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@@ -5092,7 +5116,9 @@ to foil enemy targeting arrays and incoming projectiles forcing gunners onboard
{{#duration}}
| Duration {{duration}} | {{/duration}}
{{#saving_throw}}
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{{/saving_throw}}
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{{#rng_attack}}
diff --git a/Starfinder (simple)/sheet.json b/Starfinder (simple)/sheet.json
index 78d8c6575e..4fbefb6995 100644
--- a/Starfinder (simple)/sheet.json
+++ b/Starfinder (simple)/sheet.json
@@ -3,6 +3,7 @@
"css": "Starfinder (simple).css",
"authors": "Phillip Goettsch",
"roll20userid": "239016",
+ "compendium": "starfinder",
"preview": "Starfinder_simple_preview.jpg",
- "instructions": "This sheet has been created through heavy modification of the Pathfinder (old) sheet created by Samuel Marino. Please see the notes below:\n## Roll templates\n You can see a demonstration of the roll templates by following this [link](https://tarrasque.wordpress.com/2017/10/14/starfinder-simple-roll-templates/).The following roll templates are included in this character sheet:\n*pf\_check\n*pf\_attack\n*pf\_spell\n## Key Ability Function\n The Starfinder Ruleset uses a *Key Ability* (based on character class) this can be an issue for characters that multiclass. In these cases be sure to select only the *Key Ability* with the highest modifier as it will be used to calculate the character's Resovle Points.\n## Stamina/Hit/Resolve Points\n These attributes are calculated by a formula which can be manually edited within the character sheet. If you make a change and find errors, the best way to restore to default is delete the entire contents of the block and press enter. This should restore the default formula value.\n## Starship Functions\n In order to make the sheet more useful during starship combat a number of sheet roll buttons have been added in. These macros for these buttons are not as intuitive as those for Skill Checks and Weapon Attacks, so I will add some instruction here.\n **PC Crew Actions:** With the exception of the Gunner Action button, these buttons all generally work the same. After clicking the button you will be asked to target the Acting Character. You should click on a token that represents the character taking the action. Next you will be asked to target your Own Starship. You should click on a token that represents the starship the gunner is using. If the action requires information from the other starship in the battle it will ask you to target the Enemy Starship. You should click on a token that represents the starship you are attacking. For Gunner Actions, you should use the button for the weapon you want to fire. You will have to target the Acting Character and your Own Starship tokens as before.\n **NPC Crew Actions:** For GMs, the NPC Crew Actions operate in a similar manner. Input the Captain's modifiers on the Character Tab of the sheet (they usually has multiple skill bonuses) and the other crew member bonuses (just the modifier number) on the Starship Tab under NPC Crew Actions. Now you can use the NPC Crew Action Buttons. As before you will be asked to target an Acting Character, this time it is the NPC Starship. Also, you will be asked to target your Own Starship; click the same token. The Enemy Starship is the PC Starship now. For NPC Gunnery Actions, use the Gunner NPC Crew Action button, following the guidance above.\n## Firefox users\n The radio buttons at the top of the character sheet should be tabs, but your browser doesn't support the code used to display them. I am sorry to hear this and do not believe I will be able to do anything to make it look correct. Mouse over text on each circle shows the tab name.\n## Comments\n Please let me know what you think of the sheet; all comments and suggestions are seriously considered. The best place to share your thoughts is at the [campaign forum](https://app.roll20.net/join/2583239/ZMeN-A).\n *I would like to thank everyone that has provided feedback, you have made it so much easier to find and fix the problems.*"
+ "instructions": "This sheet has been created through heavy modification of the Pathfinder (old) sheet created by Samuel Marino. Please see the notes below:\n## Roll templates\n You can see a demonstration of the roll templates by following this [link](https://tarrasque.wordpress.com/2017/10/14/starfinder-simple-roll-templates/).The following roll templates are included in this character sheet:\n*pf_check\n*pf_attack\n*pf_spell\n## Key Ability Function\n The Starfinder Ruleset uses a *Key Ability* (based on character class) this can be an issue for characters that multiclass. In these cases be sure to select only the *Key Ability* with the highest modifier as it will be used to calculate the character's Resovle Points.\n## Stamina/Hit/Resolve Points\n These attributes are calculated by a formula which can be manually edited within the character sheet. If you make a change and find errors, the best way to restore to default is delete the entire contents of the block and press enter. This should restore the default formula value.\n## Starship Functions\n In order to make the sheet more useful during starship combat a number of sheet roll buttons have been added in. These macros for these buttons are not as intuitive as those for Skill Checks and Weapon Attacks, so I will add some instruction here.\n **PC Crew Actions:** With the exception of the Gunner Action button, these buttons all generally work the same. After clicking the button you will be asked to target the Acting Character. You should click on a token that represents the character taking the action. Next you will be asked to target your Own Starship. You should click on a token that represents the starship the gunner is using. If the action requires information from the other starship in the battle it will ask you to target the Enemy Starship. You should click on a token that represents the starship you are attacking. For Gunner Actions, you should use the button for the weapon you want to fire. You will have to target the Acting Character and your Own Starship tokens as before.\n **NPC Crew Actions:** For GMs, the NPC Crew Actions operate in a similar manner. Input the Captain's modifiers on the Character Tab of the sheet (they usually has multiple skill bonuses) and the other crew member bonuses (just the modifier number) on the Starship Tab under NPC Crew Actions. Now you can use the NPC Crew Action Buttons. As before you will be asked to target an Acting Character, this time it is the NPC Starship. Also, you will be asked to target your Own Starship; click the same token. The Enemy Starship is the PC Starship now. For NPC Gunnery Actions, use the Gunner NPC Crew Action button, following the guidance above.\n## Firefox users\n The radio buttons at the top of the character sheet should be tabs, but your browser doesn't support the code used to display them. I am sorry to hear this and do not believe I will be able to do anything to make it look correct. Mouse over text on each circle shows the tab name.\n## Comments\n Please let me know what you think of the sheet; all comments and suggestions are seriously considered. The best place to share your thoughts is at the [campaign forum](https://app.roll20.net/join/2583239/ZMeN-A).\n *I would like to thank everyone that has provided feedback, you have made it so much easier to find and fix the problems.*"
}
diff --git a/Stars_Without_Number_Revised/translations/fr.json b/Stars_Without_Number_Revised/translations/fr.json
index 59ca9b614e..31aa988a07 100644
--- a/Stars_Without_Number_Revised/translations/fr.json
+++ b/Stars_Without_Number_Revised/translations/fr.json
@@ -1,21 +1,21 @@
{
- "+SKILL": "+skill",
- "+STR": "+str",
- "ABILITIES": "Talents",
+ "+SKILL": "+compétence",
+ "+STR": "+for",
+ "ABILITIES": "Capacités",
"ABILITY": "Caractéristique",
"ABLATIVE_HULL_COMPARTMENTS": "Ablative Hull Compartments",
"AC": "CA",
"ACCELERATED_SUCCOR": "Accelerated Succor",
"ACCELERATED_SUCCOR_DESC": "The biopsion’s Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.",
- "ACTIVE?": "Active?",
+ "ACTIVE?": "Actif ?",
"AC_DESC": "Determined by armor in Gear section",
"ADD": "Ajouter",
- "ADD_EXTRA_SKILLS": "Add extra skills",
+ "ADD_EXTRA_SKILLS": "Ajouter des compétences sup.",
"ADD_EXTRA_SKILLS_DESC": "Adds an extendable extra skill list for custom skills.",
- "ADD_LUCK_SAVE": "Add a luck save",
+ "ADD_LUCK_SAVE": "Ajouter un jet de sauv. de chance",
"ADD_LUCK_SAVE_DESC": "Add a homebrew Luck Save for those times where only pure luck can pull the character through.",
"ADEPT": "Adepte",
- "ADMINISTER": "Administer",
+ "ADMINISTER": "Administrer",
"ADRENAL_SUPPRESSION_PUMP": "Adrenal Suppression Pump",
"ADRENAL_SUPPRESSION_PUMP_DESC": "These endocrine pumps neutralize numerous brain chemicals in the user when activated while exciting the user’s perceptual centers. This combination produces a cold, dispassionate situational awareness that grants the user +2 on initiative rolls when the system is engaged. Most systems have built-in safety overrides to prevent psychological addiction and brain damage, allowing the unit to be used for no more than an hour each day. The user takes a -2 penalty on all social skill checks while the unit is active, and it requires five rounds to toggle it.",
"ADVANCED_BOW": "Advanced Bow",
@@ -29,12 +29,12 @@
"AI_COMPANION": "AI Companion",
"AI_COMPANION_DESC": "True AI was never easily made by pretech scientists. AIs required individual care during their development, and a disturbing percentage of them had to be “braked” at sub-human levels in order to prevent runaway cogitation on imponderable philosophical questions and the ensuing metastatic insanity that followed. Some AIs managed to attain a human level of sentience before requiring brakes. The less brilliant of these AIs could be contained in hardware no larger than five or six centimeters on a side, usually with integral sensors and vocalization units. If an AI companion takes a liking to a PC, they can be useful allies; they all have effective Program and Fix skills at level 3 or greater, and may have additional capabilities. A distressing number of these AIs have their own purposes, however, that are not necessarily complementary to those of their “owners”.",
"ALECTO": "Alecto",
- "ALERT": "Alert",
- "ALERT_DESC": "You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nLevel 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.\nLevel 2: You always act first in a combat round unless someone else involved is also this Alert.",
+ "ALERT": "Alerte",
+ "ALERT_DESC": "Vous êtes parfaitement conscient de votre environnement et pratiquement impossible à ignorer. Vous avez une rapidité de réponse instinctive qui vous aide à agir avant que les personnes moins méfiantes pensent à bouger. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\nNiveau 1: Gagner Remarquer en compétence bonus. Vous ne pouvez pas être surpris, et les autres ne peuvent pas utiliser une Attaque d'exécution sur vous. Lorsque vous lancez l'initiative, lancez deux fois et prenez le meilleur résultat. \nNiveau 2: Vous agissez toujours en premier lors d'un round de combat à moins que quelqu'un d'autre impliqué soit également Alerte.",
