***, roll with Heat.Add one for each:\n* you're carrying a lot of drugs or money \n* you're transporting at least one body, dead or alive \n* you're equipped with military weaponry", + "avoid_suspicion_rollwith": "heat & circumstances", + "avoid_suspicion_rollquery": "(@{heat} + ?{When you try to avoid suspicion while handling business in public, roll with Heat.Add one for each: 1- you're carrying a lot of drugs or money 2- you're transporting at least one body, dead or alive 3- you're equipped with military weaponry|0|1|2|3})", + "avoid_suspicion_hitresult": "On a 10+, someone dangerous has been looking for you. And here you are. *Mierda, cabrón.*", + "avoid_suspicion_partialresult": "On a 7-9, only the local *policia* take an interest; make a threat or flash some *dinero* to smooth things over.", + "avoid_suspicion_missresult": "On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.", + "leave_a_messy_crime_scene": "leave a messy crime scene", + "leave_a_messy_crime_scene_html": "When you try to leave a messy crime scene before the authorities arrive, roll with Heat. On a miss, you exit the scene; tell the MC what potentially in-criminating evidence you’ve left behind. On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive. On a 10+, la policia arrives in force...with los federales or an American in tow.", + "leave_a_messy_crime_scene_trigger": "When you try to ***leave a messy crime scene*** before the authorities arrive, roll with Heat.", + "leave_a_messy_crime_scene_rollwith": "heat", + "leave_a_messy_crime_scene_hitresult": "On a 10+, *la policia* arrives in force...with *los federales* or an American in tow.", + "leave_a_messy_crime_scene_partialresult": "On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive.", + "leave_a_messy_crime_scene_missresult": "On a miss, you exit the scene; tell the MC what potentially incriminating evidence you’ve left behind.", + "flee_from_los_federales": "flee from los federales", + "flee_from_los_federales_html": "When you flee from los federales, roll with Heat. On a miss, you get away clean. On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time. On a 10+, you’re fucked, güey: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_trigger": "When you ***flee from los federales***, roll with Heat.", + "flee_from_los_federales_rollwith": "heat", + "flee_from_los_federales_hitresult": "On a 10+, you’re fucked, *güey*: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_partialresult": "On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time.", + "flee_from_los_federales_missresult": "On a miss, you get away clean.", + "propose_a_deal": "propose a deal", + "propose_a_deal_html": "

When you propose a deal to get what you want, roll with Face. On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one:

  • impose a condition on your offer
  • adjust the price (+/-30%) and accept
  • point you at an interested party
", + "propose_a_deal_trigger": "When you ***propose a deal*** to get what you want, roll with Face. ", + "propose_a_deal_rollwith": "face", + "propose_a_deal_hitresult": "On a hit, they choose: take the deal or mark stress.", + "propose_a_deal_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "justify_your_behavior": "justify your behavior", + "justify_your_behavior_html": "

When you try to justify your behavior to someone, roll with Face. For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. For PCs: On a 10+, both. On a 7-9, choose 1:

  • if they accept your reasoning, they mark xp
  • if they keep their own counsel, they mark stress
", + "justify_your_behavior_trigger": "When you try to ***justify your behavior*** to someone, roll with Face.", + "justify_your_behavior_rollwith": "face", + "justify_your_behavior_hitresult": "For NPCs: On a hit, they accept your logic. \n\nFor PCs: On a 10+, both:\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "justify_your_behavior_partialresult": "For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. \n\nFor PCs: On a 7-9, choose 1: On a 10+, both:\n\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "stress & heat moves": "stress & heat moves", + "stress moves": "stress moves", + "stress_moves_description": "All sorts of fictional situations may cause stress–getting shot at, doing something horrific, fighting with a spouse–and the only way to keep that stress in check is through stress moves:", + "verbally_abuse_or_shame": "verbally abuse or shame", + "verbally_abuse_or_shame_html": "When you verbally abuse or shame someone you care about, roll with Face. On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track. On a 7-9, clear one stress. On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "verbally_abuse_or_shame_trigger": "When you **verbally abuse or shame someone** you care about, roll with Face.", + "verbally_abuse_or_shame_rollwith": "face", + "verbally_abuse_or_shame_hitresult": "On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track.", + "verbally_abuse_or_shame_partialresult": "On a hit, your words hit hard: tell them to mark stress. On a 7-9, clear one stress.", + "verbally_abuse_or_shame_missresult": "On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "lose_yourself_in_a_substance": "lose yourself in a substance", + "lose_yourself_in_a_substance_html": "When you lose yourself in a substance, roll with Grit. On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list. On a miss, you’re in deep. Buena suerte, cabrón.", + "lose_yourself_in_a_substance_trigger": "When you **lose yourself in a substance**, roll with Grit.", + "lose_yourself_in_a_substance_rollwith": "grit", + "lose_yourself_in_a_substance_hitresult": "On a hit, clear your stress track.", + "lose_yourself_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "lose_yourself_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "confess_your_sins": "confess your sins", + "confess_your_sins_html": "When you confess your sins to a priest, roll with Hustle. On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession. On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "confess_your_sins_trigger": "When you **confess your sins to a priest**, roll with Hustle.", + "confess_your_sins_rollwith": "hustle", + "confess_your_sins_hitresult": "On a hit, you find forgiveness; clear your stress track.", + "confess_your_sins_partialresult": "On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession.", + "confess_your_sins_missresult": "On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "dish_out_a_beatdown": "dish out a beatdown", + "dish_out_a_beatdown_html": "When you dish out a beatdown, roll with Savagery. On a 10+, you assert your dominance: clear your stress track. On a 7-9, you hurt them, but it’s not enough: clear one stress. On a miss, the violence gets out of hand. Enjoy the consequences, pendejo.", + "dish_out_a_beatdown_trigger": "When you **dish out a beatdown**, roll with Savagery.", + "dish_out_a_beatdown_rollwith": "savagery", + "dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "drug moves": "drug moves", + "drug moves description": "If the MC tells you to make a drug move, pick one:", + "cocaine": "cocaine", + "cocaine_move1": "start a fight with a mouthy pendejo or puta", + "cocaine_move2": "throw yourself at someone you shouldn’t", + "cocaine_move3": "spend your money stupidly or carelessly", + "heroin": "heroin", + "heroin_move1": "push someone who cares about you away", + "heroin_move2": "overlook a crucial deadline or event", + "heroin_move3": "steal funds in preparation for your next fix", + "crystal meth": "crystal meth", + "crystal meth_move1": "accuse a loved one of theft or betrayal", + "crystal meth_move2": "push a place you keep toward squalor", + "crystal meth_move3": "hurt yourself to keep your diablos at bay", + "alcohol": "alcohol", + "alcohol_move1": "make a scene about how you’ve been wronged", + "alcohol_move2": "let slip something to the wrong person", + "alcohol_move3": "wreck something meaningful, carelessly", + "hermanos": "hermanos", + "hermanos_desc": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle. On a 10+, all 3. On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers \n\nOn a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "hermanos_show_roll_button": "True", + "hermanos_rollwith": "hustle", + "hermanos_trigger": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle.", + "hermanos_hitresult": "On a 10+, all 3: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_partialresult": "On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_missresult": "On a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "mercado": "mercado", + "mercado_desc": "When you sell product on the street, roll with Hustle. On a 10+, sales are brisk; clear your stress track. On a 7-9, you make some money, but someone takes issue with your crew; clear one stress. On a miss, someone takes a run at you, and it probably isn’t the cops.", + "mercado_show_roll_button": "True", + "mercado_rollwith": "hustle", + "mercado_trigger": "When you sell product on the street, roll with Hustle.", + "mercado_hitresult": "On a 10+, sales are brisk; clear your stress track.", + "mercado_partialresult": "On a 7-9, you make some money, but someone takes issue with your crew; clear one stress.", + "mercado_missresult": "On a miss, someone takes a run at you, and it probably isn’t the cops.", + "bendito": "bendito", + "bendito_desc": "When you’re completely focused on escaping, push your luck with Hustle instead of Grit. Add +1 to your roll if you get fucking shot while trying to flee.", + "bendito_show_roll_button": "FALSE", + "vendedor": "vendedor", + "vendedor_desc": "When you propose a deal to someone and they pick an option off the 7-9 list you don’t like, mark stress to make them pick a different option off the list. You can do this multiple times, provided you can keep marking stress.", + "vendedor_show_roll_button": "FALSE", + "matador": "matador", + "matador_desc": "Fill your stress track—marking at least one stress—to turn to violence against an unsuspecting target as if you rolled a 10+.", + "matador_show_roll_button": "FALSE", + "la_plaza_desc": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_show_roll_button": "True", + "mandamás": "mandamás", + "mandamás_desc": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face. On a 10+, all 3. On a 7-9, choose 1. \n- they keep their wits and focus. \n- they minimize incriminating evidence. \n- they avoid collateral damage. On a miss, everything goes to shit, but it wasn't your people's fault. You know how it is, *jefe*: no plan survives contact with the enemy.", + "mandamás_show_roll_button": "True", + "mandamás_rollwith": "face", + "mandamás_trigger": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face.", + "mandamás_hitresult": "On a 10+, all 3: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_partialresult": "On a 7-9, choose 1: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_missresult": "On a miss, everything goes to shit, but it wasn’t your people’s fault. You know how it is, jefe: no plan survives contact with the enemy.", + "infiltrado": "infiltrado", + "infiltrado_desc": "At the start of session, roll with Grit. On a hit, you get wind of a development in the anti-cartel case before things get messy. On a 10+, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice. On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "infiltrado_show_roll_button": "True", + "infiltrado_rollwith": "grit", + "infiltrado_trigger": "At the start of session, roll with Grit. ", + "infiltrado_hitresult": "On a 10+, you get wind of a development in the anti-cartel case before things get messy. In fact, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice.", + "infiltrado_partialresult": "On a 7-9, you get wind of a development in the anti-cartel case before things get messy.", + "infiltrado_missresult": "On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "seguir": "seguir", + "seguir_desc": "When you follow someone through the streets, roll with Grit. On a hit, where they go, you follow. On a 7-9, you overstep; mark a stress to avoid being spotted. On a miss, you end up exposed without backup or cover. ¡Mierda!", + "seguir_show_roll_button": "True", + "seguir_rollwith": "grit", + "seguir_trigger": "When you follow someone through the streets, roll with Grit.", + "seguir_hitresult": "On a 10+, where they go, you follow.", + "seguir_partialresult": "On a 7-9, where they go, you follow...but you overstep; mark a stress to avoid being spotted.", + "seguir_missresult": "On a miss, you end up exposed without backup or cover. *¡Mierda!*", + "verdadero": "verdadero", + "verdadero_desc": "When you get the truth from someone during an official interrogation, pick an extra option, even on a miss.", + "verdadero_show_roll_button": "FALSE", + "siempre_listo": "siempre listo", + "siempre_listo_desc": "Mark stress to show up in a scene alongside *la policía* or *los federales*, assuming that you aren’t unavailable. Mark three stress to show up instead of the authorities; you’ll have a few minutes solo in the scene before anybody else arrives.", + "siempre_listo_show_roll_button": "FALSE", + "escolta": "escolta", + "escolta_desc": "When you draw attention away from someone, they can roll with your Heat instead of their own. On a 10+, they suffer the consequences...but you attract demasiada attention: raise your Heat by 1 until the end of the next session.", + "escolta_show_roll_button": "FALSE", + "entrenamiento": "entrenamiento", + "entrenamiento_desc": "When you turn to violence after declaring yourself as a federal, roll with Grit instead of Savagery. If you get shot as a result, take +1 forward.", + "entrenamiento_show_roll_button": "FALSE", + "conectada": "conectada", + "conectada_desc": "When you go looking for a cartel *güey* in la plaza to help with a problem, name them and roll with Face. On a hit, you track them down and they’ve got what you need. On a 7-9, pick 1. On a 10+, both. \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology\n\n On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "conectada_show_roll_button": "True", + "conectada_rollwith": "face", + "conectada_trigger": "When you go looking for a cartel güey in la plaza to help with a problem, name them and roll with Face.", + "conectada_hitresult": "On a 10+, you track them down and they've got what you need; you get both: \n- They aren't caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_partialresult": "On a 7-9, you track them down and they've got what you need; pick 1: \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_missresult": "On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "escapar": "escapar", + "escapar_desc": "When you try to exit a tense situation, roll with Face. On a 10+, you’re gone! On a 7-9, you leave something behind or take something with you, your choice. On a miss, you’re exposed por completo...", + "escapar_show_roll_button": "True", + "escapar_rollwith": "face", + "escapar_trigger": "When you try to exit a tense situation, roll with Face.", + "escapar_hitresult": "On a 10+, you’re gone! ", + "escapar_partialresult": "On a 7-9, you leave something behind or take something with you, your choice. ", + "escapar_missresult": "On a miss, you’re exposed por completo...", + "amante": "amante", + "amante_desc": "When you share a night of intimacy with a lover, roll with Face. On a hit, clear your stress track. On a 10+, ask 2.On a 7-9, ask 1. \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do? \n\nOn a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "amante_show_roll_button": "True", + "amante_rollwith": "face", + "amante_trigger": "When you share a night of intimacy with a lover, roll with Face.", + "amante_hitresult": "On a 10+, clear your stress track and ask 2: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_partialresult": "On a 7-9, clear your stress track and ask 1: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_missresult": "On a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "chimosa": "chimosa", + "chimosa_desc": "When you betray a friend or ally to the authorities, roll with Face. On a 10+, your treason is useful and valued: clear your stress track. On a 7-9, your handler is pleased...and demands more: clear one stress. On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "chimosa_show_roll_button": "True", + "chimosa_rollwith": "face", + "chimosa_trigger": "When you betray a friend or ally to the authorities, roll with Face.", + "chimosa_hitresult": "On a 10+, your treason is useful and valued: clear your stress track.", + "chimosa_partialresult": "On a 7-9, your handler is pleased...and demands more: clear one stress.", + "chimosa_missresult": "On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "mentirosa": "mentirosa", + "mentirosa_desc": "You get +1 Face (max+3).", + "mentirosa_show_roll_button": "FALSE", + "mirar": "mirar", + "mirar_desc": "When you read a charged situation, roll with Savagery. On a hit, ask the MC questions; take +1 when you act on the answers. On a 10+, ask 2. On a 7–9, ask 1: \n- where’s my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what’s my enemy’s true position? On a miss, ask one...but you reveal your position.", + "mirar_show_roll_button": "FALSE", + "mirar_rollwith": "savagery", + "mirar_trigger": "When you read a charged situation, roll with Savagery.", + "mirar_hitresult": "On a 10+, ask the MC 2 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_partialresult": "On a 7-9, ask the MC 1 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_missresult": "On a miss, ask one...but you reveal your position.", + "narcocorrido": "narcocorrido", + "narcocorrido_desc": "When you meet someone importante (your call), roll with Savagery. On a hit, they’ve heard of you. Say what they’ve heard, and they will act accordingly. On a 10+, you also take +1 forward to dealing with them. On a miss, your reputation convinces them that you’re something you’re not.", + "narcocorrido_show_roll_button": "True", + "narcocorrido_rollwith": "savagery", + "narcocorrido_trigger": "When you meet someone *importante* (your call), roll with Savagery.", + "narcocorrido_hitresult": "On a 10+, they've heard of you. Say what they've heard, and they will act accordingly; take +1 forward to dealing with them.", + "narcocorrido_partialresult": "On a 7-9, they've heard of you. Say what they've heard, and they will act accordingly.", + "narcocorrido_missresult": "On a miss, your reputation convinces them that you’re something you're not.", + "levantón": "levantón", + "levantón_desc": "When you track down an NPC, roll with Savagery. On a hit, you catch them exposed or vulnerable. On a 7-9, they have backup or it’s public. On a miss, someone you’re avoiding finds you first.", + "levantón_show_roll_button": "True", + "levantón_rollwith": "savagery", + "levantón_trigger": "When you track down an NPC, roll with Savagery.", + "levantón_hitresult": "On a 10+, you catch them exposed or vulnerable.", + "levantón_partialresult": "On a 7-9, you catch them exposed or vulnerable, but they have backup or it’s public.", + "levantón_missresult": "On a miss, someone you’re avoiding finds you first.", + "rematar": "rematar", + "rematar_desc": "You get +1 Savagery (max +3).", + "rematar_show_roll_button": "FALSE", + "encobijado": "encobijado", + "encobijado_desc": "When you ditch a body somewhere, roll with Savagery. On a hit, you lose the corpse, and it stays lost; clear one stress. On a 10+, dust to dust; clear your stress track. On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "encobijado_show_roll_button": "True", + "encobijado_rollwith": "savagery", + "encobijado_trigger": "When you ditch a body somewhere, roll with Savagery.", + "encobijado_hitresult": "On a 10+, you lose the corpse, and it stays lost; clear your stress track.", + "encobijado_partialresult": "On a 7-9, you lose the corpse, and it stays lost; clear one stress.", + "encobijado_missresult": "On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "duro": "duro", + "duro_desc": "When you get fucking shot, add +1 to your roll. On a miss, you have time for an act of ven- geance or kindness before you fall to your wounds.", + "duro_show_roll_button": "FALSE", + "notes": "notes" +} diff --git a/cartel/translations/sv.json b/cartel/translations/sv.json new file mode 100644 index 0000000000..c85da7a63a --- /dev/null +++ b/cartel/translations/sv.json @@ -0,0 +1,710 @@ +{ + "edit identity": "edit identity", + "character name": "character name", + "playbook": "playbook", + "el cocinero": "el cocinero", + "la esposa": "la esposa", + "el halcon": "el halcon", + "el narco": "el narco", + "la polizeta": "la polizeta", + "la rata": "la rata", + "la sicaria": "la sicaria", + "cocinero": "cocinero", + "esposa": "esposa", + "halcon": "halcon", + "narco": "narco", + "polizeta": "polizeta", + "rata": "rata", + "sicaria": "sicaria", + "look": "look", + "gear": "gear", + "lifestyle": "lifestyle", + "destitute": "destitute", + "destitute_desc": "nearly homeless, often unable to afford even basic staples, desperate", + "impoverished": "impoverished", + "impoverished_desc": "cash on hand for lodging and food, but little else, \"cash poor\"", + "stable": "stable", + "stable_desc": "relative comfort, regular lodging, enough resources to support a family", + "luxury": "luxury", + "luxury_desc": "wealth beyond most, able to put ten thousand dollars towards a problem", + "extravagant": "extravagant", + "extravagant_desc": "rich beyond measure, anything is accessible with enough patience", + "stats": "stats", + "character moves": "character moves", + "new character move": "new character move", + "click the pencil icon to edit your new move": "click the pencil icon to edit your new move", + "edit move": "edit move", + "basic moves": "basic moves", + "extras": "extras", + "stress": "stress", + "stress description": "Each session you start with two stress already marked, provided you didn't end the last section with more. If your stress track is ever filled, güey, you're in a bad spot.", + "reset": "reset", + "face": "face", + "grit": "grit", + "hustle": "hustle", + "savagery": "savagery", + "heat": "heat", + "tags": "tags", + "advancement": "advancement", + "advtxt1": "When you fill your xp track, select an advance from this list:", + "advtxt2": "After 5 advances, you can choose from this list instead:", + "los enlaces": "los enlaces", + "tus llaves": "tus llaves", + "move name": "move name", + "description": "description", + "show roll button?": "show roll button?", + "roll with": "roll with", + "is rolling with": "is rolling with", + "trigger": "trigger", + "el_cocinero-rel_text1": "_____ is familia. Close family. They don’t know what you do para el cartel, and you’re not sure you can keep your secrets for long.", + "el_cocinero-rel_text2": "_____ got you into this business to help you with your financial troubles but didn’t tell you the whole story. Now you’re both stuck.", + "el_cocinero-rel_text3": "You and _____ have an understanding. You need each other for now, but both of you know the current situation won’t last.", + "el_cocinero-adv1": "get +1 Grit (max+3)", + "el_cocinero-adv2": "get +1 Hustle (max+3)", + "el_cocinero-adv3": "get +1 Savagery (max+3)", + "el_cocinero-adv4": "choose a new laboratorio feature", + "el_cocinero-adv5": "get a new cocinero move", + "el_cocinero-adv6": "get a new cocinero move", + "el_cocinero-adv7": "get a move from another playbook", + "el_cocinero-adv8": "get a move from another playbook", + "el_cocinero-adv9": "get +1 to any stat (max+3)", + "el_cocinero-adv10": "resolve a laboratorio trouble", + "el_cocinero-adv11": "retire your character (to safety)", + "el_cocinero-adv12": "change your character to a new type", + "el_cocinero-adv13": "raise your lifestyle one level", + "la_esposa-rel_text1": "_____ and your spouse spend time together, but you’d prefer it if they weren’t in-volved in your life. Tell them what they did to anger you.", + "la_esposa-rel_text2": "_____ es familia. A sibling, maybe, or a cousin. Someone close. They mean well, but you worry about them. Tell them your fears.", + "la_esposa-rel_text3": "_____ and you were a thing back in the day, but it never went anywhere. Most people don’t know about it; you were young once también.", + "la_esposa-adv1": "get +1 Face (max+3)", + "la_esposa-adv2": "get +1 Grit (max+3)", + "la_esposa-adv3": "get +1 Hustle (max+3)", + "la_esposa-adv4": "change 2 obligations de la familia", + "la_esposa-adv5": "get a new esposa move", + "la_esposa-adv6": "get a new esposa move", + "la_esposa-adv7": "get a move from another playbook", + "la_esposa-adv8": "get a move from another playbook", + "la_esposa-adv9": "get +1 to any stat (max+3)", + "la_esposa-adv10": "permanently resolve a secret", + "la_esposa-adv11": "retire your character (to safety)", + "la_esposa-adv12": "change your character to a new type", + "la_esposa-adv13": "raise your spouse's lifestyle one level", + "spouse": "spouse", + "spouse-desc": "Ask everyone else “Who is willing to be my spouse?” Pick whomever you like. If no one volunteers, choose an NPC.", + "obligations-title": "Choose 5 obligations you perform for la familia:", + "secrets-title": "And choose 2 secrets you keep from la familia:", + "secret-nest_egg": "+nest egg: you put away some serious cash in a secret stash ($20,000!) for a rainy day.", + "secret-addiction": "+addiction: some nasty drug has a hold on you.", + "secret-affair": "+affair: you have another love...or at least another lover you spend time with.", + "secret-debt": "+debt: your spending has put you in a tough place, beyond what your family currently knows.", + "secret-lovechild": "+lovechild: you have a secret child that requires attention...and money.", + "la_familia": "la familia", + "la_familia_html": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle. On a 10+, you juggle your responsibilities with grace; clear your stress track. On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist. On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "la_familia_desc": "", + "la_familia_trigger": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle.", + "la_familia_rollwith": "hustle", + "la_familia_hitresult": "On a 10+, you juggle your responsibilities with grace; clear your stress track.", + "la_familia_partialresult": "On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist.", + "la_familia_missresult": "On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "el_halcon-rel_text1": "_____ gave you some new responsibilities lately, at your request. They have their doubts, but you’ll prove them wrong soon.", + "el_halcon-rel_text2": "_____ disapproves of your cartel work, and wants to get you out. You're not a niño; you can handle your own business.", + "el_halcon-rel_text3": "You and _____ have a plan to make some real money. They worry it’s not going to work, but you know it’s a sure thing, cabrón.", + "el_halcon-adv1": "get +1 Face (max+3)", + "el_halcon-adv2": "get +1 Grit (max+3)", + "el_halcon-adv3": "get +1 Hustle (max+3)", + "el_halcon-adv4": "choose a new pandilla feature", + "el_halcon-adv5": "get a new halcón move", + "el_halcon-adv6": "get a new halcón move", + "el_halcon-adv7": "get a move from another playbook", + "el_halcon-adv8": "get a move from another playbook", + "el_halcon-adv9": "get +1 to any stat (max+3)", + "el_halcon-adv10": "resolve a pandilla vulnerability", + "el_halcon-adv11": "retire your character (to safety)", + "el_halcon-adv12": "change your character to a new type", + "el_halcon-adv13": "raise your lifestyle one level", + "tu pandilla": "tu pandilla", + "amigos:": "amigos:", + "pandilla-amigos_description": "By default, your pandilla has three loyal amigos you’ve known a while. Give them names:", + "pandilla-amigos_names_list": "Azul, Blanco, Calaca, Charo, Chino, Flaco, Gordo, Lola, Moco, Nacho, Paco, Raki, Torpe, Zanahoria", + "pandilla-question_amigo1": "Who is there to cheer you up when mierda gets tough?", + "pandilla-question_amigo2": "Who is a real pendejo, but you just can't cut them loose?", + "pandilla-question_amigo3": "Who is truly solid, ready to entrarle and get things done when you need them?", + "choose 2 features:": "choose 2 features:", + "pandilla_feature1": "your crew has crews that work for you, cabrón. Your crew becomes a gang (small untrained unequipped).", + "pandilla_feature2": "your crew is down for a fiesta. Roll with Hustle instead of Grit when you get all get lost in a substance juntos.", + "pandilla_feature3": "your crew is down for a fight. Roll with Hustle instead of Savagery when you dish out a beatdown as a crew.", + "pandilla_feature4": "your crew is in touch with high-level smugglers and producers from other cartels. It gets +connected.", + "pandilla_feature5": "your crew is employed outside the cartel, officially or unofficially. Take +1 when you strain your finances.", + "choose 2 vulnerabilities:": "choose 2 vulnerabilities:", + "pandilla_vulnerability1": "your crew is on la policía's radar: +known.", + "pandilla_vulnerability2": "your crew is into heavy stuff: +addiction.", + "pandilla_vulnerability3": "your crew owes favors to someone: +obligation.", + "pandilla_vulnerability4": "your crew has enemies, cabrón: +turf war.", + "pandilla-get_lost_in_a_substance": "get lost in a substance", + "pandilla-get_lost_in_a_substance_trigger": "your crew is down for a *fiesta*. Roll with Hustle instead of Grit when you get all ***get lost in a substance*** *juntos*.", + "pandilla-get_lost_in_a_substance_rollwith": "hustle", + "pandilla-get_lost_in_a_substance_hitresult": "On a hit, clear your stress track.", + "pandilla-get_lost_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "pandilla-get_lost_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "pandilla-dish_out_a_beatdown": "dish out a beatdown", + "pandilla-dish_out_a_beatdown_trigger": "your crew is down for a fight. Roll with Hustle instead of Savagery when you ***dish out a beatdown*** as a crew.", + "pandilla-dish_out_a_beatdown_rollwith": "hustle", + "pandilla-dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "pandilla-dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "pandilla-dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "pandilla-strain_your_finances": "strain your finances", + "pandilla-strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "pandilla-strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "pandilla-strain_your_finances_rollwith": "*dinero*", + "pandilla-strain_your_finances_rollquery": "1[pandilla] + ?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "pandilla-strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "pandilla-strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "pandilla-strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "el_narco-rel_text1": "_____ is familia, but you’ve tried to shield them from the worst of the cartel. Tell them what they know about your dealings.", + "el_narco-rel_text2": "You're sure _____ is up to something, maybe with another cartel or los federales. Keep your eyes open, cabrón. Trust no one.", + "el_narco-relktext3": "You’ve taken _____ under your wing. You respect their skills and talents, and you want to see them thrive. ¡Qué generoso!", + "el_narco-adv1": "get +1 Face (max+3)", + "el_narco-adv2": "get +1 Hustle (max+3)", + "el_narco-adv3": "get +1 Savagery (max+3)", + "el_narco-adv4": "get +1 Control (max +3)", + "el_narco-adv5": "choose a new plaza feature", + "el_narco-adv6": "choose a new plaza feature", + "el_narco-adv7": "get a move from another playbook", + "el_narco-adv8": "get a move from another playbook", + "el_narco-adv9": "get +1 to any stat except Control (max+3)", + "el_narco-adv10": "permanently resolve a plaza trouble", + "el_narco-adv11": "permanently resolve a plaza trouble", + "el_narco-adv12": "retire your character (to safety)", + "el_narco-adv13": "change your character to a new type", + "el jefe de jefes": "el jefe de jefes", + "el_jefe_description": "You run la plaza, a pathway for narcos hoping to move product across the border and a lucrative area for local drug sales. The city of Durango is yours as long as you hold it, jefe.", + "contact": "contact", + "el_jefe_contact_description": "When you took control, the cartel gave you a contact who collects what you owe them, usually once a month. You only know their nickname, so you can’t sell them out if you get flipped by los federales (pick one):", + "la_plaza": "la plaza", + "la_plaza_html": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_trigger": "At the beginning of the session, roll with Control.", + "la_plaza_rollwith": "control", + "la_plaza_hitresult": "On a 10+, you get an opportunity to engage one your troubles (your choice) on your terms.", + "la_plaza_partialresult": "On a 7-9, you get an opportunity to engage one your troubles (your choice) on your terms, but the opportunity is short-lived and risky: act quickly or you may find that you miss your moment.", + "la_plaza_missresult": "On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "control": "control", + "troubles": "troubles", + "by default you've got:": "by default you've got:", + "la_plaza_bullet1": "a staff of unsophisticated narcos, coordinated via a network of burner phones (trouble: +los federales)", + "la_plaza_bullet2": "a mix of protection rackets and smuggling operations (lifestyle: stable)", + "la_plaza_bullet3": "5-10 loyal enforcers (gang small untrained impatient) and 1 or 2 corrupt cops (greedy informed)", + "la_plaza_bullet4": "a few halcones to keep you informed about what goes on in your city (Control = +1)", + "choose 4 features:": "choose 4 features", + "la_plaza_feature1": "your plaza is profitable, bringing in substantial, obvious sums. Lifestyle: +1 level & trouble: +robberies.", + "la_plaza_feature2": "for income, add kidnapping. Lifestyle: +1 level & trouble: +vigilantes.", + "la_plaza_feature3": "your enforcers have access to military weaponry and body armor. Add armored and armed to your gang.", + "la_plaza_feature4": "you have a reputation for violence. Roll with Face instead of Hustle when you pressure someone by threatening their life, limbs, or loved ones.", + "la_plaza_feature5": "your enforcers have extensive military training. Drop untrained and add savage. Take +1 when you order kidnappings or ambushes.", + "la_plaza_feature6": "your enforcers recruit heavily from the local population, making them a medium gang (10-20) instead of small.", + "la_plaza_feature7": "you have halcones at all chokepoints and smuggling roads. +1 Control.", + "la_plaza_feature8": "only a few know your real name and appearance. Take -2 heat; describe the business that you use as a cover for your activities.", + "choose 2 troubles:": "choose 2 troubles:", + "la_plaza_trouble1": "you are in the middle of a violent dispute with another cartel, probably Los Zetas. Trouble: +gang war.", + "la_plaza_trouble2": "your plaza has been recently infiltrated by someone working for los federales or the CIA/DEA. Trouble: +mole", + "la_plaza_trouble3": "The narcos you displaced to take control of la plaza remain at large. - 1 Control. Trouble: +rivals.", + "la_plaza_trouble4": "greedy agents of the Mex-ican tax authority (SHCP) are bleeding you dry with increasingly expensive demands for bribes and mordidas . -1 lifestyle.", + "la_polizeta-rel_text1": "You grew up with _____ on the streets of Durango. You still have a beer after work if you’re both free; it’s nice to know someone who isn’t involved with either side of your double life.", + "la_polizeta-rel_text2": "_____ is the target of an active investigation. You're not the lead investigator, but you’re regularly briefed on the case.", + "la_polizeta-rel_text3": "_____ is your main contact in the cartel. Tell them where you two go to speak directly when you need a face-to-face meeting.", + "la_polizeta-adv1": "get +1 Face (max+3)", + "la_polizeta-adv2": "get +1 Hustle (max+3)", + "la_polizeta-adv3": "get +1 Savagery (max+3)", + "la_polizeta-adv4": "get +1 Control (max +3)", + "la_polizeta-adv5": "choose a new plaza feature", + "la_polizeta-adv6": "choose a new plaza feature", + "la_polizeta-adv7": "get a move from another playbook", + "la_polizeta-adv8": "get a move from another playbook ", + "la_polizeta-adv9": "get +1 to any stat except Control (max+3)", + "la_polizeta-adv10": "permanently resolve a plaza trouble", + "la_polizeta-adv11": "permanently resolve a plaza trouble", + "la_polizeta-adv12": "retire your character (to safety)", + "la_polizeta-adv13": "change your character to a new type", + "You work closely with 5 NPCs (at least) in the unit:": "You work closely with 5 NPCs (at least) in the unit:", + "Who is your new partner?": "Who is your new partner?", + "Who is suspicious of you?": "Who is suspicious of you?", + "You also end up working with a few NPCs from the cartel:": "You also end up working with a few NPCs from the cartel:", + "Who almost gave you away?": "Who almost gave you away?", + "Who offered to scam el narco?": "Who offered to scam el narco?", + "task_force_equipment": "Your department has some new toys—¡gracias, Calderón!—you can use, provided you have some \"official\" business (pick 2):", + "task_force_equip1": "military-grade body armor (resilient bulky)", + "task_force_equip2": "full-scale surveillance van (hi-tech expensive)", + "task_force_equip3": "tracking devices or bugs (hi-tech concealable)", + "task_force_equip4": "court-approved wiretap (hi-tech persistent)", + "task_force_equip5": "network of criminal informants (informed costly)", + "la_rata-rel_text1": "You and _____ started sleeping together a few weeks ago. Tell them why you haven't been able to end things, despite the dangers. ", + "la_rata-adv1": "get +1 Face (max+3)", + "la_rata-adv2": "get +1 Grit (max+3)", + "la_rata-adv3": "get +1 Savagery (max+3)", + "la_rata-adv4": "get an NPC ally (detail with MC)", + "la_rata-adv5": "get a new rata move", + "la_rata-adv6": "get a new rata move", + "la_rata-adv7": "get a move from another playbook", + "la_rata-adv8": "get a move from another playbook", + "la_rata-adv9": "get +1 to any stat (max+3)", + "la_rata-adv10": "get 4 weapons y 4 gear (La Sicaria)", + "la_rata-adv11": "retire your character (to safety)", + "la_rata-adv12": "change your character to a new type", + "la_rata-adv13": "raise your lifestyle one level", + "el trabajo sucio": "el trabajo sucio", + "el trabajo sucio-description": "You are one of el narco's trusted lieutenants...but you’ve decided to betray the cartel. Choose a reason:", + "trabajo_sucio1": "you’re tired of the killing and death.", + "trabajo_sucio2": "you lost family or a loved one to el narco.", + "trabajo_sucio3": "you want to move up in the organization.", + "trabajo_sucio4": "you were arrested and flipped to avoid jail.", + "trabajo_sucio5": "you're an undercover cop on assignment.", + "supervivencia": "supervivencia", + "supervivencia_html": "