"ALTERNATE_OUTCOME": "Alternate Outcome",
"ALTERNATE_OUTCOME_DESC": "The precog can sense impending failure and attempt to salvage the action. As an Instant action, the precog can target a visible ally or their own self and Commit Effort for the day to allow the target to reroll a failed hit roll, saving throw, or skill check, taking the better of the two rolls. This power disrupts delicate lines of probability, however, and cannot be used on any given target more than once a day.",
"ALWAYS": "Toujours",
- "AMMO": "Mun",
+ "AMMO": "Munition",
"AMMO_20_ROUNDS": "Ammo, 20 rounds",
"AMMO_20_ROUNDS_DESC": "A few worlds are too primitive or too resource-poor to manufacture ammunition, but the vast majority of worlds provide cartridges in almost every conceivable caliber and make. Most local gunsmiths can load ammunition to any specification required by a buyer.",
"AMMO_AND_POWER": "Ammo & Power",
@@ -58,13 +58,13 @@
"ARMORY": "Armurerie",
"ARMORY_DESC": "Weapons and armor for the crew.",
"ARMOR_CLASS": "Classe d'Armure",
- "ARMSMAN": "Armsman",
- "ARMSMAN_DESC": "You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\nLevel 2: Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.",
- "ARTIFACT": "Artefact",
+ "ARMSMAN": "Homme d'armes",
+ "ARMSMAN_DESC": "Vous avez une compétence inhabituelle avec les armes lancées et les attaques de mêlée. Les avantages de ce focus ne s’appliquent pas aux attaques à mains nues ou aux armes à projectiles. Pour les armes lancées, vous ne pouvez pas utiliser les avantages du focus Homme d'armes en même temps que Pistolero.\nNiveau 1: Gagner Poignarder en compétence bonus. Vous pouvez dégainer ou rengainer une arme de mélée ou de lancer en action instantannée. Vous pouvez ajouter votre niveau de compétence Poignarder au jet de dégâts ou aux dégâts de choc d'une arme de mêlée ou lancer, en supposant qu'elle en ait au départ.\nNiveau 2: Vos armes primitives de mêlée et de lancer comptent comme des armes TL4 dans le but de surmonter les armures avancées. Même en cas d'échec avec une arme de mêlée, vous infligez 1d4 dégâts non modifiés à la cible, plus les dégâts de choc. Ce bonus de dégâts ne s'applique pas aux armes lancées ou aux attaques utilisant la compétence Frapper.",
+ "ARTIFACT": "Artéfact",
"ARTIST": "Artiste",
- "ASK": "Ask",
+ "ASK": "Demander",
"ASSASSIN": "Assassin",
- "ASSASSIN_DESC": "You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 52.\nLevel 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\nLevel 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.",
+ "ASSASSIN_DESC": "Vous êtes habitué au meurtre soudain et avez certains avantages à effectuer une Attaque d'exécution comme décrit dans les règles à la page 52.\nNiveau 1: Gagner Se Faufiler en compétence bonus. Vous pouvez cacher un objet pas plus gros qu'un couteau ou un pistolet de tout ce qui est moins invasif qu'une fouille à nu, y compris les dispositifs de détection d'armes TL4 normaux. Vous pouvez dégainer ou faire apparaître cet objet en tant qu'Action Au tour, et vos attaques à distance à bout portant faites par surprise avec celui-ci ne peuvent pas manquer la cible.\nNiveau 2: Vous pouvez effectuer une action Déplacement dans le même tour que vous effectuez une Attaque d'exécution, vous rapprochant rapidement d'une cible avant d'attaquer. Vous pouvez diviser cette action de déplacement lorsque vous effectuez une Attaque d'exécution, en prenant une partie avant le meurtre de votre cible et après. Ce mouvement se produit trop rapidement pour alerter une victime ou pour être gêné par des gardes du corps, à l'exception d'un mur physique de viande entre vous et votre proie.",
"ASSAULT_SUIT": "Assault Suit",
"ASSAULT_SUIT_DESC": "An assault suit represents the most sophisticated armor in common use among TL4 worlds. An assault suit requires a type B power cell for 24 hours of operation, and provides integral encrypted military comms, low-light and infrared vision, and a built-in energy feed interface. The latter allows the wearer to connect the suit to any one weapon or device that uses a type A power cell as a Main Action. So long as the device remains connected to the suit, it is treated as having unlimited ammunition or operation time. The suit also functions as a vacc suit so long as it remains powered, one that cannot be torn by edged weapons.",
"ASSISTED": "Assisted",
@@ -78,29 +78,29 @@
"ATTACK_BONUS": "Bonus d’attaque",
"ATTACK_BONUS_SHORT": "BA",
"ATTR": "Attr",
- "ATTRIBUTE": "Attribute",
+ "ATTRIBUTE": "Attribut",
"AUGMENTED_PLATING": "Augmented Plating",
"AUTHORITY": "Autorité",
- "AUTHORITY_DESC": "You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\nLevel 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.\nLevel 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.",
- "AUTOMATION_SUPPORT": "Automation Ssupport",
+ "AUTHORITY_DESC": "Vous avez une sorte de charisme étrange à votre sujet, qui fait que les autres suivent instinctivement vos instructions et font avancer vos causes. Au niveau 1, c'est un talent de charme et de magnétisme personnel, tandis que le niveau 2 pourrait suggérer une influence télépathique latente ou des augmentations mémétique transhumaines. Si ce focus se réfère à des servants, cela signifie que les PNJ ont volontairement choisi d'être à votre service. Les PJ ne comptent jamais comme des adeptes.\nNiveau 1: Gagner Mener en compétence bonus. Une fois par jour, vous pouvez faire une demande à un PNJ qui ne vous est pas ouvertement hostile, en effectuant un test de compétence Cha / Mener avec comme difficulté le score de Moral du PNJ. Si vous réussissez, il se conformera à la demande, à condition qu'elle ne soit pas nuisible ou extrêmement inhabituelle.\nNiveau 2: Ceux qui vous suivent sont remplis de confiance. Tout PNJ directement dirigé par vous gagne un bonus de moral et de jet d'attaque égal à votre compétence Mener et un bonus de +1 à tous les tests de compétence. Vos servants n'agiront pas contre vos intérêts à moins d'être soumis à une pression extrême.",
+ "AUTOMATION_SUPPORT": "Automation support",
"AUTOMATION_SUPPORT_DESC": "Ship can use simple robots as crew.",
"AUTO_TARGETING_SYSTEM": "Auto-targeting system",
"AUTO_TARGETING_SYSTEM_DESC": "Fires one weapon system per round without a gunner.",
"BACKGROUND": "Fond",
- "BACKPACK": "Backpack",
+ "BACKPACK": "Sac à dos",
"BACKPACK_DESC": "TL4 versions of this item are effectively without encumbrance, albeit they cost 50 credits. A worn backpack counts as a readied item, though objects stowed inside it still require the usual round to dig free. Characters without backpacks or similar carrying devices might have difficulty justifying the hauling of large amounts of gear.",
"BARBARIAN_HERO": "Barbarian Hero",
"BARBARIAN_TRIBAL": "Barbarian Tribal",
"BASE": "Base",
"BATTLESHIP": "Battleship",
- "BEAST": "Créature",
+ "BEAST": "Bête",
"BEZOAR": "Bezoar",
"BEZOAR_DESC": "Requires Heal-1. A complex antibiotic cocktail, Bezoar is an effective default treatment for a wide variety of infectious diseases. When applied to a sufferer, roll 1d6; on a 1, this victim cannot be helped by Bezoar, while otherwise the affliction is cured within 24 hours. Each application of Bezoar adds 1 System Strain to the target, and it cannot cure cancers, bioweapons, or congenital diseases.",
- "BINOCULARS": "Binoculars",
+ "BINOCULARS": "Jumelles",
"BINOCULARS_DESC": "Standard 7x50 binoculars. TL4 versions are available that have integral low-light optics and up to 25x150 power. TL 4 binocs cost 200 credits and require a type A power cell for up to a week of regular usage.",
"BIOADAPTATION_AUGMENTS": "Bioadaptation Augments",
"BIOADAPTATION_AUGMENTS_DESC": "These additional synthetic organs and filters allow the bearer to survive in thin-atmosphere conditions, as well as tolerate temperatures ranging from Antarctic chill to heat sufficient to boil water. They can also eat a wide range of native life forms for sustenance; no normal planet’s native biology is ever considered immiscible for consumption.",
- "BIOPSIONICS": "Biopsionics",
+ "BIOPSIONICS": "Biopsioniques",
"BIOSCANNER": "Bioscanner",
"BIOSCANNER_DESC": "While an untrained user can use this tool to discern internal bleeding, gross physical distress, or toxins in a plant or animal, it requires Heal-0 skill to use this tool to its fullest. Such operators can use the bioscanner for a full spectrum of diagnosis and DNA sequencing achievable in minutes. One type A power cell will power it for up to twenty-four hours of regular usage.",
"BLACK_SLAB": "Black slab",
@@ -113,7 +113,7 @@
"BODY_ARSENAL_ARRAY_DESC": "Some personnel need to be armed at all times without giving any indication of such. Improvised weaponry and conventional holdout weapons are useful enough against soft targets, but disabling a target in powered armor requires more. The details of the array vary from user to user, but usually act as advanced medium weapons that can be used with either Punch or Stab skills and at least one integral energy projector equal to a laser rifle, one that must be powered by an insertable type A power cell. Retracted body arsenals can be detected only by a medical examination.",
"BODY_SCULPTING": "Body Sculpting",
"BODY_SCULPTING_DESC": "Not so much a single implant as a series of complex surgeries, body sculpting is available on many TL4 worlds with fairly advanced medical services. After a week of alterations and treatments a subject’s external appearance can be set within any human or near-human range, including full retinal and fingerprint matching to a desired target. A TL5 version of this treatment that costs ten times as much can involve extensive DNA reprogramming to change the subject at a genetic level, making their alterations heritable and allowing female-targeted shapes to bear offspring. This TL5 treatment is not reversible, and any further major alterations to the subject require further permanent System Strain.",
- "BOMBER": "Bomber",
+ "BOMBER": "Bombardier",
"BOMBER_DESC": "The drone is fitted to drop up to two grenade-sized explosives, one or both in lieu of a different weapon attack. Dropping a grenade from more than 30 meters up automatically causes the grenade to scatter from its intended target point.",
"BONUS": "Bonus",
"BOOSTS": "Boosts",
@@ -137,7 +137,7 @@
"CARGO_SPACE_DESC": "Pressurized cargo space.",
"CARRIER": "Carrier",
"CHARACTER": "Personnage",
- "CHARACTER_OPTIONS": "Character options",
+ "CHARACTER_OPTIONS": "Options de personnage",
"CHARGED_PARTICLE_CASTER": "Charged Particle Caster",
"CHARISMA": "Charisme",
"CHARISMA_DESC": "Commanding, charming, attracting attention, being taken seriously",
@@ -154,13 +154,13 @@
"CHOOSE_WEAPON": "Choose weapon",
"CIVILIAN_SECURITY_BOT": "Civilian Security Bot",
"CLASS": "Classe",
- "CLASS_ABILITY": "Class ability",
+ "CLASS_ABILITY": "Capacité de classe",
"CLIMBING_HARNESS": "Climbing harness",
"CLIMBING_HARNESS_DESC": "A collection of straps, ropes, pitons, and other climbing aids that grant a +1 bonus on any Exert climbing skill test. Using a climbing harness is noisy, and any Sneak skill checks while climbing with one suffer a -2 penalty.",
"CLOAK_POWERS": "Cloak Powers",
"CLOAK_POWERS_DESC": "The metapsion can conceal their own psychic abilities from metapsionic senses. They must Commit Effort for as long as they wish to cloak their powers. While hidden, only a metapsion with equal or higher skill in Metapsionics can detect their abilities with their level-0 or level-2 Psychic Refinement abilities. In such cases, an opposed Wis/Metapsionics roll is made between the metapsion and the investigator. If the investigator wins, the cloak is pierced, while if the metapsion wins, the investigator’s Psychic Refinement remains oblivious.",
- "CLOSE_COMBATANT": "Close Combatant",
- "CLOSE_COMBATANT_DESC": "You’ve had all too much practice at close-in fighting and desperate struggles with pistol or blade. You’re extremely skilled at avoiding injury in melee combat, and at level 2 you can dodge through a melee scrum without fear of being knifed in passing.\nLevel 1: Gain any combat skill as a bonus skill. You can use pistol-sized ranged weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time.\nLevel 2: The Shock damage from your melee attacks treats all targets as if they were AC 10. The Fighting Withdrawal combat action is treated as an On Turn action for you and can be performed freely.",
+ "CLOSE_COMBATANT": "Combattant de corps à corps",
+ "CLOSE_COMBATANT_DESC": "Vous avez beaucoup d’entraînement en combat rapproché et en luttes désespérées avec un pistolet ou une lame. Vous êtes extrêmement doué pour éviter les blessures en combat au corps à corps, et au niveau 2, vous pouvez esquiver en pleine mêlée sans craindre d'être poignardé au passage.\nNiveau 1: Gagner n'importe quelle compétence de combat en compétence bonus. Vous pouvez utiliser des armes à distance de la taille d'un pistolet en mêlée sans subir de pénalités pour la proximité des attaquants de mêlée. Vous ignorez les dégâts de Choc des assaillants de mêlée, même si vous n'êtes pas armé à ce moment-là.\nNiveau 2: Les dégâts de Choc de vos attaques de mêlée traitent toutes les cibles comme si elles avaient CA 10. L'action de combat Retrait de combat est traitée comme une action Au tour pour vous et peut être effectuée librement.",
"CLOUD": "Cloud",
"CLUMSY": "Maladroit",
"COLD_SLEEP_PODS": "Cold sleep pods",
@@ -182,7 +182,7 @@
"COMBAT_UNARMED": "Combat/Unarmed",
"COMMITTED_EFFORT": "Committed Effort",
"COMMUNICATIONS": "Communications",
- "COMM_SERVER": "Comm server",
+ "COMM_SERVER": "Serveur de comm",
"COMM_SERVER_DESC": "A powerful base unit for providing communications without comsats. The server provides service between up to three dozen compads within 300 kilometers of the unit. Server usage can be locked to specific compads, and all transmissions are heavily encrypted. A comm server can function for several months on a type B cell.",
"COMPAD": "Compad",
"COMPAD_DESC": "One of a host of different hand-held portable communications devices. Most TL4 worlds have global comm coverage, but primitive worlds render these devices useless without a nearby comm server to provide connectivity.",
@@ -191,9 +191,9 @@
"COMPUTING_GEAR": "Computing Gear",
"CONCERT_OF_MINDS": "Concert of Minds",
"CONCERT_OF_MINDS_DESC": "As an On Turn action, the metapsion may Commit Effort and form a psychic gestalt with one or more willing psychics within three meters, including up to one other psychic per Metapsion skill level. This gestalt persists as long as the Effort remains committed, regardless of the subsequent distance between psychics. On their own turn, any member of the gestalt may use any power or technique known by any other member, using the other member’s skill levels as necessary and paying any Effort cost from their own pool. This gestalt shares only psychic power, not thoughts or senses. At the end of each round in which one or more members have used some other member’s powers or abilities on their turn of action, the metapsion must Commit Effort for the scene or the gestalt drops and cannot be re-established for the rest of the scene.",
- "CONNECT": "Connect",
- "CONNECTED": "Influent",
- "CONNECTED_DESC": "You’re remarkably gifted at making friends and forging ties with the people around you. Wherever you go, you always seem to know somebody useful to your ends.\nLevel 1: Gain Connect as a bonus skill. If you’ve spent at least a week in a not-entirely-hostile location, you’ll have built a web of contacts willing to do favors for you that are no more than mildly illegal. You can call on one favor per game day and the GM decides how far they’ll go for you.\nLevel 2: Once per game session, if it’s not entirely implausible, you meet someone you know who is willing to do modest favors for you. You can decide when and where you want to meet this person, but the GM decides who they are and what they can do for you.",
+ "CONNECT": "Contacter",
+ "CONNECTED": "Rentrer en contact",
+ "CONNECTED_DESC": "Vous êtes remarquablement doué pour vous faire des amis et tisser des liens avec les gens qui vous entourent. Où que vous alliez, vous semblez toujours connaître quelqu'un d'utile à vos fins.\nNiveau 1: Gagner Contacter en compétence bonus. Si vous avez passé au moins une semaine dans un endroit pas entièrement hostile, vous aurez créé un réseau de contacts prêts à vous rendre des services qui ne peuvent pas être plus que légèrement illégaux. Vous pouvez demander une faveur par jour de jeu et le MJ décide jusqu'où il ira pour vous. \nNiveau 2: Une fois par session de jeu, si ce n'est pas totalement invraisemblable, vous rencontrez quelqu'un que vous connaissez qui est prêt à faire de modestes faveurs pour vous. Vous pouvez décider quand et où vous souhaitez rencontrer cette personne, mais le MJ décide qui elle est et ce qu'elle peut faire pour vous.",
"CONSTITUTION": "Constitution",
"CONSTITUTION_DESC": "Hardiness, enduring injury, resisting toxins, going without food or sleep",
"CONSTITUTION_SHORT": "CON",
@@ -202,7 +202,7 @@
"CORE_STATISTICS": "Core Statistics",
"CORE_TECHNIQUE": "Core technique",
"CORVETTE": "Corvette",
- "CREDITS": "Credits",
+ "CREDITS": "Crédits",
"CREDITS_OWED": "Credits Owed",
"CREW_MIN": "Crew Min",
"CRUDE_PISTOL": "Crude Pistol",
@@ -249,10 +249,10 @@
"DEXTERITY": "Dextérité",
"DEXTERITY_DESC": "Speed, evasion, manual dexterity, reaction time, combat initiative",
"DEXTERITY_SHORT": "DEX",
- "DIE_HARD": "Die Hard",
- "DIE_HARD_DESC": "You are surprisingly hard to kill. You can survive injuries or bear up under stresses that would incapacitate a less determined hero.\nLevel 1: You gain an extra 2 maximum hit points per level. This bonus applies retroactively if you take this focus after first level. You automatically stabilize if mortally wounded by anything smaller than a Heavy weapon.\nLevel 2: The first time each day that you are reduced to zero hit points by an injury, you instead survive with one hit point remaining. This ability can’t save you from Heavy weapons or similar trauma.",
+ "DIE_HARD": "Résistant",
+ "DIE_HARD_DESC": "Vous êtes étonnamment difficile à tuer. Vous pouvez survivre à des blessures ou supporter du stress qui neutraliserait un héros moins déterminé.\nNiveau 1: Vous gagnez 2 points de vie maximum supplémentaires par niveau. Ce bonus s'applique rétroactivement si vous prenez ce focus après le premier niveau. Vous vous stabilisez automatiquement si vous êtes mortellement blessé par quelque chose de plus petit qu'une arme lourde.\nLevel 2: La première fois chaque jour où vous êtes réduit à zéro point de vie par une blessure, vous survivez à la place avec un point de vie restant. Cette capacité ne peut pas vous sauver des armes lourdes ou des traumatismes similaires.",
"DIPLOMAT": "Diplomate",
- "DIPLOMAT_DESC": "Vous savez comment faire votre chemin dans les négociations personnelles et pouvez manipuler les attitudes de ceux qui vous entourent. Même si les mots doux sont polyvalents, ils ne fonctionneront que si votre interlocuteur est réellement disposé à vous écouter.\nNiveau 1 : Gagner Parole en tant que compétence bonus. Vous parlez toutes les langues communes au secteur et pouvez en apprendre de nouvelles à un niveau pratique en une semaine, en devenant fluide en un mois. Relancez les 1 sur n'importe quel dé de test de compétence lié à la négociation ou à la diplomatie.\nNiveau 2 : Une fois par session de jeu, décalez le jet de réaction d'un PNJ intelligent d'un pas supplémentaire vers l'amitié si vous pouvez lui parler pendant au moins trente secondes.",
+ "DIPLOMAT_DESC": "Vous savez comment vous frayer votre chemin dans les négociations personnelles et pouvez manipuler les attitudes de ceux qui vous entourent. Même si les mots doux sont polyvalents, ils ne fonctionneront que si votre interlocuteur est réellement disposé à vous écouter.\nNiveau 1 : Gagner Parler en compétence bonus. Vous parlez toutes les langues communes au secteur et pouvez en apprendre de nouvelles à un niveau pratique en une semaine, en devenant expert en un mois. Relancez les 1 sur n'importe quel dé de test de compétence lié à la négociation ou à la diplomatie.\nNiveau 2 : Une fois par session de jeu, décalez le jet de réaction d'un PNJ intelligent d'un cran vers l'amitié si vous pouvez lui parler pendant au moins trente secondes.",
"DISCIPLINE": "Discipline",
"DISTORTION_CANNON": "Distortion Cannon",
"DISTORTION_CANNON_DESC": "Distortion cannons are among the most sophisticated man-portable weapons designed before the Scream. These two-handed energy weapons rely on the same principle as does a spike drive, manipulating the underlying fabric of space to disrupt a target. Provided the wielder can see a target within range or accurately fix its location within one meter, the distortion cannon can ignore up to one meter of solid cover between the gun and its target.",
@@ -270,7 +270,7 @@
"EDIT_MODE_ONLY": "Edit mode only",
"EELSKIN_CAPACITOR_MESH": "Eelskin Capacitor Mesh",
"EELSKIN_CAPACITOR_MESH_DESC": "A hair-fine mesh of almost imperceptible wiring along the user’s palms and fingers allow them to trigger brief, controlled bursts of electrical energy at targets within five meters.\nAs an Instant action it adds 2d4 non-lethal damage to a successful Punch attack. In its intended use, it also allows the user to override and disable most electronic locks and security systems with a successful Sneak or Fix skill check. Both triggering a burst and hacking a security system tax the user’s biology; one System Strain point is gained with each attack or skill check.",
- "EFFECT": "Effets",
+ "EFFECT": "Effet",
"EFFORTLESS_APPORTATION": "Effortless Apportation",
"EFFORTLESS_APPORTATION_DESC": "The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.",
"EFFORT_MODIFIER": "Effort modifier",
@@ -283,10 +283,10 @@
"ENVIRONMENTAL_POWER_DESC": "The drone draws operating power from sunlight or thermal variances. It can operate indefinitely so long as it can draw power from its environment.",
"EQUIPMENT": "Équipement",
"EVASION": "Evasion",
- "EVASION_SAVE": "Evasion Save",
+ "EVASION_SAVE": "Jet de sauv. d'Evasion",
"EXECUTIVE_SECURITY_SUIT": "Executive Security Suit",
"EXECUTIVE_SECURITY_SUIT_DESC": "This suit of stylish pretech clothing can self-modify in one minute to appear as any normal suit of clothing and grants AC 15 to the wearer. Originally designed for VIP protection, the executive security suit automatically stabilizes a mortally-wounded wearer provided they haven’t taken enough damage to make revival impossible. Like the majority of pretech artifact armor, the suit is so light that it does not add to the wearer’s encumbrance.",