You are a survivor, a rata who will not be drowned just because this sinking ship of a plaza is finally dragged beneath the surface of the drug war.

You can mark stress to:

  • take a 10+ instead of rolling when you interfere with someone trying to get the truth out of you.
  • offer a PC an xp to accept your reasoning when you justify your behavior, even on a miss.
  • take +1 when you get fucking shot by another narco who suspects your treachery.
", + "la_sicaria-rel_text1": "_____ fucked up something crucial; you had to clean up the mess before things got messy with los federales or a rival drug cartel.", + "la_sicaria-adv1": "get +1 Grit (max+3)", + "la_sicaria-adv2": "get +1 Hustle (max+3)", + "la_sicaria-adv3": "get +1 Savagery (max+3)", + "la_sicaria-adv4": "choose 2 new weapons", + "la_sicaria-adv5": "get a new sicaria move", + "la_sicaria-adv6": "get a new sicaria move", + "la_sicaria-adv7": "get a move from another playbook", + "la_sicaria-adv8": "get a move from another playbook", + "la_sicaria-adv9": "get +1 to any stat (max+3)", + "la_sicaria-adv10": "choose 2 new pieces of gear or 2 new weapons", + "la_sicaria-adv11": "retire your character (to safety)", + "la_sicaria-adv12": "change your character to a new type", + "la_sicaria-adv13": "raise your lifestyle one level", + "weapons (choose 4)": "weapons (choose 4)", + "sicaria_weapon1": "sniper rifle (far hi-tech loud)", + "sicaria_weapon2": "assault rifle (close loud autofire)", + "sicaria_weapon3": "grenade launcher (close area messy)", + "sicaria_weapon4": "shotgun (close messy)", + "sicaria_weapon5": "submachine gun (close area loud)", + "sicaria_weapon6": "magnum (close reload loud)", + "sicaria_weapon7": "9mm (close loud)", + "sicaria_weapon8": "stun gun (close reload)", + "sicaria_weapon9": "fireman’s axe (close messy)", + "sicaria_weapon10": "machete (hand messy)", + "sicaria_weapon11": "garrote (hand grapple)", + "sicaria_weapon12": "knives (hand infinite)", + "gear (choose 4)": "gear (choose 4)", + "sicaria_gear1": "Armor Piercing Ammo (+ap to all weapons): Sometimes putos wear vests. Gotta be ready.", + "sicaria_gear2": "Body Armor (+armored): You want to live, right? Put on the fucking vest, pendeja.", + "sicaria_gear3": "Explosives Kit (close loud area reload): You can create improvised explosive devices (IEDs) if you’ve got time.", + "sicaria_gear4": "Tracking Device (hi-tech far concealable): They can’t hide if you plant this somewhere on them.", + "sicaria_gear5": "Secure Police Scanner (hi-tech hand): You can listen in even when they try to keep you out.", + "sicaria_gear6": "Silencer (remove +loud from any weapon): Quiet as a mouse. Dead as a doornail. Eh, cabrona?", + "sicaria_gear7": "Surveillance Gear (hi-tech close concealable): You can install cameras somewhere and watch all you want.", + "sicaria_gear8": "Police Uniform (official wearable stolen): Who is who anymore? You look like them and they look like you.", + "-- select a key --": "-- select a key --", + "ambition": "ambition", + "ambition_text": "Mark xp when you get someone important to let you handle some business on their behalf. Clear this key and advance when you seize the day and ask for forgiveness instead of permission.", + "arrogance": "arrogance", + "arrogance_text": "Mark xp when you use your superior knowledge or experience to verbally shame or abuse someone you care about. Clear this key and advance when you admit to a loved one that you're in over your head and urgently need help.", + "daring": "daring", + "daring_text": "Mark xp when you willingly enter a perilous situation without precautions or deception. Clear this key and advance when you retreat from a messy situation instead of risking further failure.", + "debt": "debt", + "debt_text": "Mark xp when you take on a new loan or strain your finances to meet your family's needs. Clear this key and advance when you find a way --legal or illegal--out from under your obligations.", + "dirty_hands": "dirty hands", + "dirty_hands_text": "Mark xp when you personally tackle a messy problem instead of sending goons. Clear this key and advance when you send someone to deal with a problem you should have attended to directly.", + "duty": "duty", + "duty_text": "Mark xp when you complete a task or assign-ment for your superiors or colleagues. Clear this key and advance when you intentionally thwart the goals of your organization or employer.", + "family": "family", + "family_text": "Mark xp when you violate your family members’ boundaries to protect them. Clear this key and advance when you allow one of them to be harmed when you could have intervened.", + "guilt": "guilt", + "guilt_text": "Mark xp when you confess a recent betrayal or deception to someone you shouldn’t trust. Clear this key and advance when you use a moment of intimacy to trick someone into advancing your schemes.", + "indomitable": "indomitable", + "indomitable_text": "Mark xp when you go into battle significantly outgunned or outmanned. Clear this key and advance when you surrender to your enemies instead of fighting your way out of a messy situation.", + "loyalty": "loyalty", + "loyalty_text": "Mark xp when you accept the lies or half-truths of a trusted friend or lover. Clear this key and advance when you confront a loved one with evidence of their betrayals and deceptions.", + "mercy": "mercy", + "mercy_text": "Mark xp when you try to head off a violent encounter with negotation or persuasion. Clear this key and advance when you greatly injure or kill someone who is defenseless or unaware.", + "paranoia": "paranoia", + "paranoia_text": "Mark xp when you try to get the truth out of someone about their true loyalties. Clear this key and advance when you expose someone’s betrayal to their family or employer.", + "pride": "pride", + "pride_text": "Mark xp when you claim an asset on the grounds that you or your family deserves it. Clear this key and advance when you give up something to keep yourself or a loved one safe from harm.", + "schemes": "schemes", + "schemes_text": "Mark xp when you take advantage of someone who believes you’re working on their behalf. Clear this key and advance when you openly choose one of your loyalties over the other.", + "secrets": "secrets", + "secrets_text": "Mark xp when you lie to someone close to you about your illicit activities. Clear this key and advance when you finally come clean to someone who trusts you about your lies and decepeptions.", + "default_hitresult": "¡Órale, amigo! Looks like things worked out. Don't get cocky! The MC will tell you what happens next.", + "default_partialresult": "Not bad, güey. Things could be better, but they could be worse too! The MC's going to tell you what's in store for you now.", + "default_missresult": "¡Ay diós, cabrón! Sometimes shit gets real. The MC will tell you what happens next.", + "---": "", + "---_desc": "", + "---_trigger": "", + "---_rollwith": "", + "---_hitresult": "", + "---_partialresult": "", + "---_missresult": "", + "cocinar": "cocinar", + "cocinar_desc": "If you’re fully stocked and cooking, at the start of session, roll with Grit. On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself. On a 7-9, your investment in the operation causes someone close to you to grow suspicious. On a miss, one of your lab’s problems comes to bear con todo.", + "cocinar_show_roll_button": "True", + "cocinar_trigger": "If you’re fully stocked and cooking, at the start of session, roll with Grit.", + "cocinar_rollwith": "grit", + "cocinar_hitresult": "On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself.", + "cocinar_partialresult": "On a hit, you make enough to meet your commitments. On a 7-9, your investment in the operation causes someone close to you to grow suspicious.", + "cocinar_missresult": "On a miss, one of your lab’s problems comes to bear con todo.", + "ciencia,_cabrón": "ciencia, cabrón", + "ciencia,_cabrón_show_roll_button": "True", + "ciencia,_cabrón_desc": "When you try to juryrig some-thing with science, roll with Grit. On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress. On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "ciencia,_cabrón_trigger": "When you try to juryrig some-thing with science, roll with Grit.", + "ciencia,_cabrón_rollwith": "grit", + "ciencia,_cabrón_hitresult": "On a hit, you create an opportunity or buy yourself some time.", + "ciencia,_cabrón_partialresult": "On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress.", + "ciencia,_cabrón_missresult": "On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "chillón": "chillón", + "chillón_desc": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_show_roll_button": "True", + "chillón_trigger": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_rollwith": "grit", + "chillón_hitresult": "For NPCs: On a hit, they accept your logic.", + "chillón_partialresult": "On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty.", + "de_calidad": "de calidad", + "de_calidad_show_roll_button": "True", + "de_calidad_desc": "When you propose a deal that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_trigger": "When you ***propose a deal*** that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_rollwith": "grit", + "de_calidad_hitresult": "On a hit, they choose: take the deal or mark stress.", + "de_calidad_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "afortunado": "afortunado", + "afortunado_desc": "You get +1 Grit (max+3)", + "pozolero": "pozolero", + "pozolero_desc": "When you get rid of a body using chemicals in your lab, roll with Grit. On a 10+, all 3. On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n* you aren’t missing any supplies or equipment.\n* you aren't interrupted getting it done.\n\nOn a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "pozolero_show_roll_button": "True", + "pozolero_trigger": "When you get rid of a body using chemicals in your lab, roll with Grit.", + "pozolero_rollwith": "grit", + "pozolero_hitresult": "On a 10+, all 3.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_partialresult": "On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_missresult": "On a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "tu laboratorio": "tu laboratorio", + "lab_tags": "small, fixed, unstable, indebted", + "tu laboratorio-desc": "By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.", + "choose 2 features": "choose 2 features", + "lab_feature1": "your lab is a food truck or RV. Replace fixed with mobile.", + "lab_feature2": "your lab has professional equipment, capable of larger cooks. raise your lifestyle; change small to medium.", + "lab_feature3": "your lab has equipment designed to dispose of dangerous chemicals. Remove unstable.", + "lab_feature4": "you have an assistant who prepares the chemicals in advance for your cooks. Take +1 to Cocinar; add payroll.", + "choose 2 troubles": "choose 2 troubles", + "lab_trouble1": "your lab is sometimes inaccessible. Add inconvenient.", + "lab_trouble2": "your lab gives off a byproduct or odor that makes it easy to uncover and report. Add detectable.", + "lab_trouble3": "your lab is poorly secured or locked down against intruders and thieves. Add exposed.", + "lab_trouble4": "your lab relies on uncommon chemicals. Add shortages.", + "tus misterios": "tus misterios", + "misterios_description": "You've fallen on hard times. Now you must keep your work secret from the people closest to you. Choose 3:", + "misterio1": "an esposa or novio who asks too many questions", + "misterio2": "a niño who thinks you’re beyond reproach", + "misterio3": "an elderly madre or tio who relies on you financially", + "misterio4": "a prima who works in federal law enforcement", + "misterio5": "an old coworker who feels badly about your troubles", + "misterio6": "a community leader who feels responsible for you", + "la familia": "la familia", + "amor_y_matrimonio": "amor y matrimonio", + "amor_y_matrimonio_desc": "You are the only one who can be trusted to protect la familia. Take +1 ongoing when you try to get one of them to do the right thing.", + "me_lo_chingué": "me lo chingué", + "me_lo_chingué_desc": "When you reveal that you betrayed a lover or friend, tell them to fill their stress track; you clear one stress for each stress they mark. If their stress track is already full, they must immediately make a stress move; you clear one stress.", + "reina_del_drama": "reina del drama", + "reina_del_drama_desc": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to push your luck as if you rolled a 10+.", + "reina_del_drama_trigger": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to ***push your luck*** as if you rolled a 10+.", + "reina_del_drama_rollwith": "grit", + "reina_del_drama_hitresult": "On a 10+, fortune favors the bold.", + "perderse": "perderse", + "perderse_desc": "When you lose yourself in another person, roll with Face. On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly. On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "perderse_show_roll_button": "True", + "perderse_trigger": "When you lose yourself in another person, roll with Face.", + "perderse_rollwith": "face", + "perderse_hitresult": "On a hit, you find solace in their embrace; clear your stress track.", + "perderse_partialresult": "On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly.", + "perderse_missresult": "On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "comer_algo": "comer algo", + "comer_algo_desc": "When you share a meal with some-one, roll with Face. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:\n\n* What do you want from me / my family?* What threat do you pose to us / our life?\n* Who are you protecting / hunting?\n\nOn a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "comer_algo_show_roll_button": "True", + "comer_algo_trigger": "When you share a meal with some-one, roll with Face.", + "comer_algo_rollwith": "face", + "comer_algo_hitresult": "On a 10+, hold 2. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_partialresult": "On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_missresult": "On a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "obligation1": "pregnant/finalizing adoption", + "obligation2": "new baby", + "obligation3": "preschool child", + "obligation4": "high school student", + "obligation5": "stepchild", + "obligation6": "corporate job", + "obligation7": "established home business", + "obligation8": "starting a new business", + "obligation9": "real estate license", + "obligation10": "social service job", + "obligation11": "managing family finances", + "obligation12": "elderly grand-parent", + "obligation13": "troubled sibling", + "obligation14": "school association", + "obligation15": "nonprofit board", + "obligation16": "parish volunteer", + "obligation17": "dinner parties", + "obligation18": "gossip and rumors", + "push_your_luck": "push your luck", + "push_your_luck_html": "

When you push your luck, roll with Grit. On a 10+, fortune favors the bold. On a 7-9, things don't work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.

", + "push_your_luck_trigger": "When you ***push your luck***, roll with Grit.", + "push_your_luck_rollwith": "grit", + "push_your_luck_hitresult": "On a 10+, fortune favors the bold. ", + "push_your_luck_partialresult": "On a 7-9, things don’t work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.", + "get_the_truth": "get the truth", + "get_the_truth_html": "

When you try to get the truth out of someone, roll with Hustle. On a hit, clear one stress. On a 10+, pick 2. On a 7-9, pick 1.

  • they can't mislead you with the truth
  • they can't confuse you with falsehoods
  • they can't stonewall you with silenc
", + "get_the_truth_trigger": "When you try to ***get the truth out of someone***, roll with Hustle.", + "get_the_truth_rollwith": "hustle", + "get_the_truth_hitresult": "On a hit, clear one stress. On a 10+, pick 2. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "get_the_truth_partialresult": "On a hit, clear one stress. On a 7-9, pick 1. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "pressure_someone": "pressure someone", + "pressure_someone_html": "When you pressure someone to go along with you, roll with Hustle. On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "pressure_someone_trigger": "When you ***pressure someone*** to go along with you, roll with Hustle.", + "pressure_someone_rollwith": "hustle", + "pressure_someone_hitresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress.", + "pressure_someone_partialresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "size_someone_up": "size someone up", + "size_someone_up_html": "

When you size someone up, roll with Savagery. On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3. On a 7-9, ask 1.

  • what are your current weaknesses / strengths?
  • how can I show you dominance / submission?
  • what do you intend to do next?
  • what do you wish I'd do right now?
  • how could I get you to _________
", + "size_someone_up_trigger": "When you ***size someone up***, roll with Savagery.", + "size_someone_up_rollwith": "savagery", + "size_someone_up_hitresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________? ", + "size_someone_up_partialresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 7-9, ask 1.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________?", + "strain_your_finances": "strain your finances", + "strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "strain_your_finances_rollwith": "*dinero*", + "strain_your_finances_rollquery": "?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "help_or_interfere": "help or interfere", + "help_or_interfere_html": "

When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked. On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered. On a miss, mark the stress you wagered and prepare for the worst.

", + "help_or_interfere_trigger": "When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.", + "help_or_interfere_rollwith": "stress wagered", + "help_or_interfere_rollquery": "?{When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.|1|2|3}", + "help_or_interfere_hitresult": "On a hit, give them a +1 or -2 to their roll, your choice.", + "help_or_interfere_partialresult": "On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered.", + "help_or_interfere_missresult": "On a miss, mark the stress you wagered and prepare for the worst.", + "turn_to_violence": "turn to violence", + "turn_to_violence_html": "

When you turn to violence, roll with Savagery. On a hit, mark stress and trade harm as established. On a 10+, choose 3. On a 7-9, choose 2.

  • you inflict terrible harm
  • you suffer little harm
  • you resist marking stress
  • you avoid collateral damage
", + "turn_to_violence_trigger": "When you ***turn to violence***, roll with Savagery.", + "turn_to_violence_rollwith": "savagery", + "turn_to_violence_hitresult": "On a hit, mark stress and trade harm as established. On a 10+, choose 3.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "turn_to_violence_partialresult": "On a hit, mark stress and trade harm as established. On a 7-9, choose 2.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "heat moves": "heat moves", + "avoid_suspicion": "avoid suspicion", + "avoid_suspicion_html": "

When you try to avoid suspicion while handling business in public, roll with Heat. Add one for each:

  • you’re carrying a lot of drugs or money
  • you’re transporting at least one body, dead or alive
  • you’re equipped with military weaponry

On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.

", + "avoid_suspicion_trigger": "When you try to ***avoid suspicion while handling business in public***, roll with Heat.Add one for each:\n* you're carrying a lot of drugs or money \n* you're transporting at least one body, dead or alive \n* you're equipped with military weaponry", + "avoid_suspicion_rollwith": "heat & circumstances", + "avoid_suspicion_rollquery": "(@{heat} + ?{When you try to avoid suspicion while handling business in public, roll with Heat.Add one for each: 1- you're carrying a lot of drugs or money 2- you're transporting at least one body, dead or alive 3- you're equipped with military weaponry|0|1|2|3})", + "avoid_suspicion_hitresult": "On a 10+, someone dangerous has been looking for you. And here you are. *Mierda, cabrón.*", + "avoid_suspicion_partialresult": "On a 7-9, only the local *policia* take an interest; make a threat or flash some *dinero* to smooth things over.", + "avoid_suspicion_missresult": "On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.", + "leave_a_messy_crime_scene": "leave a messy crime scene", + "leave_a_messy_crime_scene_html": "When you try to leave a messy crime scene before the authorities arrive, roll with Heat. On a miss, you exit the scene; tell the MC what potentially in-criminating evidence you’ve left behind. On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive. On a 10+, la policia arrives in force...with los federales or an American in tow.", + "leave_a_messy_crime_scene_trigger": "When you try to ***leave a messy crime scene*** before the authorities arrive, roll with Heat.", + "leave_a_messy_crime_scene_rollwith": "heat", + "leave_a_messy_crime_scene_hitresult": "On a 10+, *la policia* arrives in force...with *los federales* or an American in tow.", + "leave_a_messy_crime_scene_partialresult": "On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive.", + "leave_a_messy_crime_scene_missresult": "On a miss, you exit the scene; tell the MC what potentially incriminating evidence you’ve left behind.", + "flee_from_los_federales": "flee from los federales", + "flee_from_los_federales_html": "When you flee from los federales, roll with Heat. On a miss, you get away clean. On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time. On a 10+, you’re fucked, güey: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_trigger": "When you ***flee from los federales***, roll with Heat.", + "flee_from_los_federales_rollwith": "heat", + "flee_from_los_federales_hitresult": "On a 10+, you’re fucked, *güey*: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_partialresult": "On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time.", + "flee_from_los_federales_missresult": "On a miss, you get away clean.", + "propose_a_deal": "propose a deal", + "propose_a_deal_html": "

When you propose a deal to get what you want, roll with Face. On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one:

  • impose a condition on your offer
  • adjust the price (+/-30%) and accept
  • point you at an interested party
", + "propose_a_deal_trigger": "When you ***propose a deal*** to get what you want, roll with Face. ", + "propose_a_deal_rollwith": "face", + "propose_a_deal_hitresult": "On a hit, they choose: take the deal or mark stress.", + "propose_a_deal_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "justify_your_behavior": "justify your behavior", + "justify_your_behavior_html": "

When you try to justify your behavior to someone, roll with Face. For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. For PCs: On a 10+, both. On a 7-9, choose 1:

  • if they accept your reasoning, they mark xp
  • if they keep their own counsel, they mark stress
", + "justify_your_behavior_trigger": "When you try to ***justify your behavior*** to someone, roll with Face.", + "justify_your_behavior_rollwith": "face", + "justify_your_behavior_hitresult": "For NPCs: On a hit, they accept your logic. \n\nFor PCs: On a 10+, both:\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "justify_your_behavior_partialresult": "For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. \n\nFor PCs: On a 7-9, choose 1: On a 10+, both:\n\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "stress & heat moves": "stress & heat moves", + "stress moves": "stress moves", + "stress_moves_description": "All sorts of fictional situations may cause stress–getting shot at, doing something horrific, fighting with a spouse–and the only way to keep that stress in check is through stress moves:", + "verbally_abuse_or_shame": "verbally abuse or shame", + "verbally_abuse_or_shame_html": "When you verbally abuse or shame someone you care about, roll with Face. On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track. On a 7-9, clear one stress. On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "verbally_abuse_or_shame_trigger": "When you **verbally abuse or shame someone** you care about, roll with Face.", + "verbally_abuse_or_shame_rollwith": "face", + "verbally_abuse_or_shame_hitresult": "On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track.", + "verbally_abuse_or_shame_partialresult": "On a hit, your words hit hard: tell them to mark stress. On a 7-9, clear one stress.", + "verbally_abuse_or_shame_missresult": "On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "lose_yourself_in_a_substance": "lose yourself in a substance", + "lose_yourself_in_a_substance_html": "When you lose yourself in a substance, roll with Grit. On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list. On a miss, you’re in deep. Buena suerte, cabrón.", + "lose_yourself_in_a_substance_trigger": "When you **lose yourself in a substance**, roll with Grit.", + "lose_yourself_in_a_substance_rollwith": "grit", + "lose_yourself_in_a_substance_hitresult": "On a hit, clear your stress track.", + "lose_yourself_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "lose_yourself_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "confess_your_sins": "confess your sins", + "confess_your_sins_html": "When you confess your sins to a priest, roll with Hustle. On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession. On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "confess_your_sins_trigger": "When you **confess your sins to a priest**, roll with Hustle.", + "confess_your_sins_rollwith": "hustle", + "confess_your_sins_hitresult": "On a hit, you find forgiveness; clear your stress track.", + "confess_your_sins_partialresult": "On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession.", + "confess_your_sins_missresult": "On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "dish_out_a_beatdown": "dish out a beatdown", + "dish_out_a_beatdown_html": "When you dish out a beatdown, roll with Savagery. On a 10+, you assert your dominance: clear your stress track. On a 7-9, you hurt them, but it’s not enough: clear one stress. On a miss, the violence gets out of hand. Enjoy the consequences, pendejo.", + "dish_out_a_beatdown_trigger": "When you **dish out a beatdown**, roll with Savagery.", + "dish_out_a_beatdown_rollwith": "savagery", + "dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "drug moves": "drug moves", + "drug moves description": "If the MC tells you to make a drug move, pick one:", + "cocaine": "cocaine", + "cocaine_move1": "start a fight with a mouthy pendejo or puta", + "cocaine_move2": "throw yourself at someone you shouldn’t", + "cocaine_move3": "spend your money stupidly or carelessly", + "heroin": "heroin", + "heroin_move1": "push someone who cares about you away", + "heroin_move2": "overlook a crucial deadline or event", + "heroin_move3": "steal funds in preparation for your next fix", + "crystal meth": "crystal meth", + "crystal meth_move1": "accuse a loved one of theft or betrayal", + "crystal meth_move2": "push a place you keep toward squalor", + "crystal meth_move3": "hurt yourself to keep your diablos at bay", + "alcohol": "alcohol", + "alcohol_move1": "make a scene about how you’ve been wronged", + "alcohol_move2": "let slip something to the wrong person", + "alcohol_move3": "wreck something meaningful, carelessly", + "hermanos": "hermanos", + "hermanos_desc": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle. On a 10+, all 3. On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers \n\nOn a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "hermanos_show_roll_button": "True", + "hermanos_rollwith": "hustle", + "hermanos_trigger": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle.", + "hermanos_hitresult": "On a 10+, all 3: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_partialresult": "On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_missresult": "On a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "mercado": "mercado", + "mercado_desc": "When you sell product on the street, roll with Hustle. On a 10+, sales are brisk; clear your stress track. On a 7-9, you make some money, but someone takes issue with your crew; clear one stress. On a miss, someone takes a run at you, and it probably isn’t the cops.", + "mercado_show_roll_button": "True", + "mercado_rollwith": "hustle", + "mercado_trigger": "When you sell product on the street, roll with Hustle.", + "mercado_hitresult": "On a 10+, sales are brisk; clear your stress track.", + "mercado_partialresult": "On a 7-9, you make some money, but someone takes issue with your crew; clear one stress.", + "mercado_missresult": "On a miss, someone takes a run at you, and it probably isn’t the cops.", + "bendito": "bendito", + "bendito_desc": "When you’re completely focused on escaping, push your luck with Hustle instead of Grit. Add +1 to your roll if you get fucking shot while trying to flee.", + "bendito_show_roll_button": "FALSE", + "vendedor": "vendedor", + "vendedor_desc": "When you propose a deal to someone and they pick an option off the 7-9 list you don’t like, mark stress to make them pick a different option off the list. You can do this multiple times, provided you can keep marking stress.", + "vendedor_show_roll_button": "FALSE", + "matador": "matador", + "matador_desc": "Fill your stress track—marking at least one stress—to turn to violence against an unsuspecting target as if you rolled a 10+.", + "matador_show_roll_button": "FALSE", + "la_plaza_desc": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_show_roll_button": "True", + "mandamás": "mandamás", + "mandamás_desc": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face. On a 10+, all 3. On a 7-9, choose 1. \n- they keep their wits and focus. \n- they minimize incriminating evidence. \n- they avoid collateral damage. On a miss, everything goes to shit, but it wasn't your people's fault. You know how it is, *jefe*: no plan survives contact with the enemy.", + "mandamás_show_roll_button": "True", + "mandamás_rollwith": "face", + "mandamás_trigger": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face.", + "mandamás_hitresult": "On a 10+, all 3: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_partialresult": "On a 7-9, choose 1: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_missresult": "On a miss, everything goes to shit, but it wasn’t your people’s fault. You know how it is, jefe: no plan survives contact with the enemy.", + "infiltrado": "infiltrado", + "infiltrado_desc": "At the start of session, roll with Grit. On a hit, you get wind of a development in the anti-cartel case before things get messy. On a 10+, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice. On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "infiltrado_show_roll_button": "True", + "infiltrado_rollwith": "grit", + "infiltrado_trigger": "At the start of session, roll with Grit. ", + "infiltrado_hitresult": "On a 10+, you get wind of a development in the anti-cartel case before things get messy. In fact, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice.", + "infiltrado_partialresult": "On a 7-9, you get wind of a development in the anti-cartel case before things get messy.", + "infiltrado_missresult": "On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "seguir": "seguir", + "seguir_desc": "When you follow someone through the streets, roll with Grit. On a hit, where they go, you follow. On a 7-9, you overstep; mark a stress to avoid being spotted. On a miss, you end up exposed without backup or cover. ¡Mierda!", + "seguir_show_roll_button": "True", + "seguir_rollwith": "grit", + "seguir_trigger": "When you follow someone through the streets, roll with Grit.", + "seguir_hitresult": "On a 10+, where they go, you follow.", + "seguir_partialresult": "On a 7-9, where they go, you follow...but you overstep; mark a stress to avoid being spotted.", + "seguir_missresult": "On a miss, you end up exposed without backup or cover. *¡Mierda!*", + "verdadero": "verdadero", + "verdadero_desc": "When you get the truth from someone during an official interrogation, pick an extra option, even on a miss.", + "verdadero_show_roll_button": "FALSE", + "siempre_listo": "siempre listo", + "siempre_listo_desc": "Mark stress to show up in a scene alongside *la policía* or *los federales*, assuming that you aren’t unavailable. Mark three stress to show up instead of the authorities; you’ll have a few minutes solo in the scene before anybody else arrives.", + "siempre_listo_show_roll_button": "FALSE", + "escolta": "escolta", + "escolta_desc": "When you draw attention away from someone, they can roll with your Heat instead of their own. On a 10+, they suffer the consequences...but you attract demasiada attention: raise your Heat by 1 until the end of the next session.", + "escolta_show_roll_button": "FALSE", + "entrenamiento": "entrenamiento", + "entrenamiento_desc": "When you turn to violence after declaring yourself as a federal, roll with Grit instead of Savagery. If you get shot as a result, take +1 forward.", + "entrenamiento_show_roll_button": "FALSE", + "conectada": "conectada", + "conectada_desc": "When you go looking for a cartel *güey* in la plaza to help with a problem, name them and roll with Face. On a hit, you track them down and they’ve got what you need. On a 7-9, pick 1. On a 10+, both. \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology\n\n On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "conectada_show_roll_button": "True", + "conectada_rollwith": "face", + "conectada_trigger": "When you go looking for a cartel güey in la plaza to help with a problem, name them and roll with Face.", + "conectada_hitresult": "On a 10+, you track them down and they've got what you need; you get both: \n- They aren't caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_partialresult": "On a 7-9, you track them down and they've got what you need; pick 1: \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_missresult": "On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "escapar": "escapar", + "escapar_desc": "When you try to exit a tense situation, roll with Face. On a 10+, you’re gone! On a 7-9, you leave something behind or take something with you, your choice. On a miss, you’re exposed por completo...", + "escapar_show_roll_button": "True", + "escapar_rollwith": "face", + "escapar_trigger": "When you try to exit a tense situation, roll with Face.", + "escapar_hitresult": "On a 10+, you’re gone! ", + "escapar_partialresult": "On a 7-9, you leave something behind or take something with you, your choice. ", + "escapar_missresult": "On a miss, you’re exposed por completo...", + "amante": "amante", + "amante_desc": "When you share a night of intimacy with a lover, roll with Face. On a hit, clear your stress track. On a 10+, ask 2.On a 7-9, ask 1. \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do? \n\nOn a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "amante_show_roll_button": "True", + "amante_rollwith": "face", + "amante_trigger": "When you share a night of intimacy with a lover, roll with Face.", + "amante_hitresult": "On a 10+, clear your stress track and ask 2: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_partialresult": "On a 7-9, clear your stress track and ask 1: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_missresult": "On a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "chimosa": "chimosa", + "chimosa_desc": "When you betray a friend or ally to the authorities, roll with Face. On a 10+, your treason is useful and valued: clear your stress track. On a 7-9, your handler is pleased...and demands more: clear one stress. On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "chimosa_show_roll_button": "True", + "chimosa_rollwith": "face", + "chimosa_trigger": "When you betray a friend or ally to the authorities, roll with Face.", + "chimosa_hitresult": "On a 10+, your treason is useful and valued: clear your stress track.", + "chimosa_partialresult": "On a 7-9, your handler is pleased...and demands more: clear one stress.", + "chimosa_missresult": "On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "mentirosa": "mentirosa", + "mentirosa_desc": "You get +1 Face (max+3).", + "mentirosa_show_roll_button": "FALSE", + "mirar": "mirar", + "mirar_desc": "When you read a charged situation, roll with Savagery. On a hit, ask the MC questions; take +1 when you act on the answers. On a 10+, ask 2. On a 7–9, ask 1: \n- where’s my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what’s my enemy’s true position? On a miss, ask one...but you reveal your position.", + "mirar_show_roll_button": "FALSE", + "mirar_rollwith": "savagery", + "mirar_trigger": "When you read a charged situation, roll with Savagery.", + "mirar_hitresult": "On a 10+, ask the MC 2 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_partialresult": "On a 7-9, ask the MC 1 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_missresult": "On a miss, ask one...but you reveal your position.", + "narcocorrido": "narcocorrido", + "narcocorrido_desc": "When you meet someone importante (your call), roll with Savagery. On a hit, they’ve heard of you. Say what they’ve heard, and they will act accordingly. On a 10+, you also take +1 forward to dealing with them. On a miss, your reputation convinces them that you’re something you’re not.", + "narcocorrido_show_roll_button": "True", + "narcocorrido_rollwith": "savagery", + "narcocorrido_trigger": "When you meet someone *importante* (your call), roll with Savagery.", + "narcocorrido_hitresult": "On a 10+, they've heard of you. Say what they've heard, and they will act accordingly; take +1 forward to dealing with them.", + "narcocorrido_partialresult": "On a 7-9, they've heard of you. Say what they've heard, and they will act accordingly.", + "narcocorrido_missresult": "On a miss, your reputation convinces them that you’re something you're not.", + "levantón": "levantón", + "levantón_desc": "When you track down an NPC, roll with Savagery. On a hit, you catch them exposed or vulnerable. On a 7-9, they have backup or it’s public. On a miss, someone you’re avoiding finds you first.", + "levantón_show_roll_button": "True", + "levantón_rollwith": "savagery", + "levantón_trigger": "When you track down an NPC, roll with Savagery.", + "levantón_hitresult": "On a 10+, you catch them exposed or vulnerable.", + "levantón_partialresult": "On a 7-9, you catch them exposed or vulnerable, but they have backup or it’s public.", + "levantón_missresult": "On a miss, someone you’re avoiding finds you first.", + "rematar": "rematar", + "rematar_desc": "You get +1 Savagery (max +3).", + "rematar_show_roll_button": "FALSE", + "encobijado": "encobijado", + "encobijado_desc": "When you ditch a body somewhere, roll with Savagery. On a hit, you lose the corpse, and it stays lost; clear one stress. On a 10+, dust to dust; clear your stress track. On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "encobijado_show_roll_button": "True", + "encobijado_rollwith": "savagery", + "encobijado_trigger": "When you ditch a body somewhere, roll with Savagery.", + "encobijado_hitresult": "On a 10+, you lose the corpse, and it stays lost; clear your stress track.", + "encobijado_partialresult": "On a 7-9, you lose the corpse, and it stays lost; clear one stress.", + "encobijado_missresult": "On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "duro": "duro", + "duro_desc": "When you get fucking shot, add +1 to your roll. On a miss, you have time for an act of ven- geance or kindness before you fall to your wounds.", + "duro_show_roll_button": "FALSE", + "notes": "notes" +} diff --git a/cartel/translations/tr.json b/cartel/translations/tr.json new file mode 100644 index 0000000000..c85da7a63a --- /dev/null +++ b/cartel/translations/tr.json @@ -0,0 +1,710 @@ +{ + "edit identity": "edit identity", + "character name": "character name", + "playbook": "playbook", + "el cocinero": "el cocinero", + "la esposa": "la esposa", + "el halcon": "el halcon", + "el narco": "el narco", + "la polizeta": "la polizeta", + "la rata": "la rata", + "la sicaria": "la sicaria", + "cocinero": "cocinero", + "esposa": "esposa", + "halcon": "halcon", + "narco": "narco", + "polizeta": "polizeta", + "rata": "rata", + "sicaria": "sicaria", + "look": "look", + "gear": "gear", + "lifestyle": "lifestyle", + "destitute": "destitute", + "destitute_desc": "nearly homeless, often unable to afford even basic staples, desperate", + "impoverished": "impoverished", + "impoverished_desc": "cash on hand for lodging and food, but little else, \"cash poor\"", + "stable": "stable", + "stable_desc": "relative comfort, regular lodging, enough resources to support a family", + "luxury": "luxury", + "luxury_desc": "wealth beyond most, able to put ten thousand dollars towards a problem", + "extravagant": "extravagant", + "extravagant_desc": "rich beyond measure, anything is accessible with enough patience", + "stats": "stats", + "character moves": "character moves", + "new character move": "new character move", + "click the pencil icon to edit your new move": "click the pencil icon to edit your new move", + "edit move": "edit move", + "basic moves": "basic moves", + "extras": "extras", + "stress": "stress", + "stress description": "Each session you start with two stress already marked, provided you didn't end the last section with more. If your stress track is ever filled, güey, you're in a bad spot.", + "reset": "reset", + "face": "face", + "grit": "grit", + "hustle": "hustle", + "savagery": "savagery", + "heat": "heat", + "tags": "tags", + "advancement": "advancement", + "advtxt1": "When you fill your xp track, select an advance from this list:", + "advtxt2": "After 5 advances, you can choose from this list instead:", + "los enlaces": "los enlaces", + "tus llaves": "tus llaves", + "move name": "move name", + "description": "description", + "show roll button?": "show roll button?", + "roll with": "roll with", + "is rolling with": "is rolling with", + "trigger": "trigger", + "el_cocinero-rel_text1": "_____ is familia. Close family. They don’t know what you do para el cartel, and you’re not sure you can keep your secrets for long.", + "el_cocinero-rel_text2": "_____ got you into this business to help you with your financial troubles but didn’t tell you the whole story. Now you’re both stuck.", + "el_cocinero-rel_text3": "You and _____ have an understanding. You need each other for now, but both of you know the current situation won’t last.", + "el_cocinero-adv1": "get +1 Grit (max+3)", + "el_cocinero-adv2": "get +1 Hustle (max+3)", + "el_cocinero-adv3": "get +1 Savagery (max+3)", + "el_cocinero-adv4": "choose a new laboratorio feature", + "el_cocinero-adv5": "get a new cocinero move", + "el_cocinero-adv6": "get a new cocinero move", + "el_cocinero-adv7": "get a move from another playbook", + "el_cocinero-adv8": "get a move from another playbook", + "el_cocinero-adv9": "get +1 to any stat (max+3)", + "el_cocinero-adv10": "resolve a laboratorio trouble", + "el_cocinero-adv11": "retire your character (to safety)", + "el_cocinero-adv12": "change your character to a new type", + "el_cocinero-adv13": "raise your lifestyle one level", + "la_esposa-rel_text1": "_____ and your spouse spend time together, but you’d prefer it if they weren’t in-volved in your life. Tell them what they did to anger you.", + "la_esposa-rel_text2": "_____ es familia. A sibling, maybe, or a cousin. Someone close. They mean well, but you worry about them. Tell them your fears.", + "la_esposa-rel_text3": "_____ and you were a thing back in the day, but it never went anywhere. Most people don’t know about it; you were young once también.", + "la_esposa-adv1": "get +1 Face (max+3)", + "la_esposa-adv2": "get +1 Grit (max+3)", + "la_esposa-adv3": "get +1 Hustle (max+3)", + "la_esposa-adv4": "change 2 obligations de la familia", + "la_esposa-adv5": "get a new esposa move", + "la_esposa-adv6": "get a new esposa move", + "la_esposa-adv7": "get a move from another playbook", + "la_esposa-adv8": "get a move from another playbook", + "la_esposa-adv9": "get +1 to any stat (max+3)", + "la_esposa-adv10": "permanently resolve a secret", + "la_esposa-adv11": "retire your character (to safety)", + "la_esposa-adv12": "change your character to a new type", + "la_esposa-adv13": "raise your spouse's lifestyle one level", + "spouse": "spouse", + "spouse-desc": "Ask everyone else “Who is willing to be my spouse?” Pick whomever you like. If no one volunteers, choose an NPC.", + "obligations-title": "Choose 5 obligations you perform for la familia:", + "secrets-title": "And choose 2 secrets you keep from la familia:", + "secret-nest_egg": "+nest egg: you put away some serious cash in a secret stash ($20,000!) for a rainy day.", + "secret-addiction": "+addiction: some nasty drug has a hold on you.", + "secret-affair": "+affair: you have another love...or at least another lover you spend time with.", + "secret-debt": "+debt: your spending has put you in a tough place, beyond what your family currently knows.", + "secret-lovechild": "+lovechild: you have a secret child that requires attention...and money.", + "la_familia": "la familia", + "la_familia_html": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle. On a 10+, you juggle your responsibilities with grace; clear your stress track. On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist. On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "la_familia_desc": "", + "la_familia_trigger": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle.", + "la_familia_rollwith": "hustle", + "la_familia_hitresult": "On a 10+, you juggle your responsibilities with grace; clear your stress track.", + "la_familia_partialresult": "On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist.", + "la_familia_missresult": "On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "el_halcon-rel_text1": "_____ gave you some new responsibilities lately, at your request. They have their doubts, but you’ll prove them wrong soon.", + "el_halcon-rel_text2": "_____ disapproves of your cartel work, and wants to get you out. You're not a niño; you can handle your own business.", + "el_halcon-rel_text3": "You and _____ have a plan to make some real money. They worry it’s not going to work, but you know it’s a sure thing, cabrón.", + "el_halcon-adv1": "get +1 Face (max+3)", + "el_halcon-adv2": "get +1 Grit (max+3)", + "el_halcon-adv3": "get +1 Hustle (max+3)", + "el_halcon-adv4": "choose a new pandilla feature", + "el_halcon-adv5": "get a new halcón move", + "el_halcon-adv6": "get a new halcón move", + "el_halcon-adv7": "get a move from another playbook", + "el_halcon-adv8": "get a move from another playbook", + "el_halcon-adv9": "get +1 to any stat (max+3)", + "el_halcon-adv10": "resolve a pandilla vulnerability", + "el_halcon-adv11": "retire your character (to safety)", + "el_halcon-adv12": "change your character to a new type", + "el_halcon-adv13": "raise your lifestyle one level", + "tu pandilla": "tu pandilla", + "amigos:": "amigos:", + "pandilla-amigos_description": "By default, your pandilla has three loyal amigos you’ve known a while. Give them names:", + "pandilla-amigos_names_list": "Azul, Blanco, Calaca, Charo, Chino, Flaco, Gordo, Lola, Moco, Nacho, Paco, Raki, Torpe, Zanahoria", + "pandilla-question_amigo1": "Who is there to cheer you up when mierda gets tough?", + "pandilla-question_amigo2": "Who is a real pendejo, but you just can't cut them loose?", + "pandilla-question_amigo3": "Who is truly solid, ready to entrarle and get things done when you need them?", + "choose 2 features:": "choose 2 features:", + "pandilla_feature1": "your crew has crews that work for you, cabrón. Your crew becomes a gang (small untrained unequipped).", + "pandilla_feature2": "your crew is down for a fiesta. Roll with Hustle instead of Grit when you get all get lost in a substance juntos.", + "pandilla_feature3": "your crew is down for a fight. Roll with Hustle instead of Savagery when you dish out a beatdown as a crew.", + "pandilla_feature4": "your crew is in touch with high-level smugglers and producers from other cartels. It gets +connected.", + "pandilla_feature5": "your crew is employed outside the cartel, officially or unofficially. Take +1 when you strain your finances.", + "choose 2 vulnerabilities:": "choose 2 vulnerabilities:", + "pandilla_vulnerability1": "your crew is on la policía's radar: +known.", + "pandilla_vulnerability2": "your crew is into heavy stuff: +addiction.", + "pandilla_vulnerability3": "your crew owes favors to someone: +obligation.", + "pandilla_vulnerability4": "your crew has enemies, cabrón: +turf war.", + "pandilla-get_lost_in_a_substance": "get lost in a substance", + "pandilla-get_lost_in_a_substance_trigger": "your crew is down for a *fiesta*. Roll with Hustle instead of Grit when you get all ***get lost in a substance*** *juntos*.", + "pandilla-get_lost_in_a_substance_rollwith": "hustle", + "pandilla-get_lost_in_a_substance_hitresult": "On a hit, clear your stress track.", + "pandilla-get_lost_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "pandilla-get_lost_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "pandilla-dish_out_a_beatdown": "dish out a beatdown", + "pandilla-dish_out_a_beatdown_trigger": "your crew is down for a fight. Roll with Hustle instead of Savagery when you ***dish out a beatdown*** as a crew.", + "pandilla-dish_out_a_beatdown_rollwith": "hustle", + "pandilla-dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "pandilla-dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "pandilla-dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "pandilla-strain_your_finances": "strain your finances", + "pandilla-strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "pandilla-strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "pandilla-strain_your_finances_rollwith": "*dinero*", + "pandilla-strain_your_finances_rollquery": "1[pandilla] + ?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "pandilla-strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "pandilla-strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "pandilla-strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "el_narco-rel_text1": "_____ is familia, but you’ve tried to shield them from the worst of the cartel. Tell them what they know about your dealings.", + "el_narco-rel_text2": "You're sure _____ is up to something, maybe with another cartel or los federales. Keep your eyes open, cabrón. Trust no one.", + "el_narco-relktext3": "You’ve taken _____ under your wing. You respect their skills and talents, and you want to see them thrive. ¡Qué generoso!", + "el_narco-adv1": "get +1 Face (max+3)", + "el_narco-adv2": "get +1 Hustle (max+3)", + "el_narco-adv3": "get +1 Savagery (max+3)", + "el_narco-adv4": "get +1 Control (max +3)", + "el_narco-adv5": "choose a new plaza feature", + "el_narco-adv6": "choose a new plaza feature", + "el_narco-adv7": "get a move from another playbook", + "el_narco-adv8": "get a move from another playbook", + "el_narco-adv9": "get +1 to any stat except Control (max+3)", + "el_narco-adv10": "permanently resolve a plaza trouble", + "el_narco-adv11": "permanently resolve a plaza trouble", + "el_narco-adv12": "retire your character (to safety)", + "el_narco-adv13": "change your character to a new type", + "el jefe de jefes": "el jefe de jefes", + "el_jefe_description": "You run la plaza, a pathway for narcos hoping to move product across the border and a lucrative area for local drug sales. The city of Durango is yours as long as you hold it, jefe.", + "contact": "contact", + "el_jefe_contact_description": "When you took control, the cartel gave you a contact who collects what you owe them, usually once a month. You only know their nickname, so you can’t sell them out if you get flipped by los federales (pick one):", + "la_plaza": "la plaza", + "la_plaza_html": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_trigger": "At the beginning of the session, roll with Control.", + "la_plaza_rollwith": "control", + "la_plaza_hitresult": "On a 10+, you get an opportunity to engage one your troubles (your choice) on your terms.", + "la_plaza_partialresult": "On a 7-9, you get an opportunity to engage one your troubles (your choice) on your terms, but the opportunity is short-lived and risky: act quickly or you may find that you miss your moment.", + "la_plaza_missresult": "On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "control": "control", + "troubles": "troubles", + "by default you've got:": "by default you've got:", + "la_plaza_bullet1": "a staff of unsophisticated narcos, coordinated via a network of burner phones (trouble: +los federales)", + "la_plaza_bullet2": "a mix of protection rackets and smuggling operations (lifestyle: stable)", + "la_plaza_bullet3": "5-10 loyal enforcers (gang small untrained impatient) and 1 or 2 corrupt cops (greedy informed)", + "la_plaza_bullet4": "a few halcones to keep you informed about what goes on in your city (Control = +1)", + "choose 4 features:": "choose 4 features", + "la_plaza_feature1": "your plaza is profitable, bringing in substantial, obvious sums. Lifestyle: +1 level & trouble: +robberies.", + "la_plaza_feature2": "for income, add kidnapping. Lifestyle: +1 level & trouble: +vigilantes.", + "la_plaza_feature3": "your enforcers have access to military weaponry and body armor. Add armored and armed to your gang.", + "la_plaza_feature4": "you have a reputation for violence. Roll with Face instead of Hustle when you pressure someone by threatening their life, limbs, or loved ones.", + "la_plaza_feature5": "your enforcers have extensive military training. Drop untrained and add savage. Take +1 when you order kidnappings or ambushes.", + "la_plaza_feature6": "your enforcers recruit heavily from the local population, making them a medium gang (10-20) instead of small.", + "la_plaza_feature7": "you have halcones at all chokepoints and smuggling roads. +1 Control.", + "la_plaza_feature8": "only a few know your real name and appearance. Take -2 heat; describe the business that you use as a cover for your activities.", + "choose 2 troubles:": "choose 2 troubles:", + "la_plaza_trouble1": "you are in the middle of a violent dispute with another cartel, probably Los Zetas. Trouble: +gang war.", + "la_plaza_trouble2": "your plaza has been recently infiltrated by someone working for los federales or the CIA/DEA. Trouble: +mole", + "la_plaza_trouble3": "The narcos you displaced to take control of la plaza remain at large. - 1 Control. Trouble: +rivals.", + "la_plaza_trouble4": "greedy agents of the Mex-ican tax authority (SHCP) are bleeding you dry with increasingly expensive demands for bribes and mordidas . -1 lifestyle.", + "la_polizeta-rel_text1": "You grew up with _____ on the streets of Durango. You still have a beer after work if you’re both free; it’s nice to know someone who isn’t involved with either side of your double life.", + "la_polizeta-rel_text2": "_____ is the target of an active investigation. You're not the lead investigator, but you’re regularly briefed on the case.", + "la_polizeta-rel_text3": "_____ is your main contact in the cartel. Tell them where you two go to speak directly when you need a face-to-face meeting.", + "la_polizeta-adv1": "get +1 Face (max+3)", + "la_polizeta-adv2": "get +1 Hustle (max+3)", + "la_polizeta-adv3": "get +1 Savagery (max+3)", + "la_polizeta-adv4": "get +1 Control (max +3)", + "la_polizeta-adv5": "choose a new plaza feature", + "la_polizeta-adv6": "choose a new plaza feature", + "la_polizeta-adv7": "get a move from another playbook", + "la_polizeta-adv8": "get a move from another playbook ", + "la_polizeta-adv9": "get +1 to any stat except Control (max+3)", + "la_polizeta-adv10": "permanently resolve a plaza trouble", + "la_polizeta-adv11": "permanently resolve a plaza trouble", + "la_polizeta-adv12": "retire your character (to safety)", + "la_polizeta-adv13": "change your character to a new type", + "You work closely with 5 NPCs (at least) in the unit:": "You work closely with 5 NPCs (at least) in the unit:", + "Who is your new partner?": "Who is your new partner?", + "Who is suspicious of you?": "Who is suspicious of you?", + "You also end up working with a few NPCs from the cartel:": "You also end up working with a few NPCs from the cartel:", + "Who almost gave you away?": "Who almost gave you away?", + "Who offered to scam el narco?": "Who offered to scam el narco?", + "task_force_equipment": "Your department has some new toys—¡gracias, Calderón!—you can use, provided you have some \"official\" business (pick 2):", + "task_force_equip1": "military-grade body armor (resilient bulky)", + "task_force_equip2": "full-scale surveillance van (hi-tech expensive)", + "task_force_equip3": "tracking devices or bugs (hi-tech concealable)", + "task_force_equip4": "court-approved wiretap (hi-tech persistent)", + "task_force_equip5": "network of criminal informants (informed costly)", + "la_rata-rel_text1": "You and _____ started sleeping together a few weeks ago. Tell them why you haven't been able to end things, despite the dangers. ", + "la_rata-adv1": "get +1 Face (max+3)", + "la_rata-adv2": "get +1 Grit (max+3)", + "la_rata-adv3": "get +1 Savagery (max+3)", + "la_rata-adv4": "get an NPC ally (detail with MC)", + "la_rata-adv5": "get a new rata move", + "la_rata-adv6": "get a new rata move", + "la_rata-adv7": "get a move from another playbook", + "la_rata-adv8": "get a move from another playbook", + "la_rata-adv9": "get +1 to any stat (max+3)", + "la_rata-adv10": "get 4 weapons y 4 gear (La Sicaria)", + "la_rata-adv11": "retire your character (to safety)", + "la_rata-adv12": "change your character to a new type", + "la_rata-adv13": "raise your lifestyle one level", + "el trabajo sucio": "el trabajo sucio", + "el trabajo sucio-description": "You are one of el narco's trusted lieutenants...but you’ve decided to betray the cartel. Choose a reason:", + "trabajo_sucio1": "you’re tired of the killing and death.", + "trabajo_sucio2": "you lost family or a loved one to el narco.", + "trabajo_sucio3": "you want to move up in the organization.", + "trabajo_sucio4": "you were arrested and flipped to avoid jail.", + "trabajo_sucio5": "you're an undercover cop on assignment.", + "supervivencia": "supervivencia", + "supervivencia_html": "

You are a survivor, a rata who will not be drowned just because this sinking ship of a plaza is finally dragged beneath the surface of the drug war.