- "EXERT": "Exert",
+ "EXERT": "Exercer",
"EXODUS_BAY": "Exodus bay",
"EXODUS_BAY_DESC": "House vast number of cold sleep passengers.",
"EXOSUIT": "Exosuit",
@@ -307,7 +307,7 @@
"FACILE_MIND": "Facile Mind",
"FACILE_MIND_DESC": "The telepath is practiced at opening a Telepathic Contact, and need only Commit Effort for the scene to do so, instead of Committing Effort for the day. If contacting an ally who has practiced the process with the psychic for at least a week, opening the contact normally requires no Effort at all. In both cases, if the telepath chooses to Commit Effort for the day, they can open a Telepathic Contact as an Instant action rather than a Main Action.",
"FACTION": "Faction",
- "FAILURE!": "Failure!",
+ "FAILURE!": "Echec !",
"FAR_THOUGHT": "Far Thought",
"FAR_THOUGHT_DESC": "Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.",
"FIELD_EMITTER_PANOPLY": "Field Emitter Panoply",
@@ -323,7 +323,7 @@
"FIRST_EDITION": "First Edition",
"FIRST_LEVEL": "1er niveau",
"FITTING": "Fitting",
- "FIX": "Fix",
+ "FIX": "Réparer",
"FLAK": "Flak",
"FLAK_EMITTER_BATTERY": "Flak Emitter Battery",
"FLAWLESS_MASTERY": "Flawless Mastery",
@@ -351,10 +351,10 @@
"FUEL_SCOOPS": "Fuel scoops",
"FUEL_SCOOPS_DESC": "Ship can scoop fuel from a gas giant or star.",
"FULL_PLATE_LAYERED_MAIL": "Full plate, layered mail",
- "GAMBLING": "Jeu",
+ "GAMBLING": "Jeu d'argent",
"GANG_BOSS": "Gang Boss",
"GANG_MEMBER": "Gang Member",
- "GEAR": "Gear",
+ "GEAR": "Outil",
"GECKO_ANCHORS": "Gecko Anchors",
"GECKO_ANCHORS_DESC": "Miniaturized gravitic manipulators are embedded in the subject’s hands and feet as part of this complex surgery. While they are too weak to allow levitation or damping fall damage, they can twist localized gravity around those limbs to anchor the subject to the nearest surface capable of bearing their weight. As a result, the user can freely run or climb up or down sheer surfaces at their normal movement rate, carrying no more than their normal maximum encumbrance.",
"GENEENGINEERED_KILLER": "Geneengineered Killer",
@@ -386,18 +386,18 @@
"GRENADE_DESC": "Grenade users always roll to attack AC 10. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes for 2d6 damage to all targets within 5 meters. Victims are allowed an Evasion save for half damage. Targets take 1 less point of damage for each point of AC above 14. Grenades can be thrown with the Exert skill instead of Shoot, if desired.",
"GROUND_SPEED": "Ground speed",
"GUNSLINGER": "Pistolero",
- "GUNSLINGER_DESC": "You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\nLevel 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\nLevel 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.",
+ "GUNSLINGER_DESC": "Vous avez un talent pour les pistolets. Bien qu'il ne s'applique le plus souvent qu'aux armes à feu ou aux armes à énergies, il s'applique également aux armes lancées, aux arcs ou à d'autres armes à distance pouvant être utilisées avec la compétence Tirer. Pour les armes lancées, vous ne pouvez pas utiliser les avantages du focus Hommes d'arme en même temps que Pistolero. \nNiveau 1: Gagnez Tirer en tant que compétence bonus. Vous pouvez dégainer ou rengainer une arme à distance rangée en action Au tour. Vous pouvez ajouter votre niveau de compétence Tirer au jet de dégâts d'une arme à distance.\nLevel 2: Une fois par tour, vous pouvez recharger une arme à distance en tant qu'action Au tour si le rechargement ne prend pas plus d'un tour. Même en cas d'échec avec une attaque Tirer, vous infligez 1d4 dégâts non modifiés.",
"HACKER": "Hacker",
- "HACKER_DESC": "You have a considerable fluency with digital security measures and standard encryption methods. You know how to make computerized systems obey you until their automatic failsafes come down on your control.\nLevel 1: Gain Program as a bonus skill. When attempting to hack a database or computerized system, roll 3d6 on the skill check and drop the lowest die.\nLevel 2: Your hack duration increases to 1d4+Program skill x 10 minutes. You have an instinctive understanding of the tech; you never need to learn the data protocols for a strange system and are always treated as familiar with it.",
+ "HACKER_DESC": "Vous maîtrisez parfaitement les mesures de sécurité numérique et les méthodes de cryptage standard. Vous savez comment faire en sorte que les systèmes informatiques vous obéissent jusqu'à ce que leurs sécurités automatiques tombent sous votre contrôle.\nNiveau 1: Gagner Programmer en compétence bonus. Lorsque vous essayez de pirater une base de données ou un système informatisé, lancez 3d6 au test de compétence et omettez le dé le plus bas.\nNiveau 2: La durée de votre piratage passe à 1d4 Compétence Programmer x 10 minutes. Vous avez une compréhension instinctive de la technologie; vous n'avez jamais besoin d'apprendre les protocoles de données d'un système étrange et êtes toujours traité comme familier avec celui-ci.",
"HARDENED_POLYCERAMIC_OVERLAY": "Hardened Polyceramic Overlay",
"HARDENED_POLYCERAMIC_OVERLAY_DESC": "AP quality of attacking weapons reduced by 5.",
"HARDPOINTS": "Hardpoints",
"HARDPOINTS_INIT": "H",
"HARDPOINTS_SHORT": "Hardpts",
"HD": "DV",
- "HEAL": "Soins",
+ "HEAL": "Soigner",
"HEALER": "Guérisseur",
- "HEALER_DESC": "Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\nLevel 1: Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\nLevel 2: Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.",
+ "HEALER_DESC": "La médecine vous vient naturellement et vous êtes particulièrement doué pour empêcher le saignement rapide des alliés et camarades blessés.\nNiveau 1: Gagner Soigner en compétence bonus. Vous pouvez tenter de stabiliser une personne adjacente mortellement blessée par round lors d'une action Au tour. Lorsque vous faites un jet de compétence Soigner, lancez 3 d6 et omettez le dé le plus bas.\nNiveau 2: Les Stims ou autres technologie de guérison appliqués par vous soignent deux fois plus de points de vie que la normale. En utilisant uniquement des fournitures médicales de base, vous pouvez soigner 1d6 compétence Soigner points de dégâts à chaque personne blessée de votre groupe avec dix minutes de premiers soins réparties entre elles. Une telle guérison ne peut être appliquée à une cible donnée qu'une fois par jour.",
"HEAVY_FRIGATE": "Heavy Frigate",
"HEAVY_LIFT": "Heavy Lift",
"HEAVY_LIFT_DESC": "While most drones can lift no more than a kilogram of excess weight, the drone’s gravitic units have been upgraded to carry up to twenty kilos of cargo. This can be fitted multiple times.",
@@ -405,9 +405,9 @@
"HEAVY_MACHINE_GUN_DESC": "Heavy machine guns represent a large family of air- or water-cooled projectile weapons that are usually fed with belts of linked ammunition. HMGs require a vehicle mounting or emplaced firing position for effective results. An HMG magazine contains enough ammunition for 10 rounds of firing, but each round of firing eats 25 credits worth of projectile ammunition.",
"HEAVY_WARBOT": "Heavy Warbot",
"HEAVY_WEAPONS": "Heavy weapons",
- "HENCHKEEPER": "Henchkeeper",
- "HENCHKEEPER_DESC": "You have an distinct knack for picking up lost souls who willingly do your bidding. You might induce them with promises of money, power, excitement, sex, or some other prize that you may or may not eventually grant. A henchman obtained with this focus will serve in loyal fashion until clearly betrayed or placed in unacceptable danger. Henchmen are not “important” people in their society, and are usually marginal sorts, outcasts, the desperate, or other persons with few options.\nYou can use more conventional pay or inducements to acquire additional henchmen, but these extra hirelings are no more loyal or competent than your pay and treatment can purchase.\nLevel 1: Gain Lead as a bonus skill. You can acquire henchmen within 24 hours of arriving in a community, assuming anyone is suitable hench material. These henchmen will not fight except to save their own lives, but will escort you on adventures and risk great danger to help you. Most henchmen will be treated as Peaceful Humans from the Xenobestiary section of the book. You can have one henchmen at a time for every three character levels you have, rounded up. You can release henchmen with no hard feelings at any plausible time and pick them back up later should you be without a current henchman.\nLevel 2: Your henchmen are remarkably loyal and determined, and will fight for you against anything but clearly overwhelming odds. Whether through natural competence or their devotion to you, they’re treated as Martial Humans from the Xenobestiary section. You can make faithful henchmen out of skilled and highly-capable NPCs, but this requires that you actually have done them some favor or help that would reasonably earn such fierce loyalty.",
- "HEROIC_CHARACTERS": "Heroic characters",
+ "HENCHKEEPER": "Gourou",
+ "HENCHKEEPER_DESC": "Vous avez un talent distinct pour amasser les âmes perdues qui vont faire ce que vous désirez. Vous pourriez les inciter avec des promesses d'argent, de pouvoir, d'excitation, de sexe ou de tout autre prix que vous pourriez éventuellement accorder ou non. Un homme de main obtenu avec ce focus vous servira loyalement jusqu'à ce qu'il soit clairement trahi ou mis dans une situation de danger inacceptable. Les hommes de main ne sont pas des personnes «importantes» dans leur société et sont généralement des personnes marginales, des parias, des désespérés ou d'autres personnes avec peu d'options.\nVous pouvez utiliser une rémunération ou des incitations plus conventionnelles pour acquérir des hommes de main supplémentaires, mais ces recrues supplémentaires seront aussi loyal ou compétent que ce que votre paye et votre traitement peut acheter. \nNiveau 1: Gagner Mener en compétence bonus. Vous pouvez acquérir des hommes de main dans les 24 heures suivant votre arrivée dans une communauté, en supposant que quelqu'un puisse le devenir. Ces hommes de main ne se battront que pour sauver leur propre vie, mais vous accompagneront dans vos aventures et prendront de grands risques pour vous aider. La plupart des hommes de main seront traités comme des humains pacifiques de la section Xénobestiaire du livre. Vous pouvez avoir un homme de main à la fois pour tous les trois niveaux de personnage que vous avez, arrondi au supérieur. Vous pouvez libérer des hommes de main sans rancune à tout moment plausible et les reprendre plus tard si vous êtes sans homme de main actuel.\nNiveau 2: Vos hommes de main sont remarquablement loyaux et déterminés et se battront pour vous contre tout sauf dans des situations extrèmement mauvaises. Que ce soit par compétence naturelle ou par leur dévouement envers vous, ils sont traités comme des humains martiaux de la section du Xénobestiaire. Vous pouvez faire des hommes de main fidèles à partir de PNJ qualifiés et hautement compétents, mais cela nécessite que vous leur ayez fait une faveur ou une aide qui gagnerait raisonnablement une loyauté aussi intense.",
+ "HEROIC_CHARACTERS": "Personnages héroiques",
"HEROIC_CHARACTERS_DESC": "Run a space opera campaign with Heroic characters. Rules for this are in the Deluxe edition.",
"HEROIC_FIGHTER": "Heroic Fighter",
"HIDDEN": "Caché",
@@ -448,7 +448,7 @@
"INDUCED_COMA_TRIGGER_DESC": "A series of implants are wired to the user’s brain stem, allowing them to trigger an induced therapeutic coma at a mental command. The user appears dead to anything short of a medical inspection, and has no need of respiration, food, or water while the coma is in effect. The user does not heal while in a coma, but any diseases or poisons also halt progression. The user determines how long the coma is to last before triggering it, and is unconscious for its duration. A character can survive in a coma up to two weeks before needing to regain consciousness for as long as they were in the coma.",
"INDUSTRIAL_WORK_BOT": "Industrial Work Bot",
"INITIATIVE_FIXED": "Initiative",
- "INNATE_AC": "Innate AC",
+ "INNATE_AC": "Ca naturelle",
"INSTAPANEL": "Instapanel",
"INSTAPANEL_DESC": "In its compressed form, an instapanel is a two-kilo cube of ceraplast five centimeters on a side. When a type A power cell is inserted in the cube’s side, it immediately expands to an opaque, waterproof ceraplast sheet 2 meters on each side and a centimeter thick. Five minutes later the ceraplast hardens into a tough, rigid shape, but until then it can be folded or bent by hand. Instapanels can be bonded to one another with a metatool or a toolkit. Breaking an instapanel requires inflicting at least twelve points of damage on it.",
"INSTRUCTOR": "Instructeur",
@@ -461,15 +461,15 @@
"INTUITIVE_RESPONSE_DESC": "As an Instant action, the precog can Commit Effort for the scene just before they roll initiative. Their initiative score is treated as one better than anyone else’s involved in the scene. If another participant has this power or some other ability that grants automatic initiative success, roll initiative normally to determine which of them goes first, and then the rest of the combatants act. This ability cannot be used if the precog has been surprised.",
"INVINCIBLE_STAND": "Invincible Stand",
"INVINCIBLE_STAND_DESC": "The biopsion has mastered techniques of emergency tissue reinforcement and system stabilization. As an Instant action, they can Commit Effort for the scene to keep themself or a target they can touch active even at zero hit points. This technique must be used once every round on the target or they collapse at the end of the round. If the target suffers hit point damage, the biopsion must Instantly Commit Effort for the scene or the target goes down immediately with a mortal wound. A Heavy weapon hit on a subject of this power or similar physical dismemberment will always kill a target, regardless of this technique.",
- "IRONHIDE": "Ironhide",
- "IRONHIDE_DESC": "Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.\nLevel 1: You have an innate Armor Class of 15 plus half your character level, rounded up.\nLevel 2: Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore powered armor.",
+ "IRONHIDE": "Peau de fer",
+ "IRONHIDE_DESC": "Que ce soit par des réflexes fantastiques, une chance remarquable, des fibres de peau artificielles ou un blindage télékinésique subtil, vous disposez de défenses naturelles équivalentes à une armure de combat de haute qualité. Les avantages de ce focus ne se cumulent pas avec une armure, bien que les modificateurs de Dextérité ou de bouclier s'appliquent.\nNiveau 1: Vous avez une classe d'armure innée de 15 plus la moitié du niveau de votre personnage, arrondi au point supérieur. \nNiveau 2: Vos capacités sont si efficaces qu'elles vous immunisent contre les attaques non armées ou les armes primitives comme si vous portiez une armure motorisée.",
"ITEM": "Objet",
"JANITOR_BOT": "Janitor Bot",
"JUGGERNAUT_STIMS": "Juggernaut Stims",
"JUGGERNAUT_STIMS_DESC": "Originally designed for pretech shock troops, this skinspray stimulant charges the user with fearless aggression and indifference to pain. The user immediately gains 3d6 temporary hit points and +2 to hit for a period of ten rounds. At the end of that period, any remaining temporary hit points are lost, and the subject suffers -2 to hit for the next hour as their system recovers. Use of this stim adds 1 point of System Strain.",
"KINETIC_TRANSVERSAL": "Kinetic Transversal",
"KINETIC_TRANSVERSAL_DESC": "The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.",
- "KNOW": "Know",
+ "KNOW": "Connaître",
"KNOW_MAGIC": "Know Magic",
"LANGUAGE": "Langue",
"LANGUAGES": "Langues",
@@ -487,7 +487,7 @@
"LAST_MAINTENANCE": "Last Maintenance",
"LAZARUS_PATCH": "Lazarus patch",
"LAZARUS_PATCH_DESC": "A vital tool for adventurers, the lazarus patch is a heavy compress laced with antibiotics, coagulants, system stabilizers, plasma, and a oneshot diagnostic suite. If the patch is applied to a character that has fallen to 0 hit points, the user can make an Int/Heal or Dex/Heal skill check against difficulty 6 to stabilize the subject. The more time between injury and application, the less chance the patch has to work. Each round after the first, an additional -1 penalty is applied to the skill check. The patch is no use after six rounds. If the medic fails the first skill check, they can keep trying the check once per round until the victim is revived or time runs out. Lazarus patches are no use on victims that have died of disease, poison, or have been mangled beyond surgical repair by Heavy weapons or similar trauma. Only one patch can be applied to a victim. Revived victims are critically wounded until sufficient medical help has been tendered; see the Systems chapter for details.",
- "LEAD": "Charisme",
+ "LEAD": "Mener",
"LEADERSHIP": "Leadership",
"LEATHER_JACKS_THICK_HIDES_QUILTED_ARMOR": "Leather jacks, thick hides, quilted armor",
"LEFT_COLUMN": "Left column",
@@ -504,7 +504,7 @@
"LOW_LIGHT_GOGGLES": "Low-light goggles",
"LOW_LIGHT_GOGGLES_DESC": "These goggles provide a monochrome but serviceable view out to the wearer’s normal visual distance, provided that there is any illumination available at all. A type A power cell will operate these goggles for a week.",
"LUCK": "Chance",
- "LUCK_SAVE": "Luck Save",
+ "LUCK_SAVE": "Jet de sauv. de Chance",
"LUXURY_CABINS": "Luxury cCabins",
"LUXURY_CABINS_DESC": "10% of max crew get luxurious quarters.",
"MAGIC": "Magie",
@@ -543,12 +543,12 @@
"MEMORY_EDITING": "Memory Editing",
"MEMORY_EDITING_DESC": "The telepath can make simple edits to the memory of a target currently linked by a Telepathic Contact. Events of no more than 24 hours in duration can be erased from memory, conversations can be created or changed, new events can be added to a day, or other similar alterations made. The psychic can make these changes as a Main Action by Committing Effort for the day. If the psychic doesn’t have a good understanding of the memories they’re changing, such as might be granted by the level-4 degree of Telepathic Contact, the edits they make may not fit well. The target gets a Mental saving throw to resist editing for the rest of the scene, but on a failure, they will not notice the changed memories until given a reason to recollect them.",
"MENTAL": "Mental",
- "MENTAL_SAVE": "Mental Save",
+ "MENTAL_SAVE": "Jet de sauv. Mental",
"METADIMENSIONAL_FRICTION": "Metadimensional Friction",
"METADIMENSIONAL_FRICTION_DESC": "As a Main Action, the metapsion Commits Effort for the scene to create localized MES turbulence around a visible target psychic within 200 meters. Each time the target Commits Effort or an NPC initiates a psychic power, they suffer 1d8 damage per Metapsionics skill level of the adept. Each time the target suffers the damage they can attempt a Mental saving throw to throw off the effect. It lasts no longer than the rest of the scene at most. Only one application of this friction can affect a target at once.",
- "METAMORPH": "Metamorph",
+ "METAMORPH": "Metamorphe",
"METAMORPH_DESC": "The biopsion can now shape their own or another willing target’s physical form as a Main Action, transforming a touched target into any humanoid form within 50% of their own mass. Claws and other body armaments can be fashioned equivalent to Light or Medium melee weapons and innate armor equivalent to AC 13. Gills and other environmental-survival alterations are also viable at the GM’s discretion, but flight is a bridge too far for this power.\nA person can be impersonated down to the DNA level, provided a blood or hair sample is available. The use of this adds one System Strain point to the target that does not recover so long as the change is in effect. Applying Metamorph requires that the biopsion Commit Effort for as long as the change is to be maintained. If applied to a target other than the psychic, the power automatically ends if the psychic gets more than one hundred kilometers away.",
- "METAPSIONICS": "Metapsionics",
+ "METAPSIONICS": "Metapsioniques",
"METATOOL": "Metatool",
"METATOOL_DESC": "This wrist-mounted housing contains a myriad of small, useful tools designed to handle the widest possible range of technical needs. While a metatool is too limited to handle major jobs, it is usually sufficient to manage jury-rigged repairs and temporary fixes until the tech has time to apply a larger wrench to the problem.",
"MICROPURGATOR_STIMS": "Micropurgator Stims",
@@ -569,8 +569,8 @@
"MODIFIER": "Modifier",
"MODIFIER_SHORT": "Modérer",
"MONEY": "Argent",
- "MORALE": "Morale",
- "MOVE": "Action",
+ "MORALE": "Moral",
+ "MOVE": "Se Déplacer",
"MULTIFOCAL_LASER": "Multifocal Laser",
"MUSKET": "Musket",
"MUSKET_DESC": "Crude pistols and muskets represent the rawest and most primitive forms of gunpowder weaponry, usually makeshift weapons improvised by criminals or the desperate. Reloading a crude pistol or a musket requires two rounds instead of one.",
@@ -590,7 +590,7 @@
"NORMAL_HUMAN": "Normal Human",
"NORMAL_XP": "Normal XP",
"NOTES": "Notes",
- "NOTICE": "Vigilance",
+ "NOTICE": "Remarquer",
"NOT_MY_TIME": "Not My Time",
"NOT_MY_TIME_DESC": "The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn’t intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there’s no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.",
"NPC": "PNJ",
@@ -619,15 +619,15 @@
"PERCEPTION": "Perception",
"PERCEPTIVE_DISLOCATION": "Perceptive Dislocation",
"PERCEPTIVE_DISLOCATION_DESC": "Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.",
- "PERFORM": "Représentation",
+ "PERFORM": "Représenter",
"PERMANENT_STRAIN": "Permanent Strain",
"PERMANENT_STRAIN_EXTRA": "Permanent Strain Extra",
"PERSONAL_APPORTATION": "Personal Apportation",
"PERSONAL_APPORTATION_DESC": "The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet’s surface even though the planet has since moved far through the stellar void.\nThe core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind.\nA teleporter will instinctively abort any apportation that would leave him embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power.\nThe maximum range of Personal Apportation depends on the teleporter’s skill level. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene.\nLevel-0: The psychic can teleport up to 10 meters.\nLevel-1: The psychic can teleport up to 100 meters.\nLevel-2: The psychic can teleport up to 10 kilometers.\nLevel-3: The psychic can teleport up to 1,000 kilometers.\nLevel-4: The psychic can teleport anywhere on a planet’s surface or near orbit.",
"PERSUADE": "Persuasion",
- "PHARMACEUTICALS": "Pharmaceuticals",
+ "PHARMACEUTICALS": "Médicaments",
"PHYSICAL": "Physique",