You can mark stress to:

  • take a 10+ instead of rolling when you interfere with someone trying to get the truth out of you.
  • offer a PC an xp to accept your reasoning when you justify your behavior, even on a miss.
  • take +1 when you get fucking shot by another narco who suspects your treachery.
", + "la_sicaria-rel_text1": "_____ fucked up something crucial; you had to clean up the mess before things got messy with los federales or a rival drug cartel.", + "la_sicaria-adv1": "get +1 Grit (max+3)", + "la_sicaria-adv2": "get +1 Hustle (max+3)", + "la_sicaria-adv3": "get +1 Savagery (max+3)", + "la_sicaria-adv4": "choose 2 new weapons", + "la_sicaria-adv5": "get a new sicaria move", + "la_sicaria-adv6": "get a new sicaria move", + "la_sicaria-adv7": "get a move from another playbook", + "la_sicaria-adv8": "get a move from another playbook", + "la_sicaria-adv9": "get +1 to any stat (max+3)", + "la_sicaria-adv10": "choose 2 new pieces of gear or 2 new weapons", + "la_sicaria-adv11": "retire your character (to safety)", + "la_sicaria-adv12": "change your character to a new type", + "la_sicaria-adv13": "raise your lifestyle one level", + "weapons (choose 4)": "weapons (choose 4)", + "sicaria_weapon1": "sniper rifle (far hi-tech loud)", + "sicaria_weapon2": "assault rifle (close loud autofire)", + "sicaria_weapon3": "grenade launcher (close area messy)", + "sicaria_weapon4": "shotgun (close messy)", + "sicaria_weapon5": "submachine gun (close area loud)", + "sicaria_weapon6": "magnum (close reload loud)", + "sicaria_weapon7": "9mm (close loud)", + "sicaria_weapon8": "stun gun (close reload)", + "sicaria_weapon9": "fireman’s axe (close messy)", + "sicaria_weapon10": "machete (hand messy)", + "sicaria_weapon11": "garrote (hand grapple)", + "sicaria_weapon12": "knives (hand infinite)", + "gear (choose 4)": "gear (choose 4)", + "sicaria_gear1": "Armor Piercing Ammo (+ap to all weapons): Sometimes putos wear vests. Gotta be ready.", + "sicaria_gear2": "Body Armor (+armored): You want to live, right? Put on the fucking vest, pendeja.", + "sicaria_gear3": "Explosives Kit (close loud area reload): You can create improvised explosive devices (IEDs) if you’ve got time.", + "sicaria_gear4": "Tracking Device (hi-tech far concealable): They can’t hide if you plant this somewhere on them.", + "sicaria_gear5": "Secure Police Scanner (hi-tech hand): You can listen in even when they try to keep you out.", + "sicaria_gear6": "Silencer (remove +loud from any weapon): Quiet as a mouse. Dead as a doornail. Eh, cabrona?", + "sicaria_gear7": "Surveillance Gear (hi-tech close concealable): You can install cameras somewhere and watch all you want.", + "sicaria_gear8": "Police Uniform (official wearable stolen): Who is who anymore? You look like them and they look like you.", + "-- select a key --": "-- select a key --", + "ambition": "ambition", + "ambition_text": "Mark xp when you get someone important to let you handle some business on their behalf. Clear this key and advance when you seize the day and ask for forgiveness instead of permission.", + "arrogance": "arrogance", + "arrogance_text": "Mark xp when you use your superior knowledge or experience to verbally shame or abuse someone you care about. Clear this key and advance when you admit to a loved one that you're in over your head and urgently need help.", + "daring": "daring", + "daring_text": "Mark xp when you willingly enter a perilous situation without precautions or deception. Clear this key and advance when you retreat from a messy situation instead of risking further failure.", + "debt": "debt", + "debt_text": "Mark xp when you take on a new loan or strain your finances to meet your family's needs. Clear this key and advance when you find a way --legal or illegal--out from under your obligations.", + "dirty_hands": "dirty hands", + "dirty_hands_text": "Mark xp when you personally tackle a messy problem instead of sending goons. Clear this key and advance when you send someone to deal with a problem you should have attended to directly.", + "duty": "duty", + "duty_text": "Mark xp when you complete a task or assign-ment for your superiors or colleagues. Clear this key and advance when you intentionally thwart the goals of your organization or employer.", + "family": "family", + "family_text": "Mark xp when you violate your family members’ boundaries to protect them. Clear this key and advance when you allow one of them to be harmed when you could have intervened.", + "guilt": "guilt", + "guilt_text": "Mark xp when you confess a recent betrayal or deception to someone you shouldn’t trust. Clear this key and advance when you use a moment of intimacy to trick someone into advancing your schemes.", + "indomitable": "indomitable", + "indomitable_text": "Mark xp when you go into battle significantly outgunned or outmanned. Clear this key and advance when you surrender to your enemies instead of fighting your way out of a messy situation.", + "loyalty": "loyalty", + "loyalty_text": "Mark xp when you accept the lies or half-truths of a trusted friend or lover. Clear this key and advance when you confront a loved one with evidence of their betrayals and deceptions.", + "mercy": "mercy", + "mercy_text": "Mark xp when you try to head off a violent encounter with negotation or persuasion. Clear this key and advance when you greatly injure or kill someone who is defenseless or unaware.", + "paranoia": "paranoia", + "paranoia_text": "Mark xp when you try to get the truth out of someone about their true loyalties. Clear this key and advance when you expose someone’s betrayal to their family or employer.", + "pride": "pride", + "pride_text": "Mark xp when you claim an asset on the grounds that you or your family deserves it. Clear this key and advance when you give up something to keep yourself or a loved one safe from harm.", + "schemes": "schemes", + "schemes_text": "Mark xp when you take advantage of someone who believes you’re working on their behalf. Clear this key and advance when you openly choose one of your loyalties over the other.", + "secrets": "secrets", + "secrets_text": "Mark xp when you lie to someone close to you about your illicit activities. Clear this key and advance when you finally come clean to someone who trusts you about your lies and decepeptions.", + "default_hitresult": "¡Órale, amigo! Looks like things worked out. Don't get cocky! The MC will tell you what happens next.", + "default_partialresult": "Not bad, güey. Things could be better, but they could be worse too! The MC's going to tell you what's in store for you now.", + "default_missresult": "¡Ay diós, cabrón! Sometimes shit gets real. The MC will tell you what happens next.", + "---": "", + "---_desc": "", + "---_trigger": "", + "---_rollwith": "", + "---_hitresult": "", + "---_partialresult": "", + "---_missresult": "", + "cocinar": "cocinar", + "cocinar_desc": "If you’re fully stocked and cooking, at the start of session, roll with Grit. On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself. On a 7-9, your investment in the operation causes someone close to you to grow suspicious. On a miss, one of your lab’s problems comes to bear con todo.", + "cocinar_show_roll_button": "True", + "cocinar_trigger": "If you’re fully stocked and cooking, at the start of session, roll with Grit.", + "cocinar_rollwith": "grit", + "cocinar_hitresult": "On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself.", + "cocinar_partialresult": "On a hit, you make enough to meet your commitments. On a 7-9, your investment in the operation causes someone close to you to grow suspicious.", + "cocinar_missresult": "On a miss, one of your lab’s problems comes to bear con todo.", + "ciencia,_cabrón": "ciencia, cabrón", + "ciencia,_cabrón_show_roll_button": "True", + "ciencia,_cabrón_desc": "When you try to juryrig some-thing with science, roll with Grit. On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress. On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "ciencia,_cabrón_trigger": "When you try to juryrig some-thing with science, roll with Grit.", + "ciencia,_cabrón_rollwith": "grit", + "ciencia,_cabrón_hitresult": "On a hit, you create an opportunity or buy yourself some time.", + "ciencia,_cabrón_partialresult": "On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress.", + "ciencia,_cabrón_missresult": "On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "chillón": "chillón", + "chillón_desc": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_show_roll_button": "True", + "chillón_trigger": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_rollwith": "grit", + "chillón_hitresult": "For NPCs: On a hit, they accept your logic.", + "chillón_partialresult": "On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty.", + "de_calidad": "de calidad", + "de_calidad_show_roll_button": "True", + "de_calidad_desc": "When you propose a deal that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_trigger": "When you ***propose a deal*** that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_rollwith": "grit", + "de_calidad_hitresult": "On a hit, they choose: take the deal or mark stress.", + "de_calidad_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "afortunado": "afortunado", + "afortunado_desc": "You get +1 Grit (max+3)", + "pozolero": "pozolero", + "pozolero_desc": "When you get rid of a body using chemicals in your lab, roll with Grit. On a 10+, all 3. On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n* you aren’t missing any supplies or equipment.\n* you aren't interrupted getting it done.\n\nOn a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "pozolero_show_roll_button": "True", + "pozolero_trigger": "When you get rid of a body using chemicals in your lab, roll with Grit.", + "pozolero_rollwith": "grit", + "pozolero_hitresult": "On a 10+, all 3.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_partialresult": "On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_missresult": "On a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "tu laboratorio": "tu laboratorio", + "lab_tags": "small, fixed, unstable, indebted", + "tu laboratorio-desc": "By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.", + "choose 2 features": "choose 2 features", + "lab_feature1": "your lab is a food truck or RV. Replace fixed with mobile.", + "lab_feature2": "your lab has professional equipment, capable of larger cooks. raise your lifestyle; change small to medium.", + "lab_feature3": "your lab has equipment designed to dispose of dangerous chemicals. Remove unstable.", + "lab_feature4": "you have an assistant who prepares the chemicals in advance for your cooks. Take +1 to Cocinar; add payroll.", + "choose 2 troubles": "choose 2 troubles", + "lab_trouble1": "your lab is sometimes inaccessible. Add inconvenient.", + "lab_trouble2": "your lab gives off a byproduct or odor that makes it easy to uncover and report. Add detectable.", + "lab_trouble3": "your lab is poorly secured or locked down against intruders and thieves. Add exposed.", + "lab_trouble4": "your lab relies on uncommon chemicals. Add shortages.", + "tus misterios": "tus misterios", + "misterios_description": "You've fallen on hard times. Now you must keep your work secret from the people closest to you. Choose 3:", + "misterio1": "an esposa or novio who asks too many questions", + "misterio2": "a niño who thinks you’re beyond reproach", + "misterio3": "an elderly madre or tio who relies on you financially", + "misterio4": "a prima who works in federal law enforcement", + "misterio5": "an old coworker who feels badly about your troubles", + "misterio6": "a community leader who feels responsible for you", + "la familia": "la familia", + "amor_y_matrimonio": "amor y matrimonio", + "amor_y_matrimonio_desc": "You are the only one who can be trusted to protect la familia. Take +1 ongoing when you try to get one of them to do the right thing.", + "me_lo_chingué": "me lo chingué", + "me_lo_chingué_desc": "When you reveal that you betrayed a lover or friend, tell them to fill their stress track; you clear one stress for each stress they mark. If their stress track is already full, they must immediately make a stress move; you clear one stress.", + "reina_del_drama": "reina del drama", + "reina_del_drama_desc": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to push your luck as if you rolled a 10+.", + "reina_del_drama_trigger": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to ***push your luck*** as if you rolled a 10+.", + "reina_del_drama_rollwith": "grit", + "reina_del_drama_hitresult": "On a 10+, fortune favors the bold.", + "perderse": "perderse", + "perderse_desc": "When you lose yourself in another person, roll with Face. On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly. On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "perderse_show_roll_button": "True", + "perderse_trigger": "When you lose yourself in another person, roll with Face.", + "perderse_rollwith": "face", + "perderse_hitresult": "On a hit, you find solace in their embrace; clear your stress track.", + "perderse_partialresult": "On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly.", + "perderse_missresult": "On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "comer_algo": "comer algo", + "comer_algo_desc": "When you share a meal with some-one, roll with Face. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:\n\n* What do you want from me / my family?* What threat do you pose to us / our life?\n* Who are you protecting / hunting?\n\nOn a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "comer_algo_show_roll_button": "True", + "comer_algo_trigger": "When you share a meal with some-one, roll with Face.", + "comer_algo_rollwith": "face", + "comer_algo_hitresult": "On a 10+, hold 2. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_partialresult": "On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_missresult": "On a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "obligation1": "pregnant/finalizing adoption", + "obligation2": "new baby", + "obligation3": "preschool child", + "obligation4": "high school student", + "obligation5": "stepchild", + "obligation6": "corporate job", + "obligation7": "established home business", + "obligation8": "starting a new business", + "obligation9": "real estate license", + "obligation10": "social service job", + "obligation11": "managing family finances", + "obligation12": "elderly grand-parent", + "obligation13": "troubled sibling", + "obligation14": "school association", + "obligation15": "nonprofit board", + "obligation16": "parish volunteer", + "obligation17": "dinner parties", + "obligation18": "gossip and rumors", + "push_your_luck": "push your luck", + "push_your_luck_html": "

When you push your luck, roll with Grit. On a 10+, fortune favors the bold. On a 7-9, things don't work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.

", + "push_your_luck_trigger": "When you ***push your luck***, roll with Grit.", + "push_your_luck_rollwith": "grit", + "push_your_luck_hitresult": "On a 10+, fortune favors the bold. ", + "push_your_luck_partialresult": "On a 7-9, things don’t work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.", + "get_the_truth": "get the truth", + "get_the_truth_html": "

When you try to get the truth out of someone, roll with Hustle. On a hit, clear one stress. On a 10+, pick 2. On a 7-9, pick 1.

  • they can't mislead you with the truth
  • they can't confuse you with falsehoods
  • they can't stonewall you with silenc
", + "get_the_truth_trigger": "When you try to ***get the truth out of someone***, roll with Hustle.", + "get_the_truth_rollwith": "hustle", + "get_the_truth_hitresult": "On a hit, clear one stress. On a 10+, pick 2. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "get_the_truth_partialresult": "On a hit, clear one stress. On a 7-9, pick 1. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "pressure_someone": "pressure someone", + "pressure_someone_html": "When you pressure someone to go along with you, roll with Hustle. On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "pressure_someone_trigger": "When you ***pressure someone*** to go along with you, roll with Hustle.", + "pressure_someone_rollwith": "hustle", + "pressure_someone_hitresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress.", + "pressure_someone_partialresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "size_someone_up": "size someone up", + "size_someone_up_html": "

When you size someone up, roll with Savagery. On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3. On a 7-9, ask 1.

  • what are your current weaknesses / strengths?
  • how can I show you dominance / submission?
  • what do you intend to do next?
  • what do you wish I'd do right now?
  • how could I get you to _________
", + "size_someone_up_trigger": "When you ***size someone up***, roll with Savagery.", + "size_someone_up_rollwith": "savagery", + "size_someone_up_hitresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________? ", + "size_someone_up_partialresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 7-9, ask 1.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________?", + "strain_your_finances": "strain your finances", + "strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "strain_your_finances_rollwith": "*dinero*", + "strain_your_finances_rollquery": "?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "help_or_interfere": "help or interfere", + "help_or_interfere_html": "

When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked. On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered. On a miss, mark the stress you wagered and prepare for the worst.

", + "help_or_interfere_trigger": "When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.", + "help_or_interfere_rollwith": "stress wagered", + "help_or_interfere_rollquery": "?{When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.|1|2|3}", + "help_or_interfere_hitresult": "On a hit, give them a +1 or -2 to their roll, your choice.", + "help_or_interfere_partialresult": "On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered.", + "help_or_interfere_missresult": "On a miss, mark the stress you wagered and prepare for the worst.", + "turn_to_violence": "turn to violence", + "turn_to_violence_html": "

When you turn to violence, roll with Savagery. On a hit, mark stress and trade harm as established. On a 10+, choose 3. On a 7-9, choose 2.

  • you inflict terrible harm
  • you suffer little harm
  • you resist marking stress
  • you avoid collateral damage
", + "turn_to_violence_trigger": "When you ***turn to violence***, roll with Savagery.", + "turn_to_violence_rollwith": "savagery", + "turn_to_violence_hitresult": "On a hit, mark stress and trade harm as established. On a 10+, choose 3.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "turn_to_violence_partialresult": "On a hit, mark stress and trade harm as established. On a 7-9, choose 2.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "heat moves": "heat moves", + "avoid_suspicion": "avoid suspicion", + "avoid_suspicion_html": "

When you try to avoid suspicion while handling business in public, roll with Heat. Add one for each:

  • you’re carrying a lot of drugs or money
  • you’re transporting at least one body, dead or alive
  • you’re equipped with military weaponry

On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.

", + "avoid_suspicion_trigger": "When you try to ***avoid suspicion while handling business in public***, roll with Heat.Add one for each:\n* you're carrying a lot of drugs or money \n* you're transporting at least one body, dead or alive \n* you're equipped with military weaponry", + "avoid_suspicion_rollwith": "heat & circumstances", + "avoid_suspicion_rollquery": "(@{heat} + ?{When you try to avoid suspicion while handling business in public, roll with Heat.Add one for each: 1- you're carrying a lot of drugs or money 2- you're transporting at least one body, dead or alive 3- you're equipped with military weaponry|0|1|2|3})", + "avoid_suspicion_hitresult": "On a 10+, someone dangerous has been looking for you. And here you are. *Mierda, cabrón.*", + "avoid_suspicion_partialresult": "On a 7-9, only the local *policia* take an interest; make a threat or flash some *dinero* to smooth things over.", + "avoid_suspicion_missresult": "On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.", + "leave_a_messy_crime_scene": "leave a messy crime scene", + "leave_a_messy_crime_scene_html": "When you try to leave a messy crime scene before the authorities arrive, roll with Heat. On a miss, you exit the scene; tell the MC what potentially in-criminating evidence you’ve left behind. On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive. On a 10+, la policia arrives in force...with los federales or an American in tow.", + "leave_a_messy_crime_scene_trigger": "When you try to ***leave a messy crime scene*** before the authorities arrive, roll with Heat.", + "leave_a_messy_crime_scene_rollwith": "heat", + "leave_a_messy_crime_scene_hitresult": "On a 10+, *la policia* arrives in force...with *los federales* or an American in tow.", + "leave_a_messy_crime_scene_partialresult": "On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive.", + "leave_a_messy_crime_scene_missresult": "On a miss, you exit the scene; tell the MC what potentially incriminating evidence you’ve left behind.", + "flee_from_los_federales": "flee from los federales", + "flee_from_los_federales_html": "When you flee from los federales, roll with Heat. On a miss, you get away clean. On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time. On a 10+, you’re fucked, güey: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_trigger": "When you ***flee from los federales***, roll with Heat.", + "flee_from_los_federales_rollwith": "heat", + "flee_from_los_federales_hitresult": "On a 10+, you’re fucked, *güey*: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_partialresult": "On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time.", + "flee_from_los_federales_missresult": "On a miss, you get away clean.", + "propose_a_deal": "propose a deal", + "propose_a_deal_html": "

When you propose a deal to get what you want, roll with Face. On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one:

  • impose a condition on your offer
  • adjust the price (+/-30%) and accept
  • point you at an interested party
", + "propose_a_deal_trigger": "When you ***propose a deal*** to get what you want, roll with Face. ", + "propose_a_deal_rollwith": "face", + "propose_a_deal_hitresult": "On a hit, they choose: take the deal or mark stress.", + "propose_a_deal_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "justify_your_behavior": "justify your behavior", + "justify_your_behavior_html": "

When you try to justify your behavior to someone, roll with Face. For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. For PCs: On a 10+, both. On a 7-9, choose 1:

  • if they accept your reasoning, they mark xp
  • if they keep their own counsel, they mark stress
", + "justify_your_behavior_trigger": "When you try to ***justify your behavior*** to someone, roll with Face.", + "justify_your_behavior_rollwith": "face", + "justify_your_behavior_hitresult": "For NPCs: On a hit, they accept your logic. \n\nFor PCs: On a 10+, both:\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "justify_your_behavior_partialresult": "For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. \n\nFor PCs: On a 7-9, choose 1: On a 10+, both:\n\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "stress & heat moves": "stress & heat moves", + "stress moves": "stress moves", + "stress_moves_description": "All sorts of fictional situations may cause stress–getting shot at, doing something horrific, fighting with a spouse–and the only way to keep that stress in check is through stress moves:", + "verbally_abuse_or_shame": "verbally abuse or shame", + "verbally_abuse_or_shame_html": "When you verbally abuse or shame someone you care about, roll with Face. On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track. On a 7-9, clear one stress. On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "verbally_abuse_or_shame_trigger": "When you **verbally abuse or shame someone** you care about, roll with Face.", + "verbally_abuse_or_shame_rollwith": "face", + "verbally_abuse_or_shame_hitresult": "On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track.", + "verbally_abuse_or_shame_partialresult": "On a hit, your words hit hard: tell them to mark stress. On a 7-9, clear one stress.", + "verbally_abuse_or_shame_missresult": "On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "lose_yourself_in_a_substance": "lose yourself in a substance", + "lose_yourself_in_a_substance_html": "When you lose yourself in a substance, roll with Grit. On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list. On a miss, you’re in deep. Buena suerte, cabrón.", + "lose_yourself_in_a_substance_trigger": "When you **lose yourself in a substance**, roll with Grit.", + "lose_yourself_in_a_substance_rollwith": "grit", + "lose_yourself_in_a_substance_hitresult": "On a hit, clear your stress track.", + "lose_yourself_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "lose_yourself_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "confess_your_sins": "confess your sins", + "confess_your_sins_html": "When you confess your sins to a priest, roll with Hustle. On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession. On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "confess_your_sins_trigger": "When you **confess your sins to a priest**, roll with Hustle.", + "confess_your_sins_rollwith": "hustle", + "confess_your_sins_hitresult": "On a hit, you find forgiveness; clear your stress track.", + "confess_your_sins_partialresult": "On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession.", + "confess_your_sins_missresult": "On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "dish_out_a_beatdown": "dish out a beatdown", + "dish_out_a_beatdown_html": "When you dish out a beatdown, roll with Savagery. On a 10+, you assert your dominance: clear your stress track. On a 7-9, you hurt them, but it’s not enough: clear one stress. On a miss, the violence gets out of hand. Enjoy the consequences, pendejo.", + "dish_out_a_beatdown_trigger": "When you **dish out a beatdown**, roll with Savagery.", + "dish_out_a_beatdown_rollwith": "savagery", + "dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "drug moves": "drug moves", + "drug moves description": "If the MC tells you to make a drug move, pick one:", + "cocaine": "cocaine", + "cocaine_move1": "start a fight with a mouthy pendejo or puta", + "cocaine_move2": "throw yourself at someone you shouldn’t", + "cocaine_move3": "spend your money stupidly or carelessly", + "heroin": "heroin", + "heroin_move1": "push someone who cares about you away", + "heroin_move2": "overlook a crucial deadline or event", + "heroin_move3": "steal funds in preparation for your next fix", + "crystal meth": "crystal meth", + "crystal meth_move1": "accuse a loved one of theft or betrayal", + "crystal meth_move2": "push a place you keep toward squalor", + "crystal meth_move3": "hurt yourself to keep your diablos at bay", + "alcohol": "alcohol", + "alcohol_move1": "make a scene about how you’ve been wronged", + "alcohol_move2": "let slip something to the wrong person", + "alcohol_move3": "wreck something meaningful, carelessly", + "hermanos": "hermanos", + "hermanos_desc": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle. On a 10+, all 3. On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers \n\nOn a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "hermanos_show_roll_button": "True", + "hermanos_rollwith": "hustle", + "hermanos_trigger": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle.", + "hermanos_hitresult": "On a 10+, all 3: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_partialresult": "On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_missresult": "On a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "mercado": "mercado", + "mercado_desc": "When you sell product on the street, roll with Hustle. On a 10+, sales are brisk; clear your stress track. On a 7-9, you make some money, but someone takes issue with your crew; clear one stress. On a miss, someone takes a run at you, and it probably isn’t the cops.", + "mercado_show_roll_button": "True", + "mercado_rollwith": "hustle", + "mercado_trigger": "When you sell product on the street, roll with Hustle.", + "mercado_hitresult": "On a 10+, sales are brisk; clear your stress track.", + "mercado_partialresult": "On a 7-9, you make some money, but someone takes issue with your crew; clear one stress.", + "mercado_missresult": "On a miss, someone takes a run at you, and it probably isn’t the cops.", + "bendito": "bendito", + "bendito_desc": "When you’re completely focused on escaping, push your luck with Hustle instead of Grit. Add +1 to your roll if you get fucking shot while trying to flee.", + "bendito_show_roll_button": "FALSE", + "vendedor": "vendedor", + "vendedor_desc": "When you propose a deal to someone and they pick an option off the 7-9 list you don’t like, mark stress to make them pick a different option off the list. You can do this multiple times, provided you can keep marking stress.", + "vendedor_show_roll_button": "FALSE", + "matador": "matador", + "matador_desc": "Fill your stress track—marking at least one stress—to turn to violence against an unsuspecting target as if you rolled a 10+.", + "matador_show_roll_button": "FALSE", + "la_plaza_desc": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_show_roll_button": "True", + "mandamás": "mandamás", + "mandamás_desc": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face. On a 10+, all 3. On a 7-9, choose 1. \n- they keep their wits and focus. \n- they minimize incriminating evidence. \n- they avoid collateral damage. On a miss, everything goes to shit, but it wasn't your people's fault. You know how it is, *jefe*: no plan survives contact with the enemy.", + "mandamás_show_roll_button": "True", + "mandamás_rollwith": "face", + "mandamás_trigger": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face.", + "mandamás_hitresult": "On a 10+, all 3: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_partialresult": "On a 7-9, choose 1: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_missresult": "On a miss, everything goes to shit, but it wasn’t your people’s fault. You know how it is, jefe: no plan survives contact with the enemy.", + "infiltrado": "infiltrado", + "infiltrado_desc": "At the start of session, roll with Grit. On a hit, you get wind of a development in the anti-cartel case before things get messy. On a 10+, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice. On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "infiltrado_show_roll_button": "True", + "infiltrado_rollwith": "grit", + "infiltrado_trigger": "At the start of session, roll with Grit. ", + "infiltrado_hitresult": "On a 10+, you get wind of a development in the anti-cartel case before things get messy. In fact, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice.", + "infiltrado_partialresult": "On a 7-9, you get wind of a development in the anti-cartel case before things get messy.", + "infiltrado_missresult": "On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "seguir": "seguir", + "seguir_desc": "When you follow someone through the streets, roll with Grit. On a hit, where they go, you follow. On a 7-9, you overstep; mark a stress to avoid being spotted. On a miss, you end up exposed without backup or cover. ¡Mierda!", + "seguir_show_roll_button": "True", + "seguir_rollwith": "grit", + "seguir_trigger": "When you follow someone through the streets, roll with Grit.", + "seguir_hitresult": "On a 10+, where they go, you follow.", + "seguir_partialresult": "On a 7-9, where they go, you follow...but you overstep; mark a stress to avoid being spotted.", + "seguir_missresult": "On a miss, you end up exposed without backup or cover. *¡Mierda!*", + "verdadero": "verdadero", + "verdadero_desc": "When you get the truth from someone during an official interrogation, pick an extra option, even on a miss.", + "verdadero_show_roll_button": "FALSE", + "siempre_listo": "siempre listo", + "siempre_listo_desc": "Mark stress to show up in a scene alongside *la policía* or *los federales*, assuming that you aren’t unavailable. Mark three stress to show up instead of the authorities; you’ll have a few minutes solo in the scene before anybody else arrives.", + "siempre_listo_show_roll_button": "FALSE", + "escolta": "escolta", + "escolta_desc": "When you draw attention away from someone, they can roll with your Heat instead of their own. On a 10+, they suffer the consequences...but you attract demasiada attention: raise your Heat by 1 until the end of the next session.", + "escolta_show_roll_button": "FALSE", + "entrenamiento": "entrenamiento", + "entrenamiento_desc": "When you turn to violence after declaring yourself as a federal, roll with Grit instead of Savagery. If you get shot as a result, take +1 forward.", + "entrenamiento_show_roll_button": "FALSE", + "conectada": "conectada", + "conectada_desc": "When you go looking for a cartel *güey* in la plaza to help with a problem, name them and roll with Face. On a hit, you track them down and they’ve got what you need. On a 7-9, pick 1. On a 10+, both. \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology\n\n On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "conectada_show_roll_button": "True", + "conectada_rollwith": "face", + "conectada_trigger": "When you go looking for a cartel güey in la plaza to help with a problem, name them and roll with Face.", + "conectada_hitresult": "On a 10+, you track them down and they've got what you need; you get both: \n- They aren't caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_partialresult": "On a 7-9, you track them down and they've got what you need; pick 1: \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_missresult": "On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "escapar": "escapar", + "escapar_desc": "When you try to exit a tense situation, roll with Face. On a 10+, you’re gone! On a 7-9, you leave something behind or take something with you, your choice. On a miss, you’re exposed por completo...", + "escapar_show_roll_button": "True", + "escapar_rollwith": "face", + "escapar_trigger": "When you try to exit a tense situation, roll with Face.", + "escapar_hitresult": "On a 10+, you’re gone! ", + "escapar_partialresult": "On a 7-9, you leave something behind or take something with you, your choice. ", + "escapar_missresult": "On a miss, you’re exposed por completo...", + "amante": "amante", + "amante_desc": "When you share a night of intimacy with a lover, roll with Face. On a hit, clear your stress track. On a 10+, ask 2.On a 7-9, ask 1. \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do? \n\nOn a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "amante_show_roll_button": "True", + "amante_rollwith": "face", + "amante_trigger": "When you share a night of intimacy with a lover, roll with Face.", + "amante_hitresult": "On a 10+, clear your stress track and ask 2: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_partialresult": "On a 7-9, clear your stress track and ask 1: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_missresult": "On a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "chimosa": "chimosa", + "chimosa_desc": "When you betray a friend or ally to the authorities, roll with Face. On a 10+, your treason is useful and valued: clear your stress track. On a 7-9, your handler is pleased...and demands more: clear one stress. On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "chimosa_show_roll_button": "True", + "chimosa_rollwith": "face", + "chimosa_trigger": "When you betray a friend or ally to the authorities, roll with Face.", + "chimosa_hitresult": "On a 10+, your treason is useful and valued: clear your stress track.", + "chimosa_partialresult": "On a 7-9, your handler is pleased...and demands more: clear one stress.", + "chimosa_missresult": "On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "mentirosa": "mentirosa", + "mentirosa_desc": "You get +1 Face (max+3).", + "mentirosa_show_roll_button": "FALSE", + "mirar": "mirar", + "mirar_desc": "When you read a charged situation, roll with Savagery. On a hit, ask the MC questions; take +1 when you act on the answers. On a 10+, ask 2. On a 7–9, ask 1: \n- where’s my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what’s my enemy’s true position? On a miss, ask one...but you reveal your position.", + "mirar_show_roll_button": "FALSE", + "mirar_rollwith": "savagery", + "mirar_trigger": "When you read a charged situation, roll with Savagery.", + "mirar_hitresult": "On a 10+, ask the MC 2 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_partialresult": "On a 7-9, ask the MC 1 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_missresult": "On a miss, ask one...but you reveal your position.", + "narcocorrido": "narcocorrido", + "narcocorrido_desc": "When you meet someone importante (your call), roll with Savagery. On a hit, they’ve heard of you. Say what they’ve heard, and they will act accordingly. On a 10+, you also take +1 forward to dealing with them. On a miss, your reputation convinces them that you’re something you’re not.", + "narcocorrido_show_roll_button": "True", + "narcocorrido_rollwith": "savagery", + "narcocorrido_trigger": "When you meet someone *importante* (your call), roll with Savagery.", + "narcocorrido_hitresult": "On a 10+, they've heard of you. Say what they've heard, and they will act accordingly; take +1 forward to dealing with them.", + "narcocorrido_partialresult": "On a 7-9, they've heard of you. Say what they've heard, and they will act accordingly.", + "narcocorrido_missresult": "On a miss, your reputation convinces them that you’re something you're not.", + "levantón": "levantón", + "levantón_desc": "When you track down an NPC, roll with Savagery. On a hit, you catch them exposed or vulnerable. On a 7-9, they have backup or it’s public. On a miss, someone you’re avoiding finds you first.", + "levantón_show_roll_button": "True", + "levantón_rollwith": "savagery", + "levantón_trigger": "When you track down an NPC, roll with Savagery.", + "levantón_hitresult": "On a 10+, you catch them exposed or vulnerable.", + "levantón_partialresult": "On a 7-9, you catch them exposed or vulnerable, but they have backup or it’s public.", + "levantón_missresult": "On a miss, someone you’re avoiding finds you first.", + "rematar": "rematar", + "rematar_desc": "You get +1 Savagery (max +3).", + "rematar_show_roll_button": "FALSE", + "encobijado": "encobijado", + "encobijado_desc": "When you ditch a body somewhere, roll with Savagery. On a hit, you lose the corpse, and it stays lost; clear one stress. On a 10+, dust to dust; clear your stress track. On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "encobijado_show_roll_button": "True", + "encobijado_rollwith": "savagery", + "encobijado_trigger": "When you ditch a body somewhere, roll with Savagery.", + "encobijado_hitresult": "On a 10+, you lose the corpse, and it stays lost; clear your stress track.", + "encobijado_partialresult": "On a 7-9, you lose the corpse, and it stays lost; clear one stress.", + "encobijado_missresult": "On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "duro": "duro", + "duro_desc": "When you get fucking shot, add +1 to your roll. On a miss, you have time for an act of ven- geance or kindness before you fall to your wounds.", + "duro_show_roll_button": "FALSE", + "notes": "notes" +} diff --git a/cartel/translations/uk.json b/cartel/translations/uk.json new file mode 100644 index 0000000000..c85da7a63a --- /dev/null +++ b/cartel/translations/uk.json @@ -0,0 +1,710 @@ +{ + "edit identity": "edit identity", + "character name": "character name", + "playbook": "playbook", + "el cocinero": "el cocinero", + "la esposa": "la esposa", + "el halcon": "el halcon", + "el narco": "el narco", + "la polizeta": "la polizeta", + "la rata": "la rata", + "la sicaria": "la sicaria", + "cocinero": "cocinero", + "esposa": "esposa", + "halcon": "halcon", + "narco": "narco", + "polizeta": "polizeta", + "rata": "rata", + "sicaria": "sicaria", + "look": "look", + "gear": "gear", + "lifestyle": "lifestyle", + "destitute": "destitute", + "destitute_desc": "nearly homeless, often unable to afford even basic staples, desperate", + "impoverished": "impoverished", + "impoverished_desc": "cash on hand for lodging and food, but little else, \"cash poor\"", + "stable": "stable", + "stable_desc": "relative comfort, regular lodging, enough resources to support a family", + "luxury": "luxury", + "luxury_desc": "wealth beyond most, able to put ten thousand dollars towards a problem", + "extravagant": "extravagant", + "extravagant_desc": "rich beyond measure, anything is accessible with enough patience", + "stats": "stats", + "character moves": "character moves", + "new character move": "new character move", + "click the pencil icon to edit your new move": "click the pencil icon to edit your new move", + "edit move": "edit move", + "basic moves": "basic moves", + "extras": "extras", + "stress": "stress", + "stress description": "Each session you start with two stress already marked, provided you didn't end the last section with more. If your stress track is ever filled, güey, you're in a bad spot.", + "reset": "reset", + "face": "face", + "grit": "grit", + "hustle": "hustle", + "savagery": "savagery", + "heat": "heat", + "tags": "tags", + "advancement": "advancement", + "advtxt1": "When you fill your xp track, select an advance from this list:", + "advtxt2": "After 5 advances, you can choose from this list instead:", + "los enlaces": "los enlaces", + "tus llaves": "tus llaves", + "move name": "move name", + "description": "description", + "show roll button?": "show roll button?", + "roll with": "roll with", + "is rolling with": "is rolling with", + "trigger": "trigger", + "el_cocinero-rel_text1": "_____ is familia. Close family. They don’t know what you do para el cartel, and you’re not sure you can keep your secrets for long.", + "el_cocinero-rel_text2": "_____ got you into this business to help you with your financial troubles but didn’t tell you the whole story. Now you’re both stuck.", + "el_cocinero-rel_text3": "You and _____ have an understanding. You need each other for now, but both of you know the current situation won’t last.", + "el_cocinero-adv1": "get +1 Grit (max+3)", + "el_cocinero-adv2": "get +1 Hustle (max+3)", + "el_cocinero-adv3": "get +1 Savagery (max+3)", + "el_cocinero-adv4": "choose a new laboratorio feature", + "el_cocinero-adv5": "get a new cocinero move", + "el_cocinero-adv6": "get a new cocinero move", + "el_cocinero-adv7": "get a move from another playbook", + "el_cocinero-adv8": "get a move from another playbook", + "el_cocinero-adv9": "get +1 to any stat (max+3)", + "el_cocinero-adv10": "resolve a laboratorio trouble", + "el_cocinero-adv11": "retire your character (to safety)", + "el_cocinero-adv12": "change your character to a new type", + "el_cocinero-adv13": "raise your lifestyle one level", + "la_esposa-rel_text1": "_____ and your spouse spend time together, but you’d prefer it if they weren’t in-volved in your life. Tell them what they did to anger you.", + "la_esposa-rel_text2": "_____ es familia. A sibling, maybe, or a cousin. Someone close. They mean well, but you worry about them. Tell them your fears.", + "la_esposa-rel_text3": "_____ and you were a thing back in the day, but it never went anywhere. Most people don’t know about it; you were young once también.", + "la_esposa-adv1": "get +1 Face (max+3)", + "la_esposa-adv2": "get +1 Grit (max+3)", + "la_esposa-adv3": "get +1 Hustle (max+3)", + "la_esposa-adv4": "change 2 obligations de la familia", + "la_esposa-adv5": "get a new esposa move", + "la_esposa-adv6": "get a new esposa move", + "la_esposa-adv7": "get a move from another playbook", + "la_esposa-adv8": "get a move from another playbook", + "la_esposa-adv9": "get +1 to any stat (max+3)", + "la_esposa-adv10": "permanently resolve a secret", + "la_esposa-adv11": "retire your character (to safety)", + "la_esposa-adv12": "change your character to a new type", + "la_esposa-adv13": "raise your spouse's lifestyle one level", + "spouse": "spouse", + "spouse-desc": "Ask everyone else “Who is willing to be my spouse?” Pick whomever you like. If no one volunteers, choose an NPC.", + "obligations-title": "Choose 5 obligations you perform for la familia:", + "secrets-title": "And choose 2 secrets you keep from la familia:", + "secret-nest_egg": "+nest egg: you put away some serious cash in a secret stash ($20,000!) for a rainy day.", + "secret-addiction": "+addiction: some nasty drug has a hold on you.", + "secret-affair": "+affair: you have another love...or at least another lover you spend time with.", + "secret-debt": "+debt: your spending has put you in a tough place, beyond what your family currently knows.", + "secret-lovechild": "+lovechild: you have a secret child that requires attention...and money.", + "la_familia": "la familia", + "la_familia_html": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle. On a 10+, you juggle your responsibilities with grace; clear your stress track. On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist. On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "la_familia_desc": "", + "la_familia_trigger": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle.", + "la_familia_rollwith": "hustle", + "la_familia_hitresult": "On a 10+, you juggle your responsibilities with grace; clear your stress track.", + "la_familia_partialresult": "On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist.", + "la_familia_missresult": "On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "el_halcon-rel_text1": "_____ gave you some new responsibilities lately, at your request. They have their doubts, but you’ll prove them wrong soon.", + "el_halcon-rel_text2": "_____ disapproves of your cartel work, and wants to get you out. You're not a niño; you can handle your own business.", + "el_halcon-rel_text3": "You and _____ have a plan to make some real money. They worry it’s not going to work, but you know it’s a sure thing, cabrón.", + "el_halcon-adv1": "get +1 Face (max+3)", + "el_halcon-adv2": "get +1 Grit (max+3)", + "el_halcon-adv3": "get +1 Hustle (max+3)", + "el_halcon-adv4": "choose a new pandilla feature", + "el_halcon-adv5": "get a new halcón move", + "el_halcon-adv6": "get a new halcón move", + "el_halcon-adv7": "get a move from another playbook", + "el_halcon-adv8": "get a move from another playbook", + "el_halcon-adv9": "get +1 to any stat (max+3)", + "el_halcon-adv10": "resolve a pandilla vulnerability", + "el_halcon-adv11": "retire your character (to safety)", + "el_halcon-adv12": "change your character to a new type", + "el_halcon-adv13": "raise your lifestyle one level", + "tu pandilla": "tu pandilla", + "amigos:": "amigos:", + "pandilla-amigos_description": "By default, your pandilla has three loyal amigos you’ve known a while. Give them names:", + "pandilla-amigos_names_list": "Azul, Blanco, Calaca, Charo, Chino, Flaco, Gordo, Lola, Moco, Nacho, Paco, Raki, Torpe, Zanahoria", + "pandilla-question_amigo1": "Who is there to cheer you up when mierda gets tough?", + "pandilla-question_amigo2": "Who is a real pendejo, but you just can't cut them loose?", + "pandilla-question_amigo3": "Who is truly solid, ready to entrarle and get things done when you need them?", + "choose 2 features:": "choose 2 features:", + "pandilla_feature1": "your crew has crews that work for you, cabrón. Your crew becomes a gang (small untrained unequipped).", + "pandilla_feature2": "your crew is down for a fiesta. Roll with Hustle instead of Grit when you get all get lost in a substance juntos.", + "pandilla_feature3": "your crew is down for a fight. Roll with Hustle instead of Savagery when you dish out a beatdown as a crew.", + "pandilla_feature4": "your crew is in touch with high-level smugglers and producers from other cartels. It gets +connected.", + "pandilla_feature5": "your crew is employed outside the cartel, officially or unofficially. Take +1 when you strain your finances.", + "choose 2 vulnerabilities:": "choose 2 vulnerabilities:", + "pandilla_vulnerability1": "your crew is on la policía's radar: +known.", + "pandilla_vulnerability2": "your crew is into heavy stuff: +addiction.", + "pandilla_vulnerability3": "your crew owes favors to someone: +obligation.", + "pandilla_vulnerability4": "your crew has enemies, cabrón: +turf war.", + "pandilla-get_lost_in_a_substance": "get lost in a substance", + "pandilla-get_lost_in_a_substance_trigger": "your crew is down for a *fiesta*. Roll with Hustle instead of Grit when you get all ***get lost in a substance*** *juntos*.", + "pandilla-get_lost_in_a_substance_rollwith": "hustle", + "pandilla-get_lost_in_a_substance_hitresult": "On a hit, clear your stress track.", + "pandilla-get_lost_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "pandilla-get_lost_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "pandilla-dish_out_a_beatdown": "dish out a beatdown", + "pandilla-dish_out_a_beatdown_trigger": "your crew is down for a fight. Roll with Hustle instead of Savagery when you ***dish out a beatdown*** as a crew.", + "pandilla-dish_out_a_beatdown_rollwith": "hustle", + "pandilla-dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "pandilla-dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "pandilla-dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "pandilla-strain_your_finances": "strain your finances", + "pandilla-strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "pandilla-strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "pandilla-strain_your_finances_rollwith": "*dinero*", + "pandilla-strain_your_finances_rollquery": "1[pandilla] + ?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "pandilla-strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "pandilla-strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "pandilla-strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "el_narco-rel_text1": "_____ is familia, but you’ve tried to shield them from the worst of the cartel. Tell them what they know about your dealings.", + "el_narco-rel_text2": "You're sure _____ is up to something, maybe with another cartel or los federales. Keep your eyes open, cabrón. Trust no one.", + "el_narco-relktext3": "You’ve taken _____ under your wing. You respect their skills and talents, and you want to see them thrive. ¡Qué generoso!", + "el_narco-adv1": "get +1 Face (max+3)", + "el_narco-adv2": "get +1 Hustle (max+3)", + "el_narco-adv3": "get +1 Savagery (max+3)", + "el_narco-adv4": "get +1 Control (max +3)", + "el_narco-adv5": "choose a new plaza feature", + "el_narco-adv6": "choose a new plaza feature", + "el_narco-adv7": "get a move from another playbook", + "el_narco-adv8": "get a move from another playbook", + "el_narco-adv9": "get +1 to any stat except Control (max+3)", + "el_narco-adv10": "permanently resolve a plaza trouble", + "el_narco-adv11": "permanently resolve a plaza trouble", + "el_narco-adv12": "retire your character (to safety)", + "el_narco-adv13": "change your character to a new type", + "el jefe de jefes": "el jefe de jefes", + "el_jefe_description": "You run la plaza, a pathway for narcos hoping to move product across the border and a lucrative area for local drug sales. The city of Durango is yours as long as you hold it, jefe.", + "contact": "contact", + "el_jefe_contact_description": "When you took control, the cartel gave you a contact who collects what you owe them, usually once a month. You only know their nickname, so you can’t sell them out if you get flipped by los federales (pick one):", + "la_plaza": "la plaza", + "la_plaza_html": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_trigger": "At the beginning of the session, roll with Control.", + "la_plaza_rollwith": "control", + "la_plaza_hitresult": "On a 10+, you get an opportunity to engage one your troubles (your choice) on your terms.", + "la_plaza_partialresult": "On a 7-9, you get an opportunity to engage one your troubles (your choice) on your terms, but the opportunity is short-lived and risky: act quickly or you may find that you miss your moment.", + "la_plaza_missresult": "On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "control": "control", + "troubles": "troubles", + "by default you've got:": "by default you've got:", + "la_plaza_bullet1": "a staff of unsophisticated narcos, coordinated via a network of burner phones (trouble: +los federales)", + "la_plaza_bullet2": "a mix of protection rackets and smuggling operations (lifestyle: stable)", + "la_plaza_bullet3": "5-10 loyal enforcers (gang small untrained impatient) and 1 or 2 corrupt cops (greedy informed)", + "la_plaza_bullet4": "a few halcones to keep you informed about what goes on in your city (Control = +1)", + "choose 4 features:": "choose 4 features", + "la_plaza_feature1": "your plaza is profitable, bringing in substantial, obvious sums. Lifestyle: +1 level & trouble: +robberies.", + "la_plaza_feature2": "for income, add kidnapping. Lifestyle: +1 level & trouble: +vigilantes.", + "la_plaza_feature3": "your enforcers have access to military weaponry and body armor. Add armored and armed to your gang.", + "la_plaza_feature4": "you have a reputation for violence. Roll with Face instead of Hustle when you pressure someone by threatening their life, limbs, or loved ones.", + "la_plaza_feature5": "your enforcers have extensive military training. Drop untrained and add savage. Take +1 when you order kidnappings or ambushes.", + "la_plaza_feature6": "your enforcers recruit heavily from the local population, making them a medium gang (10-20) instead of small.", + "la_plaza_feature7": "you have halcones at all chokepoints and smuggling roads. +1 Control.", + "la_plaza_feature8": "only a few know your real name and appearance. Take -2 heat; describe the business that you use as a cover for your activities.", + "choose 2 troubles:": "choose 2 troubles:", + "la_plaza_trouble1": "you are in the middle of a violent dispute with another cartel, probably Los Zetas. Trouble: +gang war.", + "la_plaza_trouble2": "your plaza has been recently infiltrated by someone working for los federales or the CIA/DEA. Trouble: +mole", + "la_plaza_trouble3": "The narcos you displaced to take control of la plaza remain at large. - 1 Control. Trouble: +rivals.", + "la_plaza_trouble4": "greedy agents of the Mex-ican tax authority (SHCP) are bleeding you dry with increasingly expensive demands for bribes and mordidas . -1 lifestyle.", + "la_polizeta-rel_text1": "You grew up with _____ on the streets of Durango. You still have a beer after work if you’re both free; it’s nice to know someone who isn’t involved with either side of your double life.", + "la_polizeta-rel_text2": "_____ is the target of an active investigation. You're not the lead investigator, but you’re regularly briefed on the case.", + "la_polizeta-rel_text3": "_____ is your main contact in the cartel. Tell them where you two go to speak directly when you need a face-to-face meeting.", + "la_polizeta-adv1": "get +1 Face (max+3)", + "la_polizeta-adv2": "get +1 Hustle (max+3)", + "la_polizeta-adv3": "get +1 Savagery (max+3)", + "la_polizeta-adv4": "get +1 Control (max +3)", + "la_polizeta-adv5": "choose a new plaza feature", + "la_polizeta-adv6": "choose a new plaza feature", + "la_polizeta-adv7": "get a move from another playbook", + "la_polizeta-adv8": "get a move from another playbook ", + "la_polizeta-adv9": "get +1 to any stat except Control (max+3)", + "la_polizeta-adv10": "permanently resolve a plaza trouble", + "la_polizeta-adv11": "permanently resolve a plaza trouble", + "la_polizeta-adv12": "retire your character (to safety)", + "la_polizeta-adv13": "change your character to a new type", + "You work closely with 5 NPCs (at least) in the unit:": "You work closely with 5 NPCs (at least) in the unit:", + "Who is your new partner?": "Who is your new partner?", + "Who is suspicious of you?": "Who is suspicious of you?", + "You also end up working with a few NPCs from the cartel:": "You also end up working with a few NPCs from the cartel:", + "Who almost gave you away?": "Who almost gave you away?", + "Who offered to scam el narco?": "Who offered to scam el narco?", + "task_force_equipment": "Your department has some new toys—¡gracias, Calderón!—you can use, provided you have some \"official\" business (pick 2):", + "task_force_equip1": "military-grade body armor (resilient bulky)", + "task_force_equip2": "full-scale surveillance van (hi-tech expensive)", + "task_force_equip3": "tracking devices or bugs (hi-tech concealable)", + "task_force_equip4": "court-approved wiretap (hi-tech persistent)", + "task_force_equip5": "network of criminal informants (informed costly)", + "la_rata-rel_text1": "You and _____ started sleeping together a few weeks ago. Tell them why you haven't been able to end things, despite the dangers. ", + "la_rata-adv1": "get +1 Face (max+3)", + "la_rata-adv2": "get +1 Grit (max+3)", + "la_rata-adv3": "get +1 Savagery (max+3)", + "la_rata-adv4": "get an NPC ally (detail with MC)", + "la_rata-adv5": "get a new rata move", + "la_rata-adv6": "get a new rata move", + "la_rata-adv7": "get a move from another playbook", + "la_rata-adv8": "get a move from another playbook", + "la_rata-adv9": "get +1 to any stat (max+3)", + "la_rata-adv10": "get 4 weapons y 4 gear (La Sicaria)", + "la_rata-adv11": "retire your character (to safety)", + "la_rata-adv12": "change your character to a new type", + "la_rata-adv13": "raise your lifestyle one level", + "el trabajo sucio": "el trabajo sucio", + "el trabajo sucio-description": "You are one of el narco's trusted lieutenants...but you’ve decided to betray the cartel. Choose a reason:", + "trabajo_sucio1": "you’re tired of the killing and death.", + "trabajo_sucio2": "you lost family or a loved one to el narco.", + "trabajo_sucio3": "you want to move up in the organization.", + "trabajo_sucio4": "you were arrested and flipped to avoid jail.", + "trabajo_sucio5": "you're an undercover cop on assignment.", + "supervivencia": "supervivencia", + "supervivencia_html": "

You are a survivor, a rata who will not be drowned just because this sinking ship of a plaza is finally dragged beneath the surface of the drug war.

You can mark stress to:

  • take a 10+ instead of rolling when you interfere with someone trying to get the truth out of you.
  • offer a PC an xp to accept your reasoning when you justify your behavior, even on a miss.
  • take +1 when you get fucking shot by another narco who suspects your treachery.
", + "la_sicaria-rel_text1": "_____ fucked up something crucial; you had to clean up the mess before things got messy with los federales or a rival drug cartel.", + "la_sicaria-adv1": "get +1 Grit (max+3)", + "la_sicaria-adv2": "get +1 Hustle (max+3)", + "la_sicaria-adv3": "get +1 Savagery (max+3)", + "la_sicaria-adv4": "choose 2 new weapons", + "la_sicaria-adv5": "get a new sicaria move", + "la_sicaria-adv6": "get a new sicaria move", + "la_sicaria-adv7": "get a move from another playbook", + "la_sicaria-adv8": "get a move from another playbook", + "la_sicaria-adv9": "get +1 to any stat (max+3)", + "la_sicaria-adv10": "choose 2 new pieces of gear or 2 new weapons", + "la_sicaria-adv11": "retire your character (to safety)", + "la_sicaria-adv12": "change your character to a new type", + "la_sicaria-adv13": "raise your lifestyle one level", + "weapons (choose 4)": "weapons (choose 4)", + "sicaria_weapon1": "sniper rifle (far hi-tech loud)", + "sicaria_weapon2": "assault rifle (close loud autofire)", + "sicaria_weapon3": "grenade launcher (close area messy)", + "sicaria_weapon4": "shotgun (close messy)", + "sicaria_weapon5": "submachine gun (close area loud)", + "sicaria_weapon6": "magnum (close reload loud)", + "sicaria_weapon7": "9mm (close loud)", + "sicaria_weapon8": "stun gun (close reload)", + "sicaria_weapon9": "fireman’s axe (close messy)", + "sicaria_weapon10": "machete (hand messy)", + "sicaria_weapon11": "garrote (hand grapple)", + "sicaria_weapon12": "knives (hand infinite)", + "gear (choose 4)": "gear (choose 4)", + "sicaria_gear1": "Armor Piercing Ammo (+ap to all weapons): Sometimes putos wear vests. Gotta be ready.", + "sicaria_gear2": "Body Armor (+armored): You want to live, right? Put on the fucking vest, pendeja.", + "sicaria_gear3": "Explosives Kit (close loud area reload): You can create improvised explosive devices (IEDs) if you’ve got time.", + "sicaria_gear4": "Tracking Device (hi-tech far concealable): They can’t hide if you plant this somewhere on them.", + "sicaria_gear5": "Secure Police Scanner (hi-tech hand): You can listen in even when they try to keep you out.", + "sicaria_gear6": "Silencer (remove +loud from any weapon): Quiet as a mouse. Dead as a doornail. Eh, cabrona?", + "sicaria_gear7": "Surveillance Gear (hi-tech close concealable): You can install cameras somewhere and watch all you want.", + "sicaria_gear8": "Police Uniform (official wearable stolen): Who is who anymore? You look like them and they look like you.", + "-- select a key --": "-- select a key --", + "ambition": "ambition", + "ambition_text": "Mark xp when you get someone important to let you handle some business on their behalf. Clear this key and advance when you seize the day and ask for forgiveness instead of permission.", + "arrogance": "arrogance", + "arrogance_text": "Mark xp when you use your superior knowledge or experience to verbally shame or abuse someone you care about. Clear this key and advance when you admit to a loved one that you're in over your head and urgently need help.", + "daring": "daring", + "daring_text": "Mark xp when you willingly enter a perilous situation without precautions or deception. Clear this key and advance when you retreat from a messy situation instead of risking further failure.", + "debt": "debt", + "debt_text": "Mark xp when you take on a new loan or strain your finances to meet your family's needs. Clear this key and advance when you find a way --legal or illegal--out from under your obligations.", + "dirty_hands": "dirty hands", + "dirty_hands_text": "Mark xp when you personally tackle a messy problem instead of sending goons. Clear this key and advance when you send someone to deal with a problem you should have attended to directly.", + "duty": "duty", + "duty_text": "Mark xp when you complete a task or assign-ment for your superiors or colleagues. Clear this key and advance when you intentionally thwart the goals of your organization or employer.", + "family": "family", + "family_text": "Mark xp when you violate your family members’ boundaries to protect them. Clear this key and advance when you allow one of them to be harmed when you could have intervened.", + "guilt": "guilt", + "guilt_text": "Mark xp when you confess a recent betrayal or deception to someone you shouldn’t trust. Clear this key and advance when you use a moment of intimacy to trick someone into advancing your schemes.", + "indomitable": "indomitable", + "indomitable_text": "Mark xp when you go into battle significantly outgunned or outmanned. Clear this key and advance when you surrender to your enemies instead of fighting your way out of a messy situation.", + "loyalty": "loyalty", + "loyalty_text": "Mark xp when you accept the lies or half-truths of a trusted friend or lover. Clear this key and advance when you confront a loved one with evidence of their betrayals and deceptions.", + "mercy": "mercy", + "mercy_text": "Mark xp when you try to head off a violent encounter with negotation or persuasion. Clear this key and advance when you greatly injure or kill someone who is defenseless or unaware.", + "paranoia": "paranoia", + "paranoia_text": "Mark xp when you try to get the truth out of someone about their true loyalties. Clear this key and advance when you expose someone’s betrayal to their family or employer.", + "pride": "pride", + "pride_text": "Mark xp when you claim an asset on the grounds that you or your family deserves it. Clear this key and advance when you give up something to keep yourself or a loved one safe from harm.", + "schemes": "schemes", + "schemes_text": "Mark xp when you take advantage of someone who believes you’re working on their behalf. Clear this key and advance when you openly choose one of your loyalties over the other.", + "secrets": "secrets", + "secrets_text": "Mark xp when you lie to someone close to you about your illicit activities. Clear this key and advance when you finally come clean to someone who trusts you about your lies and decepeptions.", + "default_hitresult": "¡Órale, amigo! Looks like things worked out. Don't get cocky! The MC will tell you what happens next.", + "default_partialresult": "Not bad, güey. Things could be better, but they could be worse too! The MC's going to tell you what's in store for you now.", + "default_missresult": "¡Ay diós, cabrón! Sometimes shit gets real. The MC will tell you what happens next.", + "---": "", + "---_desc": "", + "---_trigger": "", + "---_rollwith": "", + "---_hitresult": "", + "---_partialresult": "", + "---_missresult": "", + "cocinar": "cocinar", + "cocinar_desc": "If you’re fully stocked and cooking, at the start of session, roll with Grit. On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself. On a 7-9, your investment in the operation causes someone close to you to grow suspicious. On a miss, one of your lab’s problems comes to bear con todo.", + "cocinar_show_roll_button": "True", + "cocinar_trigger": "If you’re fully stocked and cooking, at the start of session, roll with Grit.", + "cocinar_rollwith": "grit", + "cocinar_hitresult": "On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself.", + "cocinar_partialresult": "On a hit, you make enough to meet your commitments. On a 7-9, your investment in the operation causes someone close to you to grow suspicious.", + "cocinar_missresult": "On a miss, one of your lab’s problems comes to bear con todo.", + "ciencia,_cabrón": "ciencia, cabrón", + "ciencia,_cabrón_show_roll_button": "True", + "ciencia,_cabrón_desc": "When you try to juryrig some-thing with science, roll with Grit. On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress. On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "ciencia,_cabrón_trigger": "When you try to juryrig some-thing with science, roll with Grit.", + "ciencia,_cabrón_rollwith": "grit", + "ciencia,_cabrón_hitresult": "On a hit, you create an opportunity or buy yourself some time.", + "ciencia,_cabrón_partialresult": "On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress.", + "ciencia,_cabrón_missresult": "On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "chillón": "chillón", + "chillón_desc": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_show_roll_button": "True", + "chillón_trigger": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_rollwith": "grit", + "chillón_hitresult": "For NPCs: On a hit, they accept your logic.", + "chillón_partialresult": "On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty.", + "de_calidad": "de calidad", + "de_calidad_show_roll_button": "True", + "de_calidad_desc": "When you propose a deal that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_trigger": "When you ***propose a deal*** that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_rollwith": "grit", + "de_calidad_hitresult": "On a hit, they choose: take the deal or mark stress.", + "de_calidad_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "afortunado": "afortunado", + "afortunado_desc": "You get +1 Grit (max+3)", + "pozolero": "pozolero", + "pozolero_desc": "When you get rid of a body using chemicals in your lab, roll with Grit. On a 10+, all 3. On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n* you aren’t missing any supplies or equipment.\n* you aren't interrupted getting it done.\n\nOn a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "pozolero_show_roll_button": "True", + "pozolero_trigger": "When you get rid of a body using chemicals in your lab, roll with Grit.", + "pozolero_rollwith": "grit", + "pozolero_hitresult": "On a 10+, all 3.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_partialresult": "On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_missresult": "On a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "tu laboratorio": "tu laboratorio", + "lab_tags": "small, fixed, unstable, indebted", + "tu laboratorio-desc": "By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.", + "choose 2 features": "choose 2 features", + "lab_feature1": "your lab is a food truck or RV. Replace fixed with mobile.", + "lab_feature2": "your lab has professional equipment, capable of larger cooks. raise your lifestyle; change small to medium.", + "lab_feature3": "your lab has equipment designed to dispose of dangerous chemicals. Remove unstable.", + "lab_feature4": "you have an assistant who prepares the chemicals in advance for your cooks. Take +1 to Cocinar; add payroll.", + "choose 2 troubles": "choose 2 troubles", + "lab_trouble1": "your lab is sometimes inaccessible. Add inconvenient.", + "lab_trouble2": "your lab gives off a byproduct or odor that makes it easy to uncover and report. Add detectable.", + "lab_trouble3": "your lab is poorly secured or locked down against intruders and thieves. Add exposed.", + "lab_trouble4": "your lab relies on uncommon chemicals. Add shortages.", + "tus misterios": "tus misterios", + "misterios_description": "You've fallen on hard times. Now you must keep your work secret from the people closest to you. Choose 3:", + "misterio1": "an esposa or novio who asks too many questions", + "misterio2": "a niño who thinks you’re beyond reproach", + "misterio3": "an elderly madre or tio who relies on you financially", + "misterio4": "a prima who works in federal law enforcement", + "misterio5": "an old coworker who feels badly about your troubles", + "misterio6": "a community leader who feels responsible for you", + "la familia": "la familia", + "amor_y_matrimonio": "amor y matrimonio", + "amor_y_matrimonio_desc": "You are the only one who can be trusted to protect la familia. Take +1 ongoing when you try to get one of them to do the right thing.", + "me_lo_chingué": "me lo chingué", + "me_lo_chingué_desc": "When you reveal that you betrayed a lover or friend, tell them to fill their stress track; you clear one stress for each stress they mark. If their stress track is already full, they must immediately make a stress move; you clear one stress.", + "reina_del_drama": "reina del drama", + "reina_del_drama_desc": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to push your luck as if you rolled a 10+.", + "reina_del_drama_trigger": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to ***push your luck*** as if you rolled a 10+.", + "reina_del_drama_rollwith": "grit", + "reina_del_drama_hitresult": "On a 10+, fortune favors the bold.", + "perderse": "perderse", + "perderse_desc": "When you lose yourself in another person, roll with Face. On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly. On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "perderse_show_roll_button": "True", + "perderse_trigger": "When you lose yourself in another person, roll with Face.", + "perderse_rollwith": "face", + "perderse_hitresult": "On a hit, you find solace in their embrace; clear your stress track.", + "perderse_partialresult": "On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly.", + "perderse_missresult": "On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "comer_algo": "comer algo", + "comer_algo_desc": "When you share a meal with some-one, roll with Face. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:\n\n* What do you want from me / my family?* What threat do you pose to us / our life?\n* Who are you protecting / hunting?\n\nOn a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "comer_algo_show_roll_button": "True", + "comer_algo_trigger": "When you share a meal with some-one, roll with Face.", + "comer_algo_rollwith": "face", + "comer_algo_hitresult": "On a 10+, hold 2. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_partialresult": "On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_missresult": "On a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "obligation1": "pregnant/finalizing adoption", + "obligation2": "new baby", + "obligation3": "preschool child", + "obligation4": "high school student", + "obligation5": "stepchild", + "obligation6": "corporate job", + "obligation7": "established home business", + "obligation8": "starting a new business", + "obligation9": "real estate license", + "obligation10": "social service job", + "obligation11": "managing family finances", + "obligation12": "elderly grand-parent", + "obligation13": "troubled sibling", + "obligation14": "school association", + "obligation15": "nonprofit board", + "obligation16": "parish volunteer", + "obligation17": "dinner parties", + "obligation18": "gossip and rumors", + "push_your_luck": "push your luck", + "push_your_luck_html": "

When you push your luck, roll with Grit. On a 10+, fortune favors the bold. On a 7-9, things don't work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.

", + "push_your_luck_trigger": "When you ***push your luck***, roll with Grit.", + "push_your_luck_rollwith": "grit", + "push_your_luck_hitresult": "On a 10+, fortune favors the bold. ", + "push_your_luck_partialresult": "On a 7-9, things don’t work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.", + "get_the_truth": "get the truth", + "get_the_truth_html": "

When you try to get the truth out of someone, roll with Hustle. On a hit, clear one stress. On a 10+, pick 2. On a 7-9, pick 1.

  • they can't mislead you with the truth
  • they can't confuse you with falsehoods
  • they can't stonewall you with silenc
", + "get_the_truth_trigger": "When you try to ***get the truth out of someone***, roll with Hustle.", + "get_the_truth_rollwith": "hustle", + "get_the_truth_hitresult": "On a hit, clear one stress. On a 10+, pick 2. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "get_the_truth_partialresult": "On a hit, clear one stress. On a 7-9, pick 1. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "pressure_someone": "pressure someone", + "pressure_someone_html": "When you pressure someone to go along with you, roll with Hustle. On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "pressure_someone_trigger": "When you ***pressure someone*** to go along with you, roll with Hustle.", + "pressure_someone_rollwith": "hustle", + "pressure_someone_hitresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress.", + "pressure_someone_partialresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "size_someone_up": "size someone up", + "size_someone_up_html": "

When you size someone up, roll with Savagery. On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3. On a 7-9, ask 1.

  • what are your current weaknesses / strengths?
  • how can I show you dominance / submission?
  • what do you intend to do next?
  • what do you wish I'd do right now?
  • how could I get you to _________
", + "size_someone_up_trigger": "When you ***size someone up***, roll with Savagery.", + "size_someone_up_rollwith": "savagery", + "size_someone_up_hitresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________? ", + "size_someone_up_partialresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 7-9, ask 1.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________?", + "strain_your_finances": "strain your finances", + "strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "strain_your_finances_rollwith": "*dinero*", + "strain_your_finances_rollquery": "?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "help_or_interfere": "help or interfere", + "help_or_interfere_html": "

When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked. On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered. On a miss, mark the stress you wagered and prepare for the worst.

", + "help_or_interfere_trigger": "When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.", + "help_or_interfere_rollwith": "stress wagered", + "help_or_interfere_rollquery": "?{When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.|1|2|3}", + "help_or_interfere_hitresult": "On a hit, give them a +1 or -2 to their roll, your choice.", + "help_or_interfere_partialresult": "On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered.", + "help_or_interfere_missresult": "On a miss, mark the stress you wagered and prepare for the worst.", + "turn_to_violence": "turn to violence", + "turn_to_violence_html": "

When you turn to violence, roll with Savagery. On a hit, mark stress and trade harm as established. On a 10+, choose 3. On a 7-9, choose 2.

  • you inflict terrible harm
  • you suffer little harm
  • you resist marking stress
  • you avoid collateral damage
", + "turn_to_violence_trigger": "When you ***turn to violence***, roll with Savagery.", + "turn_to_violence_rollwith": "savagery", + "turn_to_violence_hitresult": "On a hit, mark stress and trade harm as established. On a 10+, choose 3.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "turn_to_violence_partialresult": "On a hit, mark stress and trade harm as established. On a 7-9, choose 2.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "heat moves": "heat moves", + "avoid_suspicion": "avoid suspicion", + "avoid_suspicion_html": "

When you try to avoid suspicion while handling business in public, roll with Heat. Add one for each:

  • you’re carrying a lot of drugs or money
  • you’re transporting at least one body, dead or alive
  • you’re equipped with military weaponry

On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.

", + "avoid_suspicion_trigger": "When you try to ***avoid suspicion while handling business in public***, roll with Heat.Add one for each:\n* you're carrying a lot of drugs or money \n* you're transporting at least one body, dead or alive \n* you're equipped with military weaponry", + "avoid_suspicion_rollwith": "heat & circumstances", + "avoid_suspicion_rollquery": "(@{heat} + ?{When you try to avoid suspicion while handling business in public, roll with Heat.Add one for each: 1- you're carrying a lot of drugs or money 2- you're transporting at least one body, dead or alive 3- you're equipped with military weaponry|0|1|2|3})", + "avoid_suspicion_hitresult": "On a 10+, someone dangerous has been looking for you. And here you are. *Mierda, cabrón.*", + "avoid_suspicion_partialresult": "On a 7-9, only the local *policia* take an interest; make a threat or flash some *dinero* to smooth things over.", + "avoid_suspicion_missresult": "On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.", + "leave_a_messy_crime_scene": "leave a messy crime scene", + "leave_a_messy_crime_scene_html": "When you try to leave a messy crime scene before the authorities arrive, roll with Heat. On a miss, you exit the scene; tell the MC what potentially in-criminating evidence you’ve left behind. On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive. On a 10+, la policia arrives in force...with los federales or an American in tow.", + "leave_a_messy_crime_scene_trigger": "When you try to ***leave a messy crime scene*** before the authorities arrive, roll with Heat.", + "leave_a_messy_crime_scene_rollwith": "heat", + "leave_a_messy_crime_scene_hitresult": "On a 10+, *la policia* arrives in force...with *los federales* or an American in tow.", + "leave_a_messy_crime_scene_partialresult": "On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive.", + "leave_a_messy_crime_scene_missresult": "On a miss, you exit the scene; tell the MC what potentially incriminating evidence you’ve left behind.", + "flee_from_los_federales": "flee from los federales", + "flee_from_los_federales_html": "When you flee from los federales, roll with Heat. On a miss, you get away clean. On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time. On a 10+, you’re fucked, güey: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_trigger": "When you ***flee from los federales***, roll with Heat.", + "flee_from_los_federales_rollwith": "heat", + "flee_from_los_federales_hitresult": "On a 10+, you’re fucked, *güey*: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_partialresult": "On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time.", + "flee_from_los_federales_missresult": "On a miss, you get away clean.", + "propose_a_deal": "propose a deal", + "propose_a_deal_html": "

When you propose a deal to get what you want, roll with Face. On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one:

  • impose a condition on your offer
  • adjust the price (+/-30%) and accept
  • point you at an interested party
", + "propose_a_deal_trigger": "When you ***propose a deal*** to get what you want, roll with Face. ", + "propose_a_deal_rollwith": "face", + "propose_a_deal_hitresult": "On a hit, they choose: take the deal or mark stress.", + "propose_a_deal_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "justify_your_behavior": "justify your behavior", + "justify_your_behavior_html": "

When you try to justify your behavior to someone, roll with Face. For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. For PCs: On a 10+, both. On a 7-9, choose 1:

  • if they accept your reasoning, they mark xp
  • if they keep their own counsel, they mark stress
", + "justify_your_behavior_trigger": "When you try to ***justify your behavior*** to someone, roll with Face.", + "justify_your_behavior_rollwith": "face", + "justify_your_behavior_hitresult": "For NPCs: On a hit, they accept your logic. \n\nFor PCs: On a 10+, both:\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "justify_your_behavior_partialresult": "For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. \n\nFor PCs: On a 7-9, choose 1: On a 10+, both:\n\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "stress & heat moves": "stress & heat moves", + "stress moves": "stress moves", + "stress_moves_description": "All sorts of fictional situations may cause stress–getting shot at, doing something horrific, fighting with a spouse–and the only way to keep that stress in check is through stress moves:", + "verbally_abuse_or_shame": "verbally abuse or shame", + "verbally_abuse_or_shame_html": "When you verbally abuse or shame someone you care about, roll with Face. On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track. On a 7-9, clear one stress. On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "verbally_abuse_or_shame_trigger": "When you **verbally abuse or shame someone** you care about, roll with Face.", + "verbally_abuse_or_shame_rollwith": "face", + "verbally_abuse_or_shame_hitresult": "On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track.", + "verbally_abuse_or_shame_partialresult": "On a hit, your words hit hard: tell them to mark stress. On a 7-9, clear one stress.", + "verbally_abuse_or_shame_missresult": "On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "lose_yourself_in_a_substance": "lose yourself in a substance", + "lose_yourself_in_a_substance_html": "When you lose yourself in a substance, roll with Grit. On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list. On a miss, you’re in deep. Buena suerte, cabrón.", + "lose_yourself_in_a_substance_trigger": "When you **lose yourself in a substance**, roll with Grit.", + "lose_yourself_in_a_substance_rollwith": "grit", + "lose_yourself_in_a_substance_hitresult": "On a hit, clear your stress track.", + "lose_yourself_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "lose_yourself_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "confess_your_sins": "confess your sins", + "confess_your_sins_html": "When you confess your sins to a priest, roll with Hustle. On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession. On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "confess_your_sins_trigger": "When you **confess your sins to a priest**, roll with Hustle.", + "confess_your_sins_rollwith": "hustle", + "confess_your_sins_hitresult": "On a hit, you find forgiveness; clear your stress track.", + "confess_your_sins_partialresult": "On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession.", + "confess_your_sins_missresult": "On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "dish_out_a_beatdown": "dish out a beatdown", + "dish_out_a_beatdown_html": "When you dish out a beatdown, roll with Savagery. On a 10+, you assert your dominance: clear your stress track. On a 7-9, you hurt them, but it’s not enough: clear one stress. On a miss, the violence gets out of hand. Enjoy the consequences, pendejo.", + "dish_out_a_beatdown_trigger": "When you **dish out a beatdown**, roll with Savagery.", + "dish_out_a_beatdown_rollwith": "savagery", + "dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "drug moves": "drug moves", + "drug moves description": "If the MC tells you to make a drug move, pick one:", + "cocaine": "cocaine", + "cocaine_move1": "start a fight with a mouthy pendejo or puta", + "cocaine_move2": "throw yourself at someone you shouldn’t", + "cocaine_move3": "spend your money stupidly or carelessly", + "heroin": "heroin", + "heroin_move1": "push someone who cares about you away", + "heroin_move2": "overlook a crucial deadline or event", + "heroin_move3": "steal funds in preparation for your next fix", + "crystal meth": "crystal meth", + "crystal meth_move1": "accuse a loved one of theft or betrayal", + "crystal meth_move2": "push a place you keep toward squalor", + "crystal meth_move3": "hurt yourself to keep your diablos at bay", + "alcohol": "alcohol", + "alcohol_move1": "make a scene about how you’ve been wronged", + "alcohol_move2": "let slip something to the wrong person", + "alcohol_move3": "wreck something meaningful, carelessly", + "hermanos": "hermanos", + "hermanos_desc": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle. On a 10+, all 3. On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers \n\nOn a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "hermanos_show_roll_button": "True", + "hermanos_rollwith": "hustle", + "hermanos_trigger": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle.", + "hermanos_hitresult": "On a 10+, all 3: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_partialresult": "On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_missresult": "On a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "mercado": "mercado", + "mercado_desc": "When you sell product on the street, roll with Hustle. On a 10+, sales are brisk; clear your stress track. On a 7-9, you make some money, but someone takes issue with your crew; clear one stress. On a miss, someone takes a run at you, and it probably isn’t the cops.", + "mercado_show_roll_button": "True", + "mercado_rollwith": "hustle", + "mercado_trigger": "When you sell product on the street, roll with Hustle.", + "mercado_hitresult": "On a 10+, sales are brisk; clear your stress track.", + "mercado_partialresult": "On a 7-9, you make some money, but someone takes issue with your crew; clear one stress.", + "mercado_missresult": "On a miss, someone takes a run at you, and it probably isn’t the cops.", + "bendito": "bendito", + "bendito_desc": "When you’re completely focused on escaping, push your luck with Hustle instead of Grit. Add +1 to your roll if you get fucking shot while trying to flee.", + "bendito_show_roll_button": "FALSE", + "vendedor": "vendedor", + "vendedor_desc": "When you propose a deal to someone and they pick an option off the 7-9 list you don’t like, mark stress to make them pick a different option off the list. You can do this multiple times, provided you can keep marking stress.", + "vendedor_show_roll_button": "FALSE", + "matador": "matador", + "matador_desc": "Fill your stress track—marking at least one stress—to turn to violence against an unsuspecting target as if you rolled a 10+.", + "matador_show_roll_button": "FALSE", + "la_plaza_desc": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_show_roll_button": "True", + "mandamás": "mandamás", + "mandamás_desc": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face. On a 10+, all 3. On a 7-9, choose 1. \n- they keep their wits and focus. \n- they minimize incriminating evidence. \n- they avoid collateral damage. On a miss, everything goes to shit, but it wasn't your people's fault. You know how it is, *jefe*: no plan survives contact with the enemy.", + "mandamás_show_roll_button": "True", + "mandamás_rollwith": "face", + "mandamás_trigger": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face.", + "mandamás_hitresult": "On a 10+, all 3: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_partialresult": "On a 7-9, choose 1: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_missresult": "On a miss, everything goes to shit, but it wasn’t your people’s fault. You know how it is, jefe: no plan survives contact with the enemy.", + "infiltrado": "infiltrado", + "infiltrado_desc": "At the start of session, roll with Grit. On a hit, you get wind of a development in the anti-cartel case before things get messy. On a 10+, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice. On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "infiltrado_show_roll_button": "True", + "infiltrado_rollwith": "grit", + "infiltrado_trigger": "At the start of session, roll with Grit. ", + "infiltrado_hitresult": "On a 10+, you get wind of a development in the anti-cartel case before things get messy. In fact, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice.", + "infiltrado_partialresult": "On a 7-9, you get wind of a development in the anti-cartel case before things get messy.", + "infiltrado_missresult": "On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "seguir": "seguir", + "seguir_desc": "When you follow someone through the streets, roll with Grit. On a hit, where they go, you follow. On a 7-9, you overstep; mark a stress to avoid being spotted. On a miss, you end up exposed without backup or cover. ¡Mierda!", + "seguir_show_roll_button": "True", + "seguir_rollwith": "grit", + "seguir_trigger": "When you follow someone through the streets, roll with Grit.", + "seguir_hitresult": "On a 10+, where they go, you follow.", + "seguir_partialresult": "On a 7-9, where they go, you follow...but you overstep; mark a stress to avoid being spotted.", + "seguir_missresult": "On a miss, you end up exposed without backup or cover. *¡Mierda!*", + "verdadero": "verdadero", + "verdadero_desc": "When you get the truth from someone during an official interrogation, pick an extra option, even on a miss.", + "verdadero_show_roll_button": "FALSE", + "siempre_listo": "siempre listo", + "siempre_listo_desc": "Mark stress to show up in a scene alongside *la policía* or *los federales*, assuming that you aren’t unavailable. Mark three stress to show up instead of the authorities; you’ll have a few minutes solo in the scene before anybody else arrives.", + "siempre_listo_show_roll_button": "FALSE", + "escolta": "escolta", + "escolta_desc": "When you draw attention away from someone, they can roll with your Heat instead of their own. On a 10+, they suffer the consequences...but you attract demasiada attention: raise your Heat by 1 until the end of the next session.", + "escolta_show_roll_button": "FALSE", + "entrenamiento": "entrenamiento", + "entrenamiento_desc": "When you turn to violence after declaring yourself as a federal, roll with Grit instead of Savagery. If you get shot as a result, take +1 forward.", + "entrenamiento_show_roll_button": "FALSE", + "conectada": "conectada", + "conectada_desc": "When you go looking for a cartel *güey* in la plaza to help with a problem, name them and roll with Face. On a hit, you track them down and they’ve got what you need. On a 7-9, pick 1. On a 10+, both. \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology\n\n On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "conectada_show_roll_button": "True", + "conectada_rollwith": "face", + "conectada_trigger": "When you go looking for a cartel güey in la plaza to help with a problem, name them and roll with Face.", + "conectada_hitresult": "On a 10+, you track them down and they've got what you need; you get both: \n- They aren't caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_partialresult": "On a 7-9, you track them down and they've got what you need; pick 1: \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_missresult": "On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "escapar": "escapar", + "escapar_desc": "When you try to exit a tense situation, roll with Face. On a 10+, you’re gone! On a 7-9, you leave something behind or take something with you, your choice. On a miss, you’re exposed por completo...", + "escapar_show_roll_button": "True", + "escapar_rollwith": "face", + "escapar_trigger": "When you try to exit a tense situation, roll with Face.", + "escapar_hitresult": "On a 10+, you’re gone! ", + "escapar_partialresult": "On a 7-9, you leave something behind or take something with you, your choice. ", + "escapar_missresult": "On a miss, you’re exposed por completo...", + "amante": "amante", + "amante_desc": "When you share a night of intimacy with a lover, roll with Face. On a hit, clear your stress track. On a 10+, ask 2.On a 7-9, ask 1. \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do? \n\nOn a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "amante_show_roll_button": "True", + "amante_rollwith": "face", + "amante_trigger": "When you share a night of intimacy with a lover, roll with Face.", + "amante_hitresult": "On a 10+, clear your stress track and ask 2: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_partialresult": "On a 7-9, clear your stress track and ask 1: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_missresult": "On a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "chimosa": "chimosa", + "chimosa_desc": "When you betray a friend or ally to the authorities, roll with Face. On a 10+, your treason is useful and valued: clear your stress track. On a 7-9, your handler is pleased...and demands more: clear one stress. On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "chimosa_show_roll_button": "True", + "chimosa_rollwith": "face", + "chimosa_trigger": "When you betray a friend or ally to the authorities, roll with Face.", + "chimosa_hitresult": "On a 10+, your treason is useful and valued: clear your stress track.", + "chimosa_partialresult": "On a 7-9, your handler is pleased...and demands more: clear one stress.", + "chimosa_missresult": "On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "mentirosa": "mentirosa", + "mentirosa_desc": "You get +1 Face (max+3).", + "mentirosa_show_roll_button": "FALSE", + "mirar": "mirar", + "mirar_desc": "When you read a charged situation, roll with Savagery. On a hit, ask the MC questions; take +1 when you act on the answers. On a 10+, ask 2. On a 7–9, ask 1: \n- where’s my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what’s my enemy’s true position? On a miss, ask one...but you reveal your position.", + "mirar_show_roll_button": "FALSE", + "mirar_rollwith": "savagery", + "mirar_trigger": "When you read a charged situation, roll with Savagery.", + "mirar_hitresult": "On a 10+, ask the MC 2 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_partialresult": "On a 7-9, ask the MC 1 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_missresult": "On a miss, ask one...but you reveal your position.", + "narcocorrido": "narcocorrido", + "narcocorrido_desc": "When you meet someone importante (your call), roll with Savagery. On a hit, they’ve heard of you. Say what they’ve heard, and they will act accordingly. On a 10+, you also take +1 forward to dealing with them. On a miss, your reputation convinces them that you’re something you’re not.", + "narcocorrido_show_roll_button": "True", + "narcocorrido_rollwith": "savagery", + "narcocorrido_trigger": "When you meet someone *importante* (your call), roll with Savagery.", + "narcocorrido_hitresult": "On a 10+, they've heard of you. Say what they've heard, and they will act accordingly; take +1 forward to dealing with them.", + "narcocorrido_partialresult": "On a 7-9, they've heard of you. Say what they've heard, and they will act accordingly.", + "narcocorrido_missresult": "On a miss, your reputation convinces them that you’re something you're not.", + "levantón": "levantón", + "levantón_desc": "When you track down an NPC, roll with Savagery. On a hit, you catch them exposed or vulnerable. On a 7-9, they have backup or it’s public. On a miss, someone you’re avoiding finds you first.", + "levantón_show_roll_button": "True", + "levantón_rollwith": "savagery", + "levantón_trigger": "When you track down an NPC, roll with Savagery.", + "levantón_hitresult": "On a 10+, you catch them exposed or vulnerable.", + "levantón_partialresult": "On a 7-9, you catch them exposed or vulnerable, but they have backup or it’s public.", + "levantón_missresult": "On a miss, someone you’re avoiding finds you first.", + "rematar": "rematar", + "rematar_desc": "You get +1 Savagery (max +3).", + "rematar_show_roll_button": "FALSE", + "encobijado": "encobijado", + "encobijado_desc": "When you ditch a body somewhere, roll with Savagery. On a hit, you lose the corpse, and it stays lost; clear one stress. On a 10+, dust to dust; clear your stress track. On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "encobijado_show_roll_button": "True", + "encobijado_rollwith": "savagery", + "encobijado_trigger": "When you ditch a body somewhere, roll with Savagery.", + "encobijado_hitresult": "On a 10+, you lose the corpse, and it stays lost; clear your stress track.", + "encobijado_partialresult": "On a 7-9, you lose the corpse, and it stays lost; clear one stress.", + "encobijado_missresult": "On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "duro": "duro", + "duro_desc": "When you get fucking shot, add +1 to your roll. On a miss, you have time for an act of ven- geance or kindness before you fall to your wounds.", + "duro_show_roll_button": "FALSE", + "notes": "notes" +} diff --git a/cartel/translations/zh.json b/cartel/translations/zh.json new file mode 100644 index 0000000000..c85da7a63a --- /dev/null +++ b/cartel/translations/zh.json @@ -0,0 +1,710 @@ +{ + "edit identity": "edit identity", + "character name": "character name", + "playbook": "playbook", + "el cocinero": "el cocinero", + "la esposa": "la esposa", + "el halcon": "el halcon", + "el narco": "el narco", + "la polizeta": "la polizeta", + "la rata": "la rata", + "la sicaria": "la sicaria", + "cocinero": "cocinero", + "esposa": "esposa", + "halcon": "halcon", + "narco": "narco", + "polizeta": "polizeta", + "rata": "rata", + "sicaria": "sicaria", + "look": "look", + "gear": "gear", + "lifestyle": "lifestyle", + "destitute": "destitute", + "destitute_desc": "nearly homeless, often unable to afford even basic staples, desperate", + "impoverished": "impoverished", + "impoverished_desc": "cash on hand for lodging and food, but little else, \"cash poor\"", + "stable": "stable", + "stable_desc": "relative comfort, regular lodging, enough resources to support a family", + "luxury": "luxury", + "luxury_desc": "wealth beyond most, able to put ten thousand dollars towards a problem", + "extravagant": "extravagant", + "extravagant_desc": "rich beyond measure, anything is accessible with enough patience", + "stats": "stats", + "character moves": "character moves", + "new character move": "new character move", + "click the pencil icon to edit your new move": "click the pencil icon to edit your new move", + "edit move": "edit move", + "basic moves": "basic moves", + "extras": "extras", + "stress": "stress", + "stress description": "Each session you start with two stress already marked, provided you didn't end the last section with more. If your stress track is ever filled, güey, you're in a bad spot.", + "reset": "reset", + "face": "face", + "grit": "grit", + "hustle": "hustle", + "savagery": "savagery", + "heat": "heat", + "tags": "tags", + "advancement": "advancement", + "advtxt1": "When you fill your xp track, select an advance from this list:", + "advtxt2": "After 5 advances, you can choose from this list instead:", + "los enlaces": "los enlaces", + "tus llaves": "tus llaves", + "move name": "move name", + "description": "description", + "show roll button?": "show roll button?", + "roll with": "roll with", + "is rolling with": "is rolling with", + "trigger": "trigger", + "el_cocinero-rel_text1": "_____ is familia. Close family. They don’t know what you do para el cartel, and you’re not sure you can keep your secrets for long.", + "el_cocinero-rel_text2": "_____ got you into this business to help you with your financial troubles but didn’t tell you the whole story. Now you’re both stuck.", + "el_cocinero-rel_text3": "You and _____ have an understanding. You need each other for now, but both of you know the current situation won’t last.", + "el_cocinero-adv1": "get +1 Grit (max+3)", + "el_cocinero-adv2": "get +1 Hustle (max+3)", + "el_cocinero-adv3": "get +1 Savagery (max+3)", + "el_cocinero-adv4": "choose a new laboratorio feature", + "el_cocinero-adv5": "get a new cocinero move", + "el_cocinero-adv6": "get a new cocinero move", + "el_cocinero-adv7": "get a move from another playbook", + "el_cocinero-adv8": "get a move from another playbook", + "el_cocinero-adv9": "get +1 to any stat (max+3)", + "el_cocinero-adv10": "resolve a laboratorio trouble", + "el_cocinero-adv11": "retire your character (to safety)", + "el_cocinero-adv12": "change your character to a new type", + "el_cocinero-adv13": "raise your lifestyle one level", + "la_esposa-rel_text1": "_____ and your spouse spend time together, but you’d prefer it if they weren’t in-volved in your life. Tell them what they did to anger you.", + "la_esposa-rel_text2": "_____ es familia. A sibling, maybe, or a cousin. Someone close. They mean well, but you worry about them. Tell them your fears.", + "la_esposa-rel_text3": "_____ and you were a thing back in the day, but it never went anywhere. Most people don’t know about it; you were young once también.", + "la_esposa-adv1": "get +1 Face (max+3)", + "la_esposa-adv2": "get +1 Grit (max+3)", + "la_esposa-adv3": "get +1 Hustle (max+3)", + "la_esposa-adv4": "change 2 obligations de la familia", + "la_esposa-adv5": "get a new esposa move", + "la_esposa-adv6": "get a new esposa move", + "la_esposa-adv7": "get a move from another playbook", + "la_esposa-adv8": "get a move from another playbook", + "la_esposa-adv9": "get +1 to any stat (max+3)", + "la_esposa-adv10": "permanently resolve a secret", + "la_esposa-adv11": "retire your character (to safety)", + "la_esposa-adv12": "change your character to a new type", + "la_esposa-adv13": "raise your spouse's lifestyle one level", + "spouse": "spouse", + "spouse-desc": "Ask everyone else “Who is willing to be my spouse?” Pick whomever you like. If no one volunteers, choose an NPC.", + "obligations-title": "Choose 5 obligations you perform for la familia:", + "secrets-title": "And choose 2 secrets you keep from la familia:", + "secret-nest_egg": "+nest egg: you put away some serious cash in a secret stash ($20,000!) for a rainy day.", + "secret-addiction": "+addiction: some nasty drug has a hold on you.", + "secret-affair": "+affair: you have another love...or at least another lover you spend time with.", + "secret-debt": "+debt: your spending has put you in a tough place, beyond what your family currently knows.", + "secret-lovechild": "+lovechild: you have a secret child that requires attention...and money.", + "la_familia": "la familia", + "la_familia_html": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle. On a 10+, you juggle your responsibilities with grace; clear your stress track. On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist. On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "la_familia_desc": "", + "la_familia_trigger": "Whenever there is a stretch of downtime in play (or between sessions), roll with Hustle.", + "la_familia_rollwith": "hustle", + "la_familia_hitresult": "On a 10+, you juggle your responsibilities with grace; clear your stress track.", + "la_familia_partialresult": "On a 7-9, one of your obligations (your choice) becomes unmanageable; the MC will tell you who might be able to assist.", + "la_familia_missresult": "On a miss, your secrets and obligations clash with disastrous (and obvious) results; tell the MC what went wrong.", + "el_halcon-rel_text1": "_____ gave you some new responsibilities lately, at your request. They have their doubts, but you’ll prove them wrong soon.", + "el_halcon-rel_text2": "_____ disapproves of your cartel work, and wants to get you out. You're not a niño; you can handle your own business.", + "el_halcon-rel_text3": "You and _____ have a plan to make some real money. They worry it’s not going to work, but you know it’s a sure thing, cabrón.", + "el_halcon-adv1": "get +1 Face (max+3)", + "el_halcon-adv2": "get +1 Grit (max+3)", + "el_halcon-adv3": "get +1 Hustle (max+3)", + "el_halcon-adv4": "choose a new pandilla feature", + "el_halcon-adv5": "get a new halcón move", + "el_halcon-adv6": "get a new halcón move", + "el_halcon-adv7": "get a move from another playbook", + "el_halcon-adv8": "get a move from another playbook", + "el_halcon-adv9": "get +1 to any stat (max+3)", + "el_halcon-adv10": "resolve a pandilla vulnerability", + "el_halcon-adv11": "retire your character (to safety)", + "el_halcon-adv12": "change your character to a new type", + "el_halcon-adv13": "raise your lifestyle one level", + "tu pandilla": "tu pandilla", + "amigos:": "amigos:", + "pandilla-amigos_description": "By default, your pandilla has three loyal amigos you’ve known a while. Give them names:", + "pandilla-amigos_names_list": "Azul, Blanco, Calaca, Charo, Chino, Flaco, Gordo, Lola, Moco, Nacho, Paco, Raki, Torpe, Zanahoria", + "pandilla-question_amigo1": "Who is there to cheer you up when mierda gets tough?", + "pandilla-question_amigo2": "Who is a real pendejo, but you just can't cut them loose?", + "pandilla-question_amigo3": "Who is truly solid, ready to entrarle and get things done when you need them?", + "choose 2 features:": "choose 2 features:", + "pandilla_feature1": "your crew has crews that work for you, cabrón. Your crew becomes a gang (small untrained unequipped).", + "pandilla_feature2": "your crew is down for a fiesta. Roll with Hustle instead of Grit when you get all get lost in a substance juntos.", + "pandilla_feature3": "your crew is down for a fight. Roll with Hustle instead of Savagery when you dish out a beatdown as a crew.", + "pandilla_feature4": "your crew is in touch with high-level smugglers and producers from other cartels. It gets +connected.", + "pandilla_feature5": "your crew is employed outside the cartel, officially or unofficially. Take +1 when you strain your finances.", + "choose 2 vulnerabilities:": "choose 2 vulnerabilities:", + "pandilla_vulnerability1": "your crew is on la policía's radar: +known.", + "pandilla_vulnerability2": "your crew is into heavy stuff: +addiction.", + "pandilla_vulnerability3": "your crew owes favors to someone: +obligation.", + "pandilla_vulnerability4": "your crew has enemies, cabrón: +turf war.", + "pandilla-get_lost_in_a_substance": "get lost in a substance", + "pandilla-get_lost_in_a_substance_trigger": "your crew is down for a *fiesta*. Roll with Hustle instead of Grit when you get all ***get lost in a substance*** *juntos*.", + "pandilla-get_lost_in_a_substance_rollwith": "hustle", + "pandilla-get_lost_in_a_substance_hitresult": "On a hit, clear your stress track.", + "pandilla-get_lost_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "pandilla-get_lost_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "pandilla-dish_out_a_beatdown": "dish out a beatdown", + "pandilla-dish_out_a_beatdown_trigger": "your crew is down for a fight. Roll with Hustle instead of Savagery when you ***dish out a beatdown*** as a crew.", + "pandilla-dish_out_a_beatdown_rollwith": "hustle", + "pandilla-dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "pandilla-dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "pandilla-dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "pandilla-strain_your_finances": "strain your finances", + "pandilla-strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "pandilla-strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "pandilla-strain_your_finances_rollwith": "*dinero*", + "pandilla-strain_your_finances_rollquery": "1[pandilla] + ?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "pandilla-strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "pandilla-strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "pandilla-strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "el_narco-rel_text1": "_____ is familia, but you’ve tried to shield them from the worst of the cartel. Tell them what they know about your dealings.", + "el_narco-rel_text2": "You're sure _____ is up to something, maybe with another cartel or los federales. Keep your eyes open, cabrón. Trust no one.", + "el_narco-relktext3": "You’ve taken _____ under your wing. You respect their skills and talents, and you want to see them thrive. ¡Qué generoso!", + "el_narco-adv1": "get +1 Face (max+3)", + "el_narco-adv2": "get +1 Hustle (max+3)", + "el_narco-adv3": "get +1 Savagery (max+3)", + "el_narco-adv4": "get +1 Control (max +3)", + "el_narco-adv5": "choose a new plaza feature", + "el_narco-adv6": "choose a new plaza feature", + "el_narco-adv7": "get a move from another playbook", + "el_narco-adv8": "get a move from another playbook", + "el_narco-adv9": "get +1 to any stat except Control (max+3)", + "el_narco-adv10": "permanently resolve a plaza trouble", + "el_narco-adv11": "permanently resolve a plaza trouble", + "el_narco-adv12": "retire your character (to safety)", + "el_narco-adv13": "change your character to a new type", + "el jefe de jefes": "el jefe de jefes", + "el_jefe_description": "You run la plaza, a pathway for narcos hoping to move product across the border and a lucrative area for local drug sales. The city of Durango is yours as long as you hold it, jefe.", + "contact": "contact", + "el_jefe_contact_description": "When you took control, the cartel gave you a contact who collects what you owe them, usually once a month. You only know their nickname, so you can’t sell them out if you get flipped by los federales (pick one):", + "la_plaza": "la plaza", + "la_plaza_html": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_trigger": "At the beginning of the session, roll with Control.", + "la_plaza_rollwith": "control", + "la_plaza_hitresult": "On a 10+, you get an opportunity to engage one your troubles (your choice) on your terms.", + "la_plaza_partialresult": "On a 7-9, you get an opportunity to engage one your troubles (your choice) on your terms, but the opportunity is short-lived and risky: act quickly or you may find that you miss your moment.", + "la_plaza_missresult": "On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "control": "control", + "troubles": "troubles", + "by default you've got:": "by default you've got:", + "la_plaza_bullet1": "a staff of unsophisticated narcos, coordinated via a network of burner phones (trouble: +los federales)", + "la_plaza_bullet2": "a mix of protection rackets and smuggling operations (lifestyle: stable)", + "la_plaza_bullet3": "5-10 loyal enforcers (gang small untrained impatient) and 1 or 2 corrupt cops (greedy informed)", + "la_plaza_bullet4": "a few halcones to keep you informed about what goes on in your city (Control = +1)", + "choose 4 features:": "choose 4 features", + "la_plaza_feature1": "your plaza is profitable, bringing in substantial, obvious sums. Lifestyle: +1 level & trouble: +robberies.", + "la_plaza_feature2": "for income, add kidnapping. Lifestyle: +1 level & trouble: +vigilantes.", + "la_plaza_feature3": "your enforcers have access to military weaponry and body armor. Add armored and armed to your gang.", + "la_plaza_feature4": "you have a reputation for violence. Roll with Face instead of Hustle when you pressure someone by threatening their life, limbs, or loved ones.", + "la_plaza_feature5": "your enforcers have extensive military training. Drop untrained and add savage. Take +1 when you order kidnappings or ambushes.", + "la_plaza_feature6": "your enforcers recruit heavily from the local population, making them a medium gang (10-20) instead of small.", + "la_plaza_feature7": "you have halcones at all chokepoints and smuggling roads. +1 Control.", + "la_plaza_feature8": "only a few know your real name and appearance. Take -2 heat; describe the business that you use as a cover for your activities.", + "choose 2 troubles:": "choose 2 troubles:", + "la_plaza_trouble1": "you are in the middle of a violent dispute with another cartel, probably Los Zetas. Trouble: +gang war.", + "la_plaza_trouble2": "your plaza has been recently infiltrated by someone working for los federales or the CIA/DEA. Trouble: +mole", + "la_plaza_trouble3": "The narcos you displaced to take control of la plaza remain at large. - 1 Control. Trouble: +rivals.", + "la_plaza_trouble4": "greedy agents of the Mex-ican tax authority (SHCP) are bleeding you dry with increasingly expensive demands for bribes and mordidas . -1 lifestyle.", + "la_polizeta-rel_text1": "You grew up with _____ on the streets of Durango. You still have a beer after work if you’re both free; it’s nice to know someone who isn’t involved with either side of your double life.", + "la_polizeta-rel_text2": "_____ is the target of an active investigation. You're not the lead investigator, but you’re regularly briefed on the case.", + "la_polizeta-rel_text3": "_____ is your main contact in the cartel. Tell them where you two go to speak directly when you need a face-to-face meeting.", + "la_polizeta-adv1": "get +1 Face (max+3)", + "la_polizeta-adv2": "get +1 Hustle (max+3)", + "la_polizeta-adv3": "get +1 Savagery (max+3)", + "la_polizeta-adv4": "get +1 Control (max +3)", + "la_polizeta-adv5": "choose a new plaza feature", + "la_polizeta-adv6": "choose a new plaza feature", + "la_polizeta-adv7": "get a move from another playbook", + "la_polizeta-adv8": "get a move from another playbook ", + "la_polizeta-adv9": "get +1 to any stat except Control (max+3)", + "la_polizeta-adv10": "permanently resolve a plaza trouble", + "la_polizeta-adv11": "permanently resolve a plaza trouble", + "la_polizeta-adv12": "retire your character (to safety)", + "la_polizeta-adv13": "change your character to a new type", + "You work closely with 5 NPCs (at least) in the unit:": "You work closely with 5 NPCs (at least) in the unit:", + "Who is your new partner?": "Who is your new partner?", + "Who is suspicious of you?": "Who is suspicious of you?", + "You also end up working with a few NPCs from the cartel:": "You also end up working with a few NPCs from the cartel:", + "Who almost gave you away?": "Who almost gave you away?", + "Who offered to scam el narco?": "Who offered to scam el narco?", + "task_force_equipment": "Your department has some new toys—¡gracias, Calderón!—you can use, provided you have some \"official\" business (pick 2):", + "task_force_equip1": "military-grade body armor (resilient bulky)", + "task_force_equip2": "full-scale surveillance van (hi-tech expensive)", + "task_force_equip3": "tracking devices or bugs (hi-tech concealable)", + "task_force_equip4": "court-approved wiretap (hi-tech persistent)", + "task_force_equip5": "network of criminal informants (informed costly)", + "la_rata-rel_text1": "You and _____ started sleeping together a few weeks ago. Tell them why you haven't been able to end things, despite the dangers. ", + "la_rata-adv1": "get +1 Face (max+3)", + "la_rata-adv2": "get +1 Grit (max+3)", + "la_rata-adv3": "get +1 Savagery (max+3)", + "la_rata-adv4": "get an NPC ally (detail with MC)", + "la_rata-adv5": "get a new rata move", + "la_rata-adv6": "get a new rata move", + "la_rata-adv7": "get a move from another playbook", + "la_rata-adv8": "get a move from another playbook", + "la_rata-adv9": "get +1 to any stat (max+3)", + "la_rata-adv10": "get 4 weapons y 4 gear (La Sicaria)", + "la_rata-adv11": "retire your character (to safety)", + "la_rata-adv12": "change your character to a new type", + "la_rata-adv13": "raise your lifestyle one level", + "el trabajo sucio": "el trabajo sucio", + "el trabajo sucio-description": "You are one of el narco's trusted lieutenants...but you’ve decided to betray the cartel. Choose a reason:", + "trabajo_sucio1": "you’re tired of the killing and death.", + "trabajo_sucio2": "you lost family or a loved one to el narco.", + "trabajo_sucio3": "you want to move up in the organization.", + "trabajo_sucio4": "you were arrested and flipped to avoid jail.", + "trabajo_sucio5": "you're an undercover cop on assignment.", + "supervivencia": "supervivencia", + "supervivencia_html": "

You are a survivor, a rata who will not be drowned just because this sinking ship of a plaza is finally dragged beneath the surface of the drug war.

You can mark stress to:

  • take a 10+ instead of rolling when you interfere with someone trying to get the truth out of you.
  • offer a PC an xp to accept your reasoning when you justify your behavior, even on a miss.
  • take +1 when you get fucking shot by another narco who suspects your treachery.
", + "la_sicaria-rel_text1": "_____ fucked up something crucial; you had to clean up the mess before things got messy with los federales or a rival drug cartel.", + "la_sicaria-adv1": "get +1 Grit (max+3)", + "la_sicaria-adv2": "get +1 Hustle (max+3)", + "la_sicaria-adv3": "get +1 Savagery (max+3)", + "la_sicaria-adv4": "choose 2 new weapons", + "la_sicaria-adv5": "get a new sicaria move", + "la_sicaria-adv6": "get a new sicaria move", + "la_sicaria-adv7": "get a move from another playbook", + "la_sicaria-adv8": "get a move from another playbook", + "la_sicaria-adv9": "get +1 to any stat (max+3)", + "la_sicaria-adv10": "choose 2 new pieces of gear or 2 new weapons", + "la_sicaria-adv11": "retire your character (to safety)", + "la_sicaria-adv12": "change your character to a new type", + "la_sicaria-adv13": "raise your lifestyle one level", + "weapons (choose 4)": "weapons (choose 4)", + "sicaria_weapon1": "sniper rifle (far hi-tech loud)", + "sicaria_weapon2": "assault rifle (close loud autofire)", + "sicaria_weapon3": "grenade launcher (close area messy)", + "sicaria_weapon4": "shotgun (close messy)", + "sicaria_weapon5": "submachine gun (close area loud)", + "sicaria_weapon6": "magnum (close reload loud)", + "sicaria_weapon7": "9mm (close loud)", + "sicaria_weapon8": "stun gun (close reload)", + "sicaria_weapon9": "fireman’s axe (close messy)", + "sicaria_weapon10": "machete (hand messy)", + "sicaria_weapon11": "garrote (hand grapple)", + "sicaria_weapon12": "knives (hand infinite)", + "gear (choose 4)": "gear (choose 4)", + "sicaria_gear1": "Armor Piercing Ammo (+ap to all weapons): Sometimes putos wear vests. Gotta be ready.", + "sicaria_gear2": "Body Armor (+armored): You want to live, right? Put on the fucking vest, pendeja.", + "sicaria_gear3": "Explosives Kit (close loud area reload): You can create improvised explosive devices (IEDs) if you’ve got time.", + "sicaria_gear4": "Tracking Device (hi-tech far concealable): They can’t hide if you plant this somewhere on them.", + "sicaria_gear5": "Secure Police Scanner (hi-tech hand): You can listen in even when they try to keep you out.", + "sicaria_gear6": "Silencer (remove +loud from any weapon): Quiet as a mouse. Dead as a doornail. Eh, cabrona?", + "sicaria_gear7": "Surveillance Gear (hi-tech close concealable): You can install cameras somewhere and watch all you want.", + "sicaria_gear8": "Police Uniform (official wearable stolen): Who is who anymore? You look like them and they look like you.", + "-- select a key --": "-- select a key --", + "ambition": "ambition", + "ambition_text": "Mark xp when you get someone important to let you handle some business on their behalf. Clear this key and advance when you seize the day and ask for forgiveness instead of permission.", + "arrogance": "arrogance", + "arrogance_text": "Mark xp when you use your superior knowledge or experience to verbally shame or abuse someone you care about. Clear this key and advance when you admit to a loved one that you're in over your head and urgently need help.", + "daring": "daring", + "daring_text": "Mark xp when you willingly enter a perilous situation without precautions or deception. Clear this key and advance when you retreat from a messy situation instead of risking further failure.", + "debt": "debt", + "debt_text": "Mark xp when you take on a new loan or strain your finances to meet your family's needs. Clear this key and advance when you find a way --legal or illegal--out from under your obligations.", + "dirty_hands": "dirty hands", + "dirty_hands_text": "Mark xp when you personally tackle a messy problem instead of sending goons. Clear this key and advance when you send someone to deal with a problem you should have attended to directly.", + "duty": "duty", + "duty_text": "Mark xp when you complete a task or assign-ment for your superiors or colleagues. Clear this key and advance when you intentionally thwart the goals of your organization or employer.", + "family": "family", + "family_text": "Mark xp when you violate your family members’ boundaries to protect them. Clear this key and advance when you allow one of them to be harmed when you could have intervened.", + "guilt": "guilt", + "guilt_text": "Mark xp when you confess a recent betrayal or deception to someone you shouldn’t trust. Clear this key and advance when you use a moment of intimacy to trick someone into advancing your schemes.", + "indomitable": "indomitable", + "indomitable_text": "Mark xp when you go into battle significantly outgunned or outmanned. Clear this key and advance when you surrender to your enemies instead of fighting your way out of a messy situation.", + "loyalty": "loyalty", + "loyalty_text": "Mark xp when you accept the lies or half-truths of a trusted friend or lover. Clear this key and advance when you confront a loved one with evidence of their betrayals and deceptions.", + "mercy": "mercy", + "mercy_text": "Mark xp when you try to head off a violent encounter with negotation or persuasion. Clear this key and advance when you greatly injure or kill someone who is defenseless or unaware.", + "paranoia": "paranoia", + "paranoia_text": "Mark xp when you try to get the truth out of someone about their true loyalties. Clear this key and advance when you expose someone’s betrayal to their family or employer.", + "pride": "pride", + "pride_text": "Mark xp when you claim an asset on the grounds that you or your family deserves it. Clear this key and advance when you give up something to keep yourself or a loved one safe from harm.", + "schemes": "schemes", + "schemes_text": "Mark xp when you take advantage of someone who believes you’re working on their behalf. Clear this key and advance when you openly choose one of your loyalties over the other.", + "secrets": "secrets", + "secrets_text": "Mark xp when you lie to someone close to you about your illicit activities. Clear this key and advance when you finally come clean to someone who trusts you about your lies and decepeptions.", + "default_hitresult": "¡Órale, amigo! Looks like things worked out. Don't get cocky! The MC will tell you what happens next.", + "default_partialresult": "Not bad, güey. Things could be better, but they could be worse too! The MC's going to tell you what's in store for you now.", + "default_missresult": "¡Ay diós, cabrón! Sometimes shit gets real. The MC will tell you what happens next.", + "---": "", + "---_desc": "", + "---_trigger": "", + "---_rollwith": "", + "---_hitresult": "", + "---_partialresult": "", + "---_missresult": "", + "cocinar": "cocinar", + "cocinar_desc": "If you’re fully stocked and cooking, at the start of session, roll with Grit. On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself. On a 7-9, your investment in the operation causes someone close to you to grow suspicious. On a miss, one of your lab’s problems comes to bear con todo.", + "cocinar_show_roll_button": "True", + "cocinar_trigger": "If you’re fully stocked and cooking, at the start of session, roll with Grit.", + "cocinar_rollwith": "grit", + "cocinar_hitresult": "On a hit, you make enough to meet your commitments. On a 10+, you also make a little surplus for yourself.", + "cocinar_partialresult": "On a hit, you make enough to meet your commitments. On a 7-9, your investment in the operation causes someone close to you to grow suspicious.", + "cocinar_missresult": "On a miss, one of your lab’s problems comes to bear con todo.", + "ciencia,_cabrón": "ciencia, cabrón", + "ciencia,_cabrón_show_roll_button": "True", + "ciencia,_cabrón_desc": "When you try to juryrig some-thing with science, roll with Grit. On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress. On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "ciencia,_cabrón_trigger": "When you try to juryrig some-thing with science, roll with Grit.", + "ciencia,_cabrón_rollwith": "grit", + "ciencia,_cabrón_hitresult": "On a hit, you create an opportunity or buy yourself some time.", + "ciencia,_cabrón_partialresult": "On a hit, you create an opportunity or buy yourself some time. On a 7-9, your efforts are messy: mark stress.", + "ciencia,_cabrón_missresult": "On a miss, you’re missing something rare and illegal or your work fills your stress track, MC’s choice.", + "chillón": "chillón", + "chillón_desc": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_show_roll_button": "True", + "chillón_trigger": "When you justify yourself with an upsetting emotional outburst, roll with Grit instead of Face.", + "chillón_rollwith": "grit", + "chillón_hitresult": "For NPCs: On a hit, they accept your logic.", + "chillón_partialresult": "On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty.", + "de_calidad": "de calidad", + "de_calidad_show_roll_button": "True", + "de_calidad_desc": "When you propose a deal that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_trigger": "When you ***propose a deal*** that relies on the quality of your product or your special training and skills, roll with Grit instead of Face.", + "de_calidad_rollwith": "grit", + "de_calidad_hitresult": "On a hit, they choose: take the deal or mark stress.", + "de_calidad_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "afortunado": "afortunado", + "afortunado_desc": "You get +1 Grit (max+3)", + "pozolero": "pozolero", + "pozolero_desc": "When you get rid of a body using chemicals in your lab, roll with Grit. On a 10+, all 3. On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n* you aren’t missing any supplies or equipment.\n* you aren't interrupted getting it done.\n\nOn a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "pozolero_show_roll_button": "True", + "pozolero_trigger": "When you get rid of a body using chemicals in your lab, roll with Grit.", + "pozolero_rollwith": "grit", + "pozolero_hitresult": "On a 10+, all 3.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_partialresult": "On a 7-9, pick 1.\n\n * you aren’t forced to mark stress.\n * you aren’t missing any supplies or equipment.\n * you aren't interrupted getting it done.", + "pozolero_missresult": "On a miss, you dispose of the body, but it haunts you. You can't clear any stress until you find a way to atone for what you've done.", + "tu laboratorio": "tu laboratorio", + "lab_tags": "small, fixed, unstable, indebted", + "tu laboratorio-desc": "By default, your lab (small fixed unstable indebted) is in a basement or warehouse, set up to make cocaine, heroin, or meth, your choice.", + "choose 2 features": "choose 2 features", + "lab_feature1": "your lab is a food truck or RV. Replace fixed with mobile.", + "lab_feature2": "your lab has professional equipment, capable of larger cooks. raise your lifestyle; change small to medium.", + "lab_feature3": "your lab has equipment designed to dispose of dangerous chemicals. Remove unstable.", + "lab_feature4": "you have an assistant who prepares the chemicals in advance for your cooks. Take +1 to Cocinar; add payroll.", + "choose 2 troubles": "choose 2 troubles", + "lab_trouble1": "your lab is sometimes inaccessible. Add inconvenient.", + "lab_trouble2": "your lab gives off a byproduct or odor that makes it easy to uncover and report. Add detectable.", + "lab_trouble3": "your lab is poorly secured or locked down against intruders and thieves. Add exposed.", + "lab_trouble4": "your lab relies on uncommon chemicals. Add shortages.", + "tus misterios": "tus misterios", + "misterios_description": "You've fallen on hard times. Now you must keep your work secret from the people closest to you. Choose 3:", + "misterio1": "an esposa or novio who asks too many questions", + "misterio2": "a niño who thinks you’re beyond reproach", + "misterio3": "an elderly madre or tio who relies on you financially", + "misterio4": "a prima who works in federal law enforcement", + "misterio5": "an old coworker who feels badly about your troubles", + "misterio6": "a community leader who feels responsible for you", + "la familia": "la familia", + "amor_y_matrimonio": "amor y matrimonio", + "amor_y_matrimonio_desc": "You are the only one who can be trusted to protect la familia. Take +1 ongoing when you try to get one of them to do the right thing.", + "me_lo_chingué": "me lo chingué", + "me_lo_chingué_desc": "When you reveal that you betrayed a lover or friend, tell them to fill their stress track; you clear one stress for each stress they mark. If their stress track is already full, they must immediately make a stress move; you clear one stress.", + "reina_del_drama": "reina del drama", + "reina_del_drama_desc": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to push your luck as if you rolled a 10+.", + "reina_del_drama_trigger": "When you put on a dramatic performance to get out of a sticky situation, you can mark stress instead of rolling to ***push your luck*** as if you rolled a 10+.", + "reina_del_drama_rollwith": "grit", + "reina_del_drama_hitresult": "On a 10+, fortune favors the bold.", + "perderse": "perderse", + "perderse_desc": "When you lose yourself in another person, roll with Face. On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly. On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "perderse_show_roll_button": "True", + "perderse_trigger": "When you lose yourself in another person, roll with Face.", + "perderse_rollwith": "face", + "perderse_hitresult": "On a hit, you find solace in their embrace; clear your stress track.", + "perderse_partialresult": "On a hit, you find solace in their embrace; clear your stress track. On a 7-9, they see you truly; they can ask one question and you must answer it honestly.", + "perderse_missresult": "On a miss, your dalliance leads you to neglect a key obligation to disastrous effect.", + "comer_algo": "comer algo", + "comer_algo_desc": "When you share a meal with some-one, roll with Face. On a 10+, hold 2. On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:\n\n* What do you want from me / my family?* What threat do you pose to us / our life?\n* Who are you protecting / hunting?\n\nOn a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "comer_algo_show_roll_button": "True", + "comer_algo_trigger": "When you share a meal with some-one, roll with Face.", + "comer_algo_rollwith": "face", + "comer_algo_hitresult": "On a 10+, hold 2. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_partialresult": "On a 7-9, hold 1. You can spend your hold while you’re eating together to ask their player questions:*\n\n *What do you want from me / my family?*\n* *What threat do you pose to us / our life?*\n* *Who are you protecting / hunting?*", + "comer_algo_missresult": "On a miss, hold 1, but you let slip your secret fears about your family or spouse to your guest.", + "obligation1": "pregnant/finalizing adoption", + "obligation2": "new baby", + "obligation3": "preschool child", + "obligation4": "high school student", + "obligation5": "stepchild", + "obligation6": "corporate job", + "obligation7": "established home business", + "obligation8": "starting a new business", + "obligation9": "real estate license", + "obligation10": "social service job", + "obligation11": "managing family finances", + "obligation12": "elderly grand-parent", + "obligation13": "troubled sibling", + "obligation14": "school association", + "obligation15": "nonprofit board", + "obligation16": "parish volunteer", + "obligation17": "dinner parties", + "obligation18": "gossip and rumors", + "push_your_luck": "push your luck", + "push_your_luck_html": "

When you push your luck, roll with Grit. On a 10+, fortune favors the bold. On a 7-9, things don't work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.