- "PHYSICAL_SAVE": "Physical Save",
+ "PHYSICAL_SAVE": "Jet de sauv. Physique",
"PILOT": "Piloter",
"PIRATE_KING": "Pirate King",
"PLANETARY_DEFENSE_ARRAY": "Planetary Defense Array",
@@ -646,8 +646,8 @@
"PORTABOX": "Portabox",
"PORTABOX_DESC": "A small cube of ceraplast attached to an electronic keycard. When a type A power cell is inserted, the portabox immediately unfolds into a rigid locker with 1.5 x 1 x 1 meter dimensions. The portabox is air-tight and has a simple electronic lock which can only be opened with the keycard or a successful difficulty 8 Sneak or Fix skill check. Failing the check will cause the lock to short-circuit and seal the box until it can be cut open with a metatool or broken open with twenty points of damage.",
"POSITIVE": "Positif",
- "POWER": "Power",
- "POWERED": "Powered",
+ "POWER": "Pouvoir",
+ "POWERED": "Motorisé",
"POWER_CELL_TYPE_A": "Power cell, type A",
"POWER_CELL_TYPE_A_DESC": "One of the few standardized artifacts inherited from before the Silence, power cells are small cylindrical objects designed to take and hold electrical charges. Type A cells are usually used for personal equipment, and the larger type B cells for vehicles and heavy gear. The engineering for the cells is substantially different, and they cannot be exchanged or recharge each other without a trained tech’s modifications or a converter unit. Power cells can be recharged off a ship’s power plant or other grid. Recharging requires 30 minutes for a type A cell.",
"POWER_CELL_TYPE_B": "Power cell, type B",
@@ -666,14 +666,14 @@
"PRETECH_COSMETIC": "Pretech Cosmetic",
"PRETECH_COSMETIC_DESC": "Before the Silence stims existed for a host of cosmetic, hygiene, and health purposes. While these effects are trivial, the basic pretech stim substrate also works to heal 1d6 lost hit points in the user at a cost of 1 System Strain.",
"PRIMITIVE": "Primitif",
- "PRIMITIVE_BOW": "Primitive Bow",
+ "PRIMITIVE_BOW": "Arc primitif",
"PRIMITIVE_BOW_DESC": "Bows are uncommon weapons in the far future, though some lostworlder barbarians have nothing better. Some sophisticated \"conversion bows\" use special materials to convert the kinetic energy of the draw into a force field \"glazing\" around the arrow, improving penetration. Bows can be reloaded with a Move action, or faster if the Gunslinger focus is applied.",
"PRIMITIVE_DRONE": "Primitive Drone",
"PROFESSION": "Profession",
"PROFICIENT": "Maîtrise",
"PROFICIENT_APPORTATION": "Proficient Apportation",
"PROFICIENT_APPORTATION_DESC": "Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.",
- "PROGRAM": "Programme",
+ "PROGRAM": "Programmer",
"PROPHECY": "Prophecy",
"PROPHECY_DESC": "The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn’t seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.",
"PROSTHETIC_LIMB": "Prosthetic Limb",
@@ -687,7 +687,7 @@
"PSITECH_COMBAT_SUIT": "Psitech Combat Suit",
"PSITECH_COMBAT_SUIT_DESC": "One of the rare psitech artifacts originally designed for use by military combat psychics, this snug-fitting armored undersuit grants the wearer an AC of 16. Its special ability functions only for psychics; it can allow the user to reflexively fuel the suit’s defenses with their own psychic reserves. As an Instant action, they can Commit Effort for the day to negate up to 15 points of damage from in incoming source of physical injury. Each time they do this, they must make a Mental saving throw or the psychic conversion shock leaves them unable to use psionic techniques until after the end of their next turn.",
"PSYCH": "Psych",
- "PSYCHIC": "Psy",
+ "PSYCHIC": "Psychique",
"PSYCHIC_CLASS_ABILITY": "Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\nWhen you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\nYou have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.",
"PSYCHIC_REFINEMENT": "Psychic Refinement",
"PSYCHIC_REFINEMENT_DESC": "The metapsion gains improved mastery over their own powers and an innate sensitivity to the use of psionic abilities in their presence.\nLevel-0: The adept can visually and audibly detect the use of psychic powers. If both the source and target are visible to the metapsion, they can tell who’s using the power, even if it’s normally imperceptible. They gain a +2 bonus on any saving throw versus a psionic power.\nLevel-1: The metapsion’s maximum Effort increases by an additional point.\nLevel-2: The adept can determine whether or not a person is a psychic or has latent psionic abilities through one round of visual inspection. Their saving throw bonus against psionic powers increases to +3.\nLevel-3: The metapsion’s maximum Effort increases by an additional point.\nLevel-4: The metapsion can perform a slightly safer version of torching. Instead of rolling the torching damage die, they simply suffer 10 hit points of damage after torching is used. The damage occurs after the fueled power activates, allowing a psychic at low hit points to trigger a power before falling unconscious. This damage cannot be healed by anything but natural bed rest, though a psychic can be stabilized if this technique drops her to zero hit points.",
@@ -696,14 +696,14 @@
"PSYCHIC_STATIC_DESC": "As an Instant action, the metapsion may Commit Effort for the day to negate a perceived psychic power. The psychic responsible for the effect must Commit Effort for the day as an Instant action to resist this negation, otherwise the power ends and any action used to trigger it is wasted. The PC may then Commit Effort for the day again, with each spending and counter-spending until one runs out of Effort or chooses to stop. Psychic Static can be applied only once per round to any particular power. The target of the Psychic Static automatically knows the position of the interfering metapsion, though other onlookers do not have any obvious way of identifying the metapsion.",
"PSYCHIC_SUCCOR": "Psychic Succor",
"PSYCHIC_SUCCOR_DESC": "The adept’s touch stabilizes critically-wounded organisms. More sophisticated practitioners can heal tissue injuries, though curing diseases, detoxifying poisons, and fixing congenital deformities require additional techniques. Each use of Psychic Succor adds one point of System Strain to the target, or two points if they were mortally wounded at the time.\nActivating Psychic Succor requires the biopsion to Commit Effort for the day. Once used, they can continue to use it for the rest of that scene without Committing Effort again.\nLevel-0: The psychic’s touch can automatically stabilize a mortally-wounded target as a Main Action. This power must be used on a target within six rounds of their collapse, and does not function on targets that have been decapitated or killed by Heavy weapons. It’s the GM’s decision as to whether a target is intact enough for this power to work.\nLevel-1: As level-0, and heal 1d6+1 hit points of damage. If used on a mortally-wounded target, they revive with the rolled hit points and can act normally on the next round.\nLevel-2: As level-1, but healing 2d6+2 hit points instead. Level-3: As level-2, but healing 2d6+6 hit points instead. Level-4: As level-3, but healing 3d6+8 hit points instead.",
- "PSYCHIC_TECHNIQUE": "Psychic Technique",
- "PSYCHIC_TECHNIQUES": "Psychic Techniques",
- "PSYCHIC_TRAINING": "Psychic Training",
- "PSYCHIC_TRAINING_DESC": "You’ve had special training in a particular psychic discipline. You must be a Psychic or have taken the Partial Psychic class option as an Adventurer to pick this focus. In the latter case, you can only take training in the discipline you initially chose as a Partial Psychic. As with most foci, this focus can be taken only once.\nLevel 1: Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.\nLevel 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.",
+ "PSYCHIC_TECHNIQUE": "Technique Psychique",
+ "PSYCHIC_TECHNIQUES": "Techniques Psychique",
+ "PSYCHIC_TRAINING": "Entraînement psychique",
+ "PSYCHIC_TRAINING_DESC": "Vous avez suivi une formation spéciale dans une discipline psychique particulière. Vous devez être un Psychique ou avoir choisi l'option Psychique partiel en tant qu'aventurier pour choisir ce focus. Dans ce dernier cas, vous ne pouvez suivre une formation que dans la discipline que vous avez initialement choisie comme Psychique partiel. Comme pour la plupart des foci, ce focus ne peut être pris qu'une seule fois.\nNiveau 1: Gagnez n'importe quelle compétence Psychique en bonus. Si cela l'améliore au niveau 1, choisissez une technique gratuite de niveau 1 de cette discipline. Votre effort maximum augmente de un.\nNiveau 2: Lorsque vous avancez d'un niveau, vous gagnez un point pour augmenter la compétence Psychique bonus que vous avez choisie pour le premier niveau de ce focus ou pour acheter une technique. Vous pouvez conserver ces points pour plus tard, s'il en faut plus pour augmenter la compétence ou acheter une technique particulière. Ces points sont attribués rétroactivement si vous prenez ce niveau de focus plus tard dans le jeu.",
"PSYCHIC_TUTELAGE": "Psychic Tutelage",
"PSYCHIC_TUTELAGE_DESC": "An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic’s mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic.\nAn adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.",
"PSYCH_DESC": "A military drug duplicated in rougher form by many street chemists, Psych fills the user with an intense sense of confidence and reckless courage. Unfortunately, it also cripples their judgment regarding danger. A person affected by Psych immediately gains a Morale score of 12 and a +1 bonus on all skill checks, but will ignore cover during combat and cannot decide not to attempt a skill check after learning its difficulty. The effect lasts fifteen minutes, adds 1 System Strain to the user, and is highly psychologically addictive.",
- "PUNCH": "Punch",
+ "PUNCH": "Frapper",
"QUALITIES": "Qualités",
"QUERY": "Demander",
"QUERY_FOR_MODIFIERS": "Demander les modificateurs",
@@ -717,8 +717,8 @@
"RAILGUN": "Railgun",
"RAILGUN_DESC": "Railguns are simply scaled-up versions of personal mag rifles. They accelerate large metallic slugs along the weapon’s barrel, creating a steady spray of hypervelocity rounds. Ammunition sufficient for one round of firing costs 50 credits.",
"RANGE": "Portée",
- "RANGED_WEAPONS": "Ranged weapons",
- "RATIONS_1_DAY": "Rations, 1 day",
+ "RANGED_WEAPONS": "Armes à distance",
+ "RATIONS_1_DAY": "Rations, 1 jour",
"RATIONS_1_DAY_DESC": "Dried or otherwise preserved foodstuffs sufficient for one day. If water is not otherwise available, add another item’s worth of encumbrance for the water necessary for a person’s daily needs.",
"REDIVIVUS_SHEATH": "Redivivus Sheath",
"REDIVIVUS_SHEATH_DESC": "When found, a redivivus sheath resembles a tightly-rolled body bag with a fist-sized computing module affixed to it. When a freshly-dead human body is sealed into the bag the module releases a cloud of nanites to repair and revive the subject. Revivification will work on any victim no more than five minutes dead, assuming the head is intact and most of their mass is present. Subjects are revived in critically wounded condition with maximized System Strain. The redivivus sheath functions only once before burning out.",
@@ -762,13 +762,13 @@
"ROPE_20_METERS": "Rope, 20 meters",
"ROPE_20_METERS_DESC": "Light and sturdy. A metatool can be used to cut and join the synthetics used in TL4 rope, which counts as one encumbrance item per 40 meters and costs 40 credits.",
"SANDTHROWER": "Sandthrower",
- "SAVAGE_FRAY": "Savage Fray",
- "SAVAGE_FRAY_DESC": "You are a whirlwind of bloody havoc in melee combat, and can survive being surrounded far better than most combatants.\nLevel 1: Gain Stab as a bonus skill. All enemies adjacent to you at the end of your turn whom you have not attacked suffer the Shock damage of your weapon if their Armor Class is not too high to be affected.\nLevel 2: After suffering your first melee hit in a round, any further melee attacks from other assailants automatically miss you. If the attacker who hits you has multiple attacks, they may attempt all of them, but other foes around you simply miss.",
+ "SAVAGE_FRAY": "Combat brutal",
+ "SAVAGE_FRAY_DESC": "Vous êtes un tourbillon de dévastation sanglante dans des combats au corps à corps et pouvez survivre bien mieux que la plupart des combattants. \nNiveau 1: Gagner Poignarder en compétence bonus. Tous les ennemis adjacents à vous à la fin de votre tour que vous n'avez pas attaqués subissent les dégâts de choc de votre arme si leur classe d'armure n'est pas trop élevée pour être affectée.\nLevel 2: Après avoir subi votre premier coup en mêlée lors d'un round, toutes les autres attaques de mêlée d'autres assaillants vous manquent automatiquement. Si l'attaquant qui vous frappe a plusieurs attaques, il peut les tenter toutes, mais les autres ennemis autour de vous ratent tout simplement.",
"SAVE": "Sauvegarde",
"SAVES": "Sauvegardes",
"SAVING_THROW": "Jet de Sauvegarde",
"SAVING_THROWS": "Jets de Sauvegarde",
- "SCENE": "Scene",
+ "SCENE": "Scène",
"SCIENCE": "Science",
"SCOUT_REPORT": "Scout report",
"SCOUT_REPORT_DESC": "A collation of survey scans and merchant reports on a particular lost world or isolated colony. Scouting reports are available for all but the most unknown worlds and provide maps, basic information, and note any critical cultural taboos.",
@@ -801,12 +801,12 @@
"SHIP_BAY_FRIGATE": "Ship Bay/Frigate",
"SHIP_BAY_FRIGATE_DESC": "Carrier housing for a frigate.",
"SHOCK": "Choc",
- "SHOCKING_ASSAULT": "Shocking Assault",
- "SHOCKING_ASSAULT_DESC": "You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\nLevel 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\nLevel 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.",
+ "SHOCKING_ASSAULT": "Assault de choc",
+ "SHOCKING_ASSAULT_DESC": "Vous êtes extrêmement dangereux pour les ennemis autour de vous. La férocité de vos attaques de mêlée stresse et distrait les ennemis même lorsque vos coups ne font pas couler de sang.\nNiveau 1: Gagner Frapper ou Poignarder en compétence bonus. Les dégâts de Choc de votre arme traitent toutes les cibles comme si elles avaient CA 10, en supposant que votre arme est capable de blesser la cible en premier lieu.\nNiveau 2: Additionnellement, vous gagnez un bonus de +2 au score de dégâts de Choc de toutes les armes de mêlée et attaques à mains nues. Les coups réguliers ne font jamais moins de dégâts que Ce choc ne le ferait en cas d'échec.",
"SHOCK_AC": "Shock AC",
"SHOCK_DAMAGE": "Shock damage",
"SHOCK_DAMAGE_AGAINST_AC_LEQ": "shock damage against AC ≤",
- "SHOOT": "Shoot",
+ "SHOOT": "Tirer",
"SHOTGUN": "Shotgun",
"SHOTGUN_DESC": "Shotguns are cheaper and more easily manufactured than rifles, and are popular weapons for home defense on the frontier. The statistics given are for shot ammunition. Slug rounds do 2d6 damage and have ranges of 50/75 meters.",
"SHOW_HIDE": "show/hide",
@@ -840,9 +840,9 @@
"SMART_CLOUD": "Smart Cloud",
"SMUGGLERS_HOLD": "Smuggler's hold",
"SMUGGLERS_HOLD_DESC": "Small amount of well-hidden cargo space.",
- "SNEAK": "Furtivité",
+ "SNEAK": "Se Faufiler",
"SNIPER": "Sniper",
- "SNIPER_DESC": "You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\nLevel 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\nLevel 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid\nimmediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.",
+ "SNIPER_DESC": "Vous êtes un expert pour placer une balle ou un laser sur une cible sans méfiance. Ces avantages spéciaux s'appliquent uniquement lorsque vous effectuez une Attaque d'exécution avec une arme à feu ou un arc, comme décrit à la page 52.\nLevel 1: Gagnez Tirer en compétence bonus. Lors d'un test de compétence pour une Attaque d'exécution ou un tir de cible, lancez 3d6 et omettez le dé le plus bas.\nNiveau 2: Une cible touchée par votre Attaque d'exécution subit une pénalité de -4 au jet de sauvegarde Physique pour éviter une blessure mortelle immédiate. Même si le jet de sauvegarde est réussi, la cible subit le double des dégâts normaux infligés par l'attaque.",
"SNIPER_RIFLE": "Sniper Rifle",
"SNIPER_RIFLE_DESC": "Sniper rifles are designed to be exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization. The execution attack must qualify according to the terms on page 52. If the rifle is used outside of such conditions, it has no special qualities.",
"SOLAR_RECHARGER": "Solar recharger",
@@ -855,14 +855,14 @@
"SPATIAL_AWARENESS_DESC": "The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.",
"SPATIAL_SYNCHRONY_MANDALA": "Spatial Synchrony Mandala",
"SPATIAL_SYNCHRONY_MANDALA_DESC": "The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour’s meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.",
- "SPECIALIST": "Specialist",
- "SPECIALIST_DESC": "You are remarkably talented at a particular skill. Whether a marvelous cat burglar, a world-famous athlete, a brilliant engineer, or some other savant, your expertise is extremely reliable. You may take this focus more than once for different skills.\nLevel 1: Gain a non-combat, non-psychic skill as a bonus. Roll 3d6 and drop the lowest die for all skill checks in this skill.\nLevel 2: Roll 4d6 and drop the two lowest dice for all skill checks in this skill.",
+ "SPECIALIST": "Specialiste",
+ "SPECIALIST_DESC": "Vous êtes remarquablement doué dans une compétence particulière. Que ce soit un cambrioleur merveilleux, un athlète de renommée mondiale, un ingénieur brillant ou tout autre savant, votre expertise est extrêmement fiable. Vous pouvez utiliser ce focus plus d'une fois pour différentes compétences.\nNiveau 1: Gagnez une compétence hors combat et hors psychique en bonus. Lancez 3d6 et omettez le dé le plus bas pour tous les tests de cette compétence.\nLevel 2: Lancez 4d6 et omettez les deux dés les plus bas pour tous les tests de cette compétence.",
"SPECIES_GENDER": "Species / Gender",
"SPECIFIC_HUMAN": "Specific human",
"SPEED": "Vitesse",
"SPELL": "Sort",
"SPELLS": "Sorts",
- "SPELL_SLOTS": "Spell Slots",
+ "SPELL_SLOTS": "Emplacements de sort",
"SPIKE_DRIVE_2": "Drive-2 upgrade",
"SPIKE_DRIVE_2_DESC": "Upgrade a spike drive to drive-2 rating.",
"SPIKE_DRIVE_3": "Drive-3 upgrade",
@@ -879,14 +879,14 @@
"SPINAL_BEAM_CANNON": "Spinal Beam Cannon",
"SQUEAL": "Squeal",
"SQUEAL_DESC": "Requires Heal-1. This “truth serum” is unreliable but still one of the best available options for field interrogations. The subject must be immobilized or willing to be affected by it. For five minutes afterwards they will be unable to avoid answering questions about facts known to them; they will be unable to exercise anything resembling a hypothesis or a judgment, but they will answer specific questions about facts known to them truthfully. Unwilling victims can attempt a Physical saving throw; on a success, they can simply refuse to speak about one particular topic of their choice. Targets pass out for 1d6 hours after the drug wears off and are immune to it for a week thereafter",
- "STAB": "Stab",
+ "STAB": "Poignarder",
"STABILIZATION_OVERRIDES": "Stabilization Overrides",
"STABILIZATION_OVERRIDES_DESC": "An intricate interweaving of microcapillaries and backup organs is implanted in the subject’s torso and spinal column. These overrides can stabilize the user when severe physical trauma would otherwise kill them. A user reduced to 0 hit points is automatically stabilized, as if a Lazarus patch had been successfully applied to them, assuming that a patch could have saved them. Stabilization overrides tend to interfere with the ordinary operation of the user’s organs, however, and the wearer’s Constitution modifier is lowered by 1, with all the attendant consequences in loss of maximum hit points.",
"STALKER": "Stalker",
- "STARFARER": "Starfarer",
- "STARFARER_DESC": "You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.\nLevel 1: Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.\nLevel 2: Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.",
- "STAR_CAPTAIN": "Star Captain",
- "STAR_CAPTAIN_DESC": "You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\nLevel 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\nLevel 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.",
+ "STARFARER": "Voyageur stellaire",
+ "STARFARER_DESC": "Vous êtes un expert dans le calcul et l'exécution de voyages interstellaires. Alors que la plupart des pilotes expérimentés peuvent gérer des voyages sur des routes bien cartographiées, vous avez le don de forger de nouveaux chemins et créér des parcours trop dangereux pour les navigateurs mineurs.\nNiveau 1: Gagner Piloter en compétence bonus. Vous réussissez automatiquement tous les tests de compétences liés au voyage interstellaire de difficulté 10 ou moins.\nNiveau 2: Doublez votre compétence Piloter pour tous les tests de compétence liés au voyage interstellaire. Les moteurs des navires sur lesquels vous naviguez sont traitées comme un niveau supérieur; ainsi, un drive-1 est traité comme un drive-2, jusqu'à un maximum de drive-7. Les voyages interstellaires que vous supervisez personnellement ne prennent que la moitié du temps nécessaire.",
+ "STAR_CAPTAIN": "Capitaine de vaisseau spatial",
+ "STAR_CAPTAIN_DESC": "Vous avez un énorme talent naturel pour le combat contre les navires et pouvez faire de n'importe quel vaisseau dont vous êtes le capitaine un adversaire beaucoup plus redoutable. Vous devez assumer le rôle de capitaine pendant un combat tel que décrit à la page 117 des règles de combat de vaisseau pour bénéficier de ce focus.\nNiveau 1: Gagnez Mener en compétence bonus. Votre vaisseau gagne 2 points de Commandement supplémentaires au début de chaque tour.\nNiveau 2: Un vaisseau dont vous êtes le capitaine gagne des points de vie supplémentaires égaux à 20% de son maximum au début de chaque combat. Les dégâts sont prélevés sur ces points bonus en premier, et ils disparaissent à la fin du combat, ne nécessitant pas des réparations pour se reconstituer avant le suivant. De plus, une fois par engagement, vous pouvez résoudre une Crise comme une action instantanée en expliquant comment votre leadership résout le problème.",
"STATBLOCK": "Bloc de stats",
"STATIONKEEPING": "Stationkeeping",
"STATIONKEEPING_DESC": "The drone does not need to be constantly controlled; when the operator does not spend a Main Action to pilot it, it simply remains stationary. If equipped with an Observation Suite, it can ping the operator if any anomalous reading is obtained.",
@@ -905,11 +905,11 @@
"STRAIN_COST": "Strain cost",
"STREET": "Street",
"STRENGTH": "Force",
- "STRENGTH/2": "Strength/2",
+ "STRENGTH/2": "Force/2",