", + "push_your_luck_trigger": "When you ***push your luck***, roll with Grit.", + "push_your_luck_rollwith": "grit", + "push_your_luck_hitresult": "On a 10+, fortune favors the bold. ", + "push_your_luck_partialresult": "On a 7-9, things don’t work out like you hoped; the MC will tell you how you can turn things around if you act quickly, make an ugly choice, or tough it out.", + "get_the_truth": "get the truth", + "get_the_truth_html": "

When you try to get the truth out of someone, roll with Hustle. On a hit, clear one stress. On a 10+, pick 2. On a 7-9, pick 1.

  • they can't mislead you with the truth
  • they can't confuse you with falsehoods
  • they can't stonewall you with silenc
", + "get_the_truth_trigger": "When you try to ***get the truth out of someone***, roll with Hustle.", + "get_the_truth_rollwith": "hustle", + "get_the_truth_hitresult": "On a hit, clear one stress. On a 10+, pick 2. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "get_the_truth_partialresult": "On a hit, clear one stress. On a 7-9, pick 1. \n\n* they can’t mislead you with the truth \n* they can’t confuse you with falsehoods \n* they can’t stonewall you with silence", + "pressure_someone": "pressure someone", + "pressure_someone_html": "When you pressure someone to go along with you, roll with Hustle. On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "pressure_someone_trigger": "When you ***pressure someone*** to go along with you, roll with Hustle.", + "pressure_someone_rollwith": "hustle", + "pressure_someone_hitresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress.", + "pressure_someone_partialresult": "On a hit, they see your point; they have to follow your lead (for now) or mark stress. On a 7-9, you let something important slip as you bring your pressure to bear.", + "size_someone_up": "size someone up", + "size_someone_up_html": "

When you size someone up, roll with Savagery. On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3. On a 7-9, ask 1.

  • what are your current weaknesses / strengths?
  • how can I show you dominance / submission?
  • what do you intend to do next?
  • what do you wish I'd do right now?
  • how could I get you to _________
", + "size_someone_up_trigger": "When you ***size someone up***, roll with Savagery.", + "size_someone_up_rollwith": "savagery", + "size_someone_up_hitresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 10+, ask 3.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________? ", + "size_someone_up_partialresult": "On a hit, ask their player questions. When you act on the answers, take +1. On a 7-9, ask 1.\n\n* what are your current weaknesses / strengths?\n* how can I show you dominance / submission?\n* what do you intend to do next?\n* what do you wish I’d do right now?\n* how could I get you to _________?", + "strain_your_finances": "strain your finances", + "strain_your_finances_html": "

When you strain your finances to get what you want, roll. Add +1 for each:

  • you've recently come into a large sum of money
  • you will accept something counterfeit/stolen
  • you have an amigo with useful connections

On a 10+, you have enough cash on hand to make your purchase. On a 7-9, you scrape together enough dinero… but someone notices your largesse. On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.

", + "strain_your_finances_trigger": "When you strain your finances to get what you want, roll. Add +1 for each:\n\n+ you've recently come into a large sum of money \n+ you will accept something counterfeit/stolen \n+ you have an *amigo* with useful connections", + "strain_your_finances_rollwith": "*dinero*", + "strain_your_finances_rollquery": "?{When you strain your finances to get what you want, roll. Add +1 for each: 1- you've recently come into a large sum of money 2- you will accept something counterfeit/stolen 3- you have an *amigo* with useful connections|0|1|2|3}", + "strain_your_finances_hitresult": "On a 10+, you have enough cash on hand to make your purchase.", + "strain_your_finances_partialresult": "On a 7-9, you scrape together enough *dinero*...but someone notices your largesse.", + "strain_your_finances_missresult": "On a miss, your purchase remains frustratingly out of reach. The GM will tell you why you find youself unexpectedly short at the last moment.", + "help_or_interfere": "help or interfere", + "help_or_interfere_html": "

When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked. On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered. On a miss, mark the stress you wagered and prepare for the worst.

", + "help_or_interfere_trigger": "When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.", + "help_or_interfere_rollwith": "stress wagered", + "help_or_interfere_rollquery": "?{When you help or interfere after a PC has rolled, wager stress (max+3) and roll with stress marked.|1|2|3}", + "help_or_interfere_hitresult": "On a hit, give them a +1 or -2 to their roll, your choice.", + "help_or_interfere_partialresult": "On a hit, give them a +1 or -2 to their roll, your choice. On a 7-9, you mark however much stress you wagered.", + "help_or_interfere_missresult": "On a miss, mark the stress you wagered and prepare for the worst.", + "turn_to_violence": "turn to violence", + "turn_to_violence_html": "

When you turn to violence, roll with Savagery. On a hit, mark stress and trade harm as established. On a 10+, choose 3. On a 7-9, choose 2.

  • you inflict terrible harm
  • you suffer little harm
  • you resist marking stress
  • you avoid collateral damage
", + "turn_to_violence_trigger": "When you ***turn to violence***, roll with Savagery.", + "turn_to_violence_rollwith": "savagery", + "turn_to_violence_hitresult": "On a hit, mark stress and trade harm as established. On a 10+, choose 3.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "turn_to_violence_partialresult": "On a hit, mark stress and trade harm as established. On a 7-9, choose 2.\n\n* you inflict terrible harm\n* you suffer little harm\n* you resist marking stress\n* you avoid collateral damage ", + "heat moves": "heat moves", + "avoid_suspicion": "avoid suspicion", + "avoid_suspicion_html": "

When you try to avoid suspicion while handling business in public, roll with Heat. Add one for each:

  • you’re carrying a lot of drugs or money
  • you’re transporting at least one body, dead or alive
  • you’re equipped with military weaponry

On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.

", + "avoid_suspicion_trigger": "When you try to ***avoid suspicion while handling business in public***, roll with Heat.Add one for each:\n* you're carrying a lot of drugs or money \n* you're transporting at least one body, dead or alive \n* you're equipped with military weaponry", + "avoid_suspicion_rollwith": "heat & circumstances", + "avoid_suspicion_rollquery": "(@{heat} + ?{When you try to avoid suspicion while handling business in public, roll with Heat.Add one for each: 1- you're carrying a lot of drugs or money 2- you're transporting at least one body, dead or alive 3- you're equipped with military weaponry|0|1|2|3})", + "avoid_suspicion_hitresult": "On a 10+, someone dangerous has been looking for you. And here you are. *Mierda, cabrón.*", + "avoid_suspicion_partialresult": "On a 7-9, only the local *policia* take an interest; make a threat or flash some *dinero* to smooth things over.", + "avoid_suspicion_missresult": "On a miss, you don't atract any attention; most civilians know better than to get in your way. On a 7-9, only the local policia take an interest; make a threat or flash some dinero to smooth things over. On a 10+, someone dangerous has been looking for you. And here you are. Mierda, cabrón.", + "leave_a_messy_crime_scene": "leave a messy crime scene", + "leave_a_messy_crime_scene_html": "When you try to leave a messy crime scene before the authorities arrive, roll with Heat. On a miss, you exit the scene; tell the MC what potentially in-criminating evidence you’ve left behind. On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive. On a 10+, la policia arrives in force...with los federales or an American in tow.", + "leave_a_messy_crime_scene_trigger": "When you try to ***leave a messy crime scene*** before the authorities arrive, roll with Heat.", + "leave_a_messy_crime_scene_rollwith": "heat", + "leave_a_messy_crime_scene_hitresult": "On a 10+, *la policia* arrives in force...with *los federales* or an American in tow.", + "leave_a_messy_crime_scene_partialresult": "On a 7-9, the authorities respond before you can get away, but they are isolated or unprepared for what they find when they arrive.", + "leave_a_messy_crime_scene_missresult": "On a miss, you exit the scene; tell the MC what potentially incriminating evidence you’ve left behind.", + "flee_from_los_federales": "flee from los federales", + "flee_from_los_federales_html": "When you flee from los federales, roll with Heat. On a miss, you get away clean. On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time. On a 10+, you’re fucked, güey: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_trigger": "When you ***flee from los federales***, roll with Heat.", + "flee_from_los_federales_rollwith": "heat", + "flee_from_los_federales_hitresult": "On a 10+, you’re fucked, *güey*: mark 3 stress, get caught, or get shot (your choice). Whatever you choose, the chase is over.", + "flee_from_los_federales_partialresult": "On a 7-9, you can escape the authorities by sacrificing something; the MC will tell you what your freedom will cost you this time.", + "flee_from_los_federales_missresult": "On a miss, you get away clean.", + "propose_a_deal": "propose a deal", + "propose_a_deal_html": "

When you propose a deal to get what you want, roll with Face. On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one:

  • impose a condition on your offer
  • adjust the price (+/-30%) and accept
  • point you at an interested party
", + "propose_a_deal_trigger": "When you ***propose a deal*** to get what you want, roll with Face. ", + "propose_a_deal_rollwith": "face", + "propose_a_deal_hitresult": "On a hit, they choose: take the deal or mark stress.", + "propose_a_deal_partialresult": "On a hit, they choose: take the deal or mark stress. On a 7-9, they can instead choose one: \n\n* impose a condition on your offer \n* adjust the price (+/-30%) and accept \n*point you at an interested party", + "justify_your_behavior": "justify your behavior", + "justify_your_behavior_html": "

When you try to justify your behavior to someone, roll with Face. For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. For PCs: On a 10+, both. On a 7-9, choose 1:

  • if they accept your reasoning, they mark xp
  • if they keep their own counsel, they mark stress
", + "justify_your_behavior_trigger": "When you try to ***justify your behavior*** to someone, roll with Face.", + "justify_your_behavior_rollwith": "face", + "justify_your_behavior_hitresult": "For NPCs: On a hit, they accept your logic. \n\nFor PCs: On a 10+, both:\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "justify_your_behavior_partialresult": "For NPCs: On a hit, they accept your logic. On a 7-9, they have a few questions; mark a stress if you answer with anything other than total honesty. \n\nFor PCs: On a 7-9, choose 1: On a 10+, both:\n\n* if they accept your reasoning, they mark xp\n* if they keep their own counsel, they mark stress", + "stress & heat moves": "stress & heat moves", + "stress moves": "stress moves", + "stress_moves_description": "All sorts of fictional situations may cause stress–getting shot at, doing something horrific, fighting with a spouse–and the only way to keep that stress in check is through stress moves:", + "verbally_abuse_or_shame": "verbally abuse or shame", + "verbally_abuse_or_shame_html": "When you verbally abuse or shame someone you care about, roll with Face. On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track. On a 7-9, clear one stress. On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "verbally_abuse_or_shame_trigger": "When you **verbally abuse or shame someone** you care about, roll with Face.", + "verbally_abuse_or_shame_rollwith": "face", + "verbally_abuse_or_shame_hitresult": "On a hit, your words hit hard: tell them to mark stress. On a 10+, clear your stress track.", + "verbally_abuse_or_shame_partialresult": "On a hit, your words hit hard: tell them to mark stress. On a 7-9, clear one stress.", + "verbally_abuse_or_shame_missresult": "On a miss, your cowardice is clear: take -1 ongoing to Face until you make amends.", + "lose_yourself_in_a_substance": "lose yourself in a substance", + "lose_yourself_in_a_substance_html": "When you lose yourself in a substance, roll with Grit. On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list. On a miss, you’re in deep. Buena suerte, cabrón.", + "lose_yourself_in_a_substance_trigger": "When you **lose yourself in a substance**, roll with Grit.", + "lose_yourself_in_a_substance_rollwith": "grit", + "lose_yourself_in_a_substance_hitresult": "On a hit, clear your stress track.", + "lose_yourself_in_a_substance_partialresult": "On a hit, clear your stress track. On a 7-9, the drugs take a toll: make a drug move off the list.", + "lose_yourself_in_a_substance_missresult": "On a miss, you’re in deep. Buena suerte, cabrón.", + "confess_your_sins": "confess your sins", + "confess_your_sins_html": "When you confess your sins to a priest, roll with Hustle. On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession. On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "confess_your_sins_trigger": "When you **confess your sins to a priest**, roll with Hustle.", + "confess_your_sins_rollwith": "hustle", + "confess_your_sins_hitresult": "On a hit, you find forgiveness; clear your stress track.", + "confess_your_sins_partialresult": "On a hit, you find forgiveness; clear your stress track. On a 7-9, you must perform your penance before you return to confession.", + "confess_your_sins_missresult": "On a miss, the priest sees through your false contrition; take a -1 ongoing to Hustle until you truly repent.", + "dish_out_a_beatdown": "dish out a beatdown", + "dish_out_a_beatdown_html": "When you dish out a beatdown, roll with Savagery. On a 10+, you assert your dominance: clear your stress track. On a 7-9, you hurt them, but it’s not enough: clear one stress. On a miss, the violence gets out of hand. Enjoy the consequences, pendejo.", + "dish_out_a_beatdown_trigger": "When you **dish out a beatdown**, roll with Savagery.", + "dish_out_a_beatdown_rollwith": "savagery", + "dish_out_a_beatdown_hitresult": "On a 10+, you assert your dominance: clear your stress track.", + "dish_out_a_beatdown_partialresult": "On a 7-9, you hurt them, but it’s not enough: clear one stress.", + "dish_out_a_beatdown_missresult": "On a miss, the violence gets out of hand. Enjoy the consequences, *pendejo.*", + "drug moves": "drug moves", + "drug moves description": "If the MC tells you to make a drug move, pick one:", + "cocaine": "cocaine", + "cocaine_move1": "start a fight with a mouthy pendejo or puta", + "cocaine_move2": "throw yourself at someone you shouldn’t", + "cocaine_move3": "spend your money stupidly or carelessly", + "heroin": "heroin", + "heroin_move1": "push someone who cares about you away", + "heroin_move2": "overlook a crucial deadline or event", + "heroin_move3": "steal funds in preparation for your next fix", + "crystal meth": "crystal meth", + "crystal meth_move1": "accuse a loved one of theft or betrayal", + "crystal meth_move2": "push a place you keep toward squalor", + "crystal meth_move3": "hurt yourself to keep your diablos at bay", + "alcohol": "alcohol", + "alcohol_move1": "make a scene about how you’ve been wronged", + "alcohol_move2": "let slip something to the wrong person", + "alcohol_move3": "wreck something meaningful, carelessly", + "hermanos": "hermanos", + "hermanos_desc": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle. On a 10+, all 3. On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers \n\nOn a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "hermanos_show_roll_button": "True", + "hermanos_rollwith": "hustle", + "hermanos_trigger": "When you try to get your pandilla to follow your lead on something dangerous, costly, or out of the ordinary, roll with Hustle.", + "hermanos_hitresult": "On a 10+, all 3: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_partialresult": "On a 7-9, choose 1: \n- they all go along with the plan \n- they follow your instructions precisely \n- they don’t demand drugs, cash, or answers", + "hermanos_missresult": "On a miss, your pandilla fights amongst itself about mierda you thought was settled, screwing up your plans before you even start.", + "mercado": "mercado", + "mercado_desc": "When you sell product on the street, roll with Hustle. On a 10+, sales are brisk; clear your stress track. On a 7-9, you make some money, but someone takes issue with your crew; clear one stress. On a miss, someone takes a run at you, and it probably isn’t the cops.", + "mercado_show_roll_button": "True", + "mercado_rollwith": "hustle", + "mercado_trigger": "When you sell product on the street, roll with Hustle.", + "mercado_hitresult": "On a 10+, sales are brisk; clear your stress track.", + "mercado_partialresult": "On a 7-9, you make some money, but someone takes issue with your crew; clear one stress.", + "mercado_missresult": "On a miss, someone takes a run at you, and it probably isn’t the cops.", + "bendito": "bendito", + "bendito_desc": "When you’re completely focused on escaping, push your luck with Hustle instead of Grit. Add +1 to your roll if you get fucking shot while trying to flee.", + "bendito_show_roll_button": "FALSE", + "vendedor": "vendedor", + "vendedor_desc": "When you propose a deal to someone and they pick an option off the 7-9 list you don’t like, mark stress to make them pick a different option off the list. You can do this multiple times, provided you can keep marking stress.", + "vendedor_show_roll_button": "FALSE", + "matador": "matador", + "matador_desc": "Fill your stress track—marking at least one stress—to turn to violence against an unsuspecting target as if you rolled a 10+.", + "matador_show_roll_button": "FALSE", + "la_plaza_desc": "At the beginning of the session, roll with Control. On a hit, you get an opportunity to engage one your troubles (your choice) on your terms. On a 7-9, the opportunity is short-lived and risky: act quickly or you may find that you miss your moment. On a miss, one (or more) of your troubles catches you in a vulnerable spot, jefe, before you can adjust.", + "la_plaza_show_roll_button": "True", + "mandamás": "mandamás", + "mandamás_desc": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face. On a 10+, all 3. On a 7-9, choose 1. \n- they keep their wits and focus. \n- they minimize incriminating evidence. \n- they avoid collateral damage. On a miss, everything goes to shit, but it wasn't your people's fault. You know how it is, *jefe*: no plan survives contact with the enemy.", + "mandamás_show_roll_button": "True", + "mandamás_rollwith": "face", + "mandamás_trigger": "When you order your enforcers or agents to solve a problem on your behalf, roll with Face.", + "mandamás_hitresult": "On a 10+, all 3: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_partialresult": "On a 7-9, choose 1: \n- they keep their wits and focus \n- they minimize incriminating evidence \n- they avoid collateral damage", + "mandamás_missresult": "On a miss, everything goes to shit, but it wasn’t your people’s fault. You know how it is, jefe: no plan survives contact with the enemy.", + "infiltrado": "infiltrado", + "infiltrado_desc": "At the start of session, roll with Grit. On a hit, you get wind of a development in the anti-cartel case before things get messy. On a 10+, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice. On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "infiltrado_show_roll_button": "True", + "infiltrado_rollwith": "grit", + "infiltrado_trigger": "At the start of session, roll with Grit. ", + "infiltrado_hitresult": "On a 10+, you get wind of a development in the anti-cartel case before things get messy. In fact, you can take advantage of the situation: you have access to vital evidence or witnesses, your choice.", + "infiltrado_partialresult": "On a 7-9, you get wind of a development in the anti-cartel case before things get messy.", + "infiltrado_missresult": "On a miss, the department catches a hot lead on the cartel before you can intervene. A la verga.", + "seguir": "seguir", + "seguir_desc": "When you follow someone through the streets, roll with Grit. On a hit, where they go, you follow. On a 7-9, you overstep; mark a stress to avoid being spotted. On a miss, you end up exposed without backup or cover. ¡Mierda!", + "seguir_show_roll_button": "True", + "seguir_rollwith": "grit", + "seguir_trigger": "When you follow someone through the streets, roll with Grit.", + "seguir_hitresult": "On a 10+, where they go, you follow.", + "seguir_partialresult": "On a 7-9, where they go, you follow...but you overstep; mark a stress to avoid being spotted.", + "seguir_missresult": "On a miss, you end up exposed without backup or cover. *¡Mierda!*", + "verdadero": "verdadero", + "verdadero_desc": "When you get the truth from someone during an official interrogation, pick an extra option, even on a miss.", + "verdadero_show_roll_button": "FALSE", + "siempre_listo": "siempre listo", + "siempre_listo_desc": "Mark stress to show up in a scene alongside *la policía* or *los federales*, assuming that you aren’t unavailable. Mark three stress to show up instead of the authorities; you’ll have a few minutes solo in the scene before anybody else arrives.", + "siempre_listo_show_roll_button": "FALSE", + "escolta": "escolta", + "escolta_desc": "When you draw attention away from someone, they can roll with your Heat instead of their own. On a 10+, they suffer the consequences...but you attract demasiada attention: raise your Heat by 1 until the end of the next session.", + "escolta_show_roll_button": "FALSE", + "entrenamiento": "entrenamiento", + "entrenamiento_desc": "When you turn to violence after declaring yourself as a federal, roll with Grit instead of Savagery. If you get shot as a result, take +1 forward.", + "entrenamiento_show_roll_button": "FALSE", + "conectada": "conectada", + "conectada_desc": "When you go looking for a cartel *güey* in la plaza to help with a problem, name them and roll with Face. On a hit, you track them down and they’ve got what you need. On a 7-9, pick 1. On a 10+, both. \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology\n\n On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "conectada_show_roll_button": "True", + "conectada_rollwith": "face", + "conectada_trigger": "When you go looking for a cartel güey in la plaza to help with a problem, name them and roll with Face.", + "conectada_hitresult": "On a 10+, you track them down and they've got what you need; you get both: \n- They aren't caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_partialresult": "On a 7-9, you track them down and they've got what you need; pick 1: \n- They aren’t caught up in their own problems \n- You don’t owe them a favor or apology", + "conectada_missresult": "On a miss, something has made them suspicious. Tell the MC what you did to make them nervioso.", + "escapar": "escapar", + "escapar_desc": "When you try to exit a tense situation, roll with Face. On a 10+, you’re gone! On a 7-9, you leave something behind or take something with you, your choice. On a miss, you’re exposed por completo...", + "escapar_show_roll_button": "True", + "escapar_rollwith": "face", + "escapar_trigger": "When you try to exit a tense situation, roll with Face.", + "escapar_hitresult": "On a 10+, you’re gone! ", + "escapar_partialresult": "On a 7-9, you leave something behind or take something with you, your choice. ", + "escapar_missresult": "On a miss, you’re exposed por completo...", + "amante": "amante", + "amante_desc": "When you share a night of intimacy with a lover, roll with Face. On a hit, clear your stress track. On a 10+, ask 2.On a 7-9, ask 1. \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do? \n\nOn a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "amante_show_roll_button": "True", + "amante_rollwith": "face", + "amante_trigger": "When you share a night of intimacy with a lover, roll with Face.", + "amante_hitresult": "On a 10+, clear your stress track and ask 2: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_partialresult": "On a 7-9, clear your stress track and ask 1: \n- What do you know about _________? \n- What do you want from _________? \n- What is _________ planning to do?", + "amante_missresult": "On a miss, you let them get too close: they uncover a secret you were hiding before you intervene.", + "chimosa": "chimosa", + "chimosa_desc": "When you betray a friend or ally to the authorities, roll with Face. On a 10+, your treason is useful and valued: clear your stress track. On a 7-9, your handler is pleased...and demands more: clear one stress. On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "chimosa_show_roll_button": "True", + "chimosa_rollwith": "face", + "chimosa_trigger": "When you betray a friend or ally to the authorities, roll with Face.", + "chimosa_hitresult": "On a 10+, your treason is useful and valued: clear your stress track.", + "chimosa_partialresult": "On a 7-9, your handler is pleased...and demands more: clear one stress.", + "chimosa_missresult": "On a miss, the authorities act on your info in a way that puts you in the crosshairs.", + "mentirosa": "mentirosa", + "mentirosa_desc": "You get +1 Face (max+3).", + "mentirosa_show_roll_button": "FALSE", + "mirar": "mirar", + "mirar_desc": "When you read a charged situation, roll with Savagery. On a hit, ask the MC questions; take +1 when you act on the answers. On a 10+, ask 2. On a 7–9, ask 1: \n- where’s my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what’s my enemy’s true position? On a miss, ask one...but you reveal your position.", + "mirar_show_roll_button": "FALSE", + "mirar_rollwith": "savagery", + "mirar_trigger": "When you read a charged situation, roll with Savagery.", + "mirar_hitresult": "On a 10+, ask the MC 2 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_partialresult": "On a 7-9, ask the MC 1 questions; take +1 when you act on the answers: \n- where's my escape route / way in / way past? \n- which enemy is most vulnerable to me? \n- what should I be on the lookout for? \n- what's my enemy's true position?", + "mirar_missresult": "On a miss, ask one...but you reveal your position.", + "narcocorrido": "narcocorrido", + "narcocorrido_desc": "When you meet someone importante (your call), roll with Savagery. On a hit, they’ve heard of you. Say what they’ve heard, and they will act accordingly. On a 10+, you also take +1 forward to dealing with them. On a miss, your reputation convinces them that you’re something you’re not.", + "narcocorrido_show_roll_button": "True", + "narcocorrido_rollwith": "savagery", + "narcocorrido_trigger": "When you meet someone *importante* (your call), roll with Savagery.", + "narcocorrido_hitresult": "On a 10+, they've heard of you. Say what they've heard, and they will act accordingly; take +1 forward to dealing with them.", + "narcocorrido_partialresult": "On a 7-9, they've heard of you. Say what they've heard, and they will act accordingly.", + "narcocorrido_missresult": "On a miss, your reputation convinces them that you’re something you're not.", + "levantón": "levantón", + "levantón_desc": "When you track down an NPC, roll with Savagery. On a hit, you catch them exposed or vulnerable. On a 7-9, they have backup or it’s public. On a miss, someone you’re avoiding finds you first.", + "levantón_show_roll_button": "True", + "levantón_rollwith": "savagery", + "levantón_trigger": "When you track down an NPC, roll with Savagery.", + "levantón_hitresult": "On a 10+, you catch them exposed or vulnerable.", + "levantón_partialresult": "On a 7-9, you catch them exposed or vulnerable, but they have backup or it’s public.", + "levantón_missresult": "On a miss, someone you’re avoiding finds you first.", + "rematar": "rematar", + "rematar_desc": "You get +1 Savagery (max +3).", + "rematar_show_roll_button": "FALSE", + "encobijado": "encobijado", + "encobijado_desc": "When you ditch a body somewhere, roll with Savagery. On a hit, you lose the corpse, and it stays lost; clear one stress. On a 10+, dust to dust; clear your stress track. On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "encobijado_show_roll_button": "True", + "encobijado_rollwith": "savagery", + "encobijado_trigger": "When you ditch a body somewhere, roll with Savagery.", + "encobijado_hitresult": "On a 10+, you lose the corpse, and it stays lost; clear your stress track.", + "encobijado_partialresult": "On a 7-9, you lose the corpse, and it stays lost; clear one stress.", + "encobijado_missresult": "On a miss, the body surfaces, but without any obvious ties to you or your crew.", + "duro": "duro", + "duro_desc": "When you get fucking shot, add +1 to your roll. On a miss, you have time for an act of ven- geance or kindness before you fall to your wounds.", + "duro_show_roll_button": "FALSE", + "notes": "notes" +}