"STRENGTH_DESC": "Physical prowess, melee combat, carrying gear, brute force",
"STRENGTH_SHORT": "FOR",
"STRIKE_FIGHTER": "Strike Fighter",
- "STR_DEX": "STR/DEX",
+ "STR_DEX": "FOR/DEX",
"STUN_BATON": "Stun baton",
"STUN_BATON_DESC": "Stun batons are common law enforcement tools. The damage they do can drop a target to zero hit points, but will not kill them, the victim awakening in ten minutes with one hit point. Stun batons trickle-charge from normal movement and will not run out of electrical energy under normal use conditions.",
"STUTTERJUMP": "Stutterjump",
@@ -920,7 +920,7 @@
"SUBMACHINE_GUN_DESC": "Submachine guns take pistol ammunition but fire it at a high rate of speed. These weapons can fire in burst mode.",
"SUBSYSTEMS": "Subsystems",
"SUBSYSTEMS_DESC": "Determine which subsystems to show: Psionics, Space Magic, both, or neither.",
- "SUCCESS!": "Réussite !",
+ "SUCCESS!": "Succès !",
"SUICIDE_CHARGE": "Suicide Charge",
"SUICIDE_CHARGE_DESC": "The drone is loaded with a demo charge as per page 69. The operator can trigger it as an attack, but unless they can move the drone in by surprise, the approach will always give onlookers a chance to spot it before it gets within range.",
"SUIT_RIPPER": "Suit ripper",
@@ -935,9 +935,9 @@
"SURVEY_SENSOR_ARRAY": "Survey sensor array",
"SURVEY_SENSOR_ARRAY_DESC": "Improved planetary sensory array",
"SURVIVAL": "Survie",
- "SURVIVAL_KIT": "Survival kit",
+ "SURVIVAL_KIT": "Kit de survie",
"SURVIVAL_KIT_DESC": "A standard belt-worn kit with fire lighter, water filter, three thermal flares, knife, thermal blanket, a brightly-colored 3 x 3 meter waterproof tarp, a glowbug, and a radio beacon that can transmit a distress signal up to fifty kilometers for one month on the included type A power cell. Survival kits sold on a particular world will usually also include a small booklet on specific dangers or edible organics. Possession of a survival kit grants a +1 to all relevant Survive skill checks, assuming its contents are helpful on a given planet. Survival kits are well-organized, and count as only one item for encumbrance purposes.",
- "SURVIVE": "Survive",
+ "SURVIVE": "Survivre",
"SUSPENDED_MANIFESTATION": "Suspended Manifestation",
"SUSPENDED_MANIFESTATION_DESC": "The metapsion is capable of “hanging” a psychic power in their brain, forming the energy patterns and then suspending them in a self-sustaining loop until it’s time to trigger their release. The psychic must Commit Effort for the day to hang a power, along with the Effort normally necessary to trigger it. None of this Effort can be recovered until the power is expended, after which it recovers at its usual speed. Activating the power is an Instant action, or an On Turn action if it allows the target a saving throw of some kind. Only one ability can be held suspended at any one time.",
"SYNTHETIC_ADAPTATION": "Synthetic Adaptation",
@@ -952,7 +952,7 @@
"TAGGER_NANITES_DESC": "While true nanotechnology is beyond the grasp of standard TL4 science, this cyberware allows for the implantation of very simple nanofactories in the user, ones that exude a constant imperceptible “smart dust”. Objects the user touches can be tagged by these nanites, which generate more of their kind for up to 48 hours after tagging. The dust then lays down a trail behind the tagged object, one that is visible to the user or to someone using a properly-keyed tracer. Only counter-nanite measures can remove the dust, as ordinary bathing or scrubbing is insufficient. The dust can be pinged by radio to announce its location to anyone within five kilometers, but most users prefer to leave the dust in passive mode, where it is undetectable to most TL4 sensors. Tagging an object adds one System Strain to the user.",
"TAILORED_ANTIALLERGENS": "Tailored antiallergens",
"TAILORED_ANTIALLERGENS_DESC": "A dose of tailored antiallergens can be used to render a local world’s organics largely edible by humans and its atmosphere breathable without severe allergic reactions. While many worlds have been seeded with Terran life forms or have produced organics that are edible by humans, others are toxic without the appropriate chemical augmentation. A dose of these antiallergens lasts for twenty-four hours.",
- "TALK": "Talk",
+ "TALK": "Parler",
"TANGIBLE_FORCE_CONSTRUCT": "Tangible Force Construct",
"TANGIBLE_FORCE_CONSTRUCT_DESC": "Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept’s choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.",
"TECHNIQUE": "Technique",
@@ -1003,8 +1003,8 @@
"THUNDER_GUN_DESC": "Thunder guns are named for the basso vibrations caused by their operation, a sound that can be felt as far as thirty meters away from an operator. This two-handed weapon uses grav plates to create rapid, randomized disruptions in a target that increase the chance of complete structural collapse. If a thunder gun hits a target with an unmodified hit roll of 16 or higher an extra 1d10 damage is rolled. This bonus damage always applies to inanimate targets.",
"TIGHTBEAM_LINK_UNIT": "Tightbeam link unit",
"TIGHTBEAM_LINK_UNIT_DESC": "Much like a remote link unit, a tightbeam unit uses a laser to connect via lineof-sight transmission. Unlike a remote link unit, there’s almost no chance for a conventional security system to detect this link, but it requires that the infiltrators get a clear line of sight between the unit and the receiving end. Commercial satellite reception units can be employed for skyward aiming at 500 credits/hour if a second land unit is unavailable, but indoor use is impossible.",
- "TINKER": "Bricolage",
- "TINKER_DESC": "You have a natural knack for modifying and improving equipment, as given in the rules on page 100.\nLevel 1: Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.\nLevel 2: Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.",
+ "TINKER": "Bricoleur",
+ "TINKER_DESC": "Vous avez un talent naturel pour modifier et améliorer l'équipement, comme indiqué dans les règles à la page 100. \nNiveau 1: Gagnez Réparer en compétence bonus. Votre score de maintenance est doublé, vous permettant de maintenir deux fois plus de mods. Les mods de vaisseau et d'équipement ne coûtent que la moitié de leur prix habituel en crédits, bien que les exigences de récupération de prétech restent les mêmes. \nLevel 2: Votre compétence Réparer est traitée comme un niveau supérieur pour la construction et la maintenance des mods et le calcul de votre score de maintenance. Les mods avancés nécessitent une pièce de prétech récupérée en moins, jusqu'à un minimum de zéro.",
"TISSUE_INTEGRITY_FIELD": "Tissue Integrity Field",
"TISSUE_INTEGRITY_FIELD_DESC": "The biopsion’s Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don’t require it or don’t want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.",
"TITAN_POWERED_ARMOR": "Titan Powered Armor",
@@ -1021,7 +1021,7 @@
"TOXIN_INJECTOR_DESC": "The user’s canines or fingernails are altered to allow for the injection of one of two types of poison. If the user attempts to inject an unsuspecting victim they are already touching, the attempt is automatically successful. If the victim is wary or in combat, they can only be affected if they are unarmored and the user succeeds in a Punch attack roll. On a success, the victim must make a Physical saving throw at -2 or be incapacitated by the poison, dying in 1d6 rounds or being incapacitated for 1d6 hours at the user’s discretion. Each poison attack adds 2 System Strain to the user.",
"TRACTOR_BEAMS": "Tractor beams",
"TRACTOR_BEAMS_DESC": "Manipulate objects in space at a distance.",
- "TRADE": "Commerce",
+ "TRADE": "Marchander",
"TRADE_GOODS": "Trade goods",
"TRADE_GOODS_DESC": "Glowbugs, ceramic fire lighters, antibiotics, ceraplast tools, and the other fruits of a TL4 civilization that might be valuable on more primitive worlds. A kilo of trade goods can usually be traded for at least a hundred credits worth of local products on more primitive worlds that are not well-served by interstellar merchants. The profit margin shrinks rapidly as interstellar trade becomes more common, and there is always the difficulty of finding local products that are actually worth a merchant’s journey.",
"TRADE_METALS": "Trade metals",
@@ -1037,11 +1037,11 @@
"TWITCHLOCK_ACTUATORS_DESC": "Neural override fibers are woven into the user’s hands and arms and linked to a perceptual modulator implanted at the base of the user’s brain stem. When presented with a direct exercise of hand-eye coordination, the twitchlock can be engaged to produce superhuman accuracy and precision. Any attack roll or skill check reliant chiefly on manual dexterity or aim can be rerolled, though the power surge inflicts two points of System Strain on the user. A given roll can only be rerolled once with this cyberware. While the twitchlock allows superhuman accuracy when engaged, the overrides fuzz ordinary nerve impulses and reduce the user’s Dexterity modifier by 1 when active. Activating or deactivating the cyberware requires a Main Action.",
"TYPE": "Type",
"TYPE_OF_MAGIC": "Type of Magic",
- "UNARMED_COMBATANT": "Unarmed Combatant",
- "UNARMED_COMBATANT_DESC": "Your empty hands are more dangerous than knives and guns in the grip of the less gifted. Your unarmed attacks are counted as melee weapons when it comes to binding up opponents wielding rifles and similar long arms, though you need at least one hand free to do so.\nLevel 1: Gain Punch as a bonus skill. Your unarmed attacks become more dangerous as your Punch skill increases. At level-0, they do 1d6 damage. At level-1, they do 1d8 damage. At level-2 they do 1d10, level-3 does 1d12, and level-4 does 1d12+1. At Punch-1 or better, they have the Shock quality equal to your Punch skill against AC 15 or less. While you normally add your Punch skill level to any unarmed damage, don’t add it twice to this Shock damage.\nLevel 2: You know locks and twists that use powered servos against their wearer. Your unarmed attacks count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a Punch attack, you do an unmodified 1d6 damage.",
+ "UNARMED_COMBATANT": "Combattant sans arme",
+ "UNARMED_COMBATANT_DESC": "Vos mains vides sont plus dangereuses que les couteaux et les fusils sous l'emprise des moins doués. Vos attaques à mains nues sont comptées comme des armes de mêlée lorsqu'il s'agit d'engager des adversaires brandissant des fusils et des armes longues similaires, bien que vous ayez besoin d'au moins une main libre pour le faire. \nNiveau 1: Gagnez Frapper en compétence bonus. Vos attaques non armées deviennent plus dangereuses à mesure que votre compétence Frapper augmente. Au niveau 0, ils infligent 1d6 dégâts. Au niveau 1, ils infligent 1d8 dégâts. Au niveau 2, ils font 1d10, le niveau 3 1d12 et le niveau 4 1d12+1. A Frapper-1 ou mieux, ils ont la qualité Choc égale à votre compétence Frapper contre CA 15 ou moins. Bien que vous ajoutiez normalement votre niveau de compétence Frapper à tout dommage non armé, ne l'ajoutez pas deux fois à ces dégâts de choc.\nNiveau 2: Vous connaissez les verrous et les torsions qui utilisent des servos motorisés contre leur porteur. Vos attaques non armées comptent comme des armes TL4 dans le but de vaincre les armures avancées. Même en cas d'échec avec une attaque Frapper, vous infligez 1d6 dégâts non modifiés.",
"UNCOMMITTED": "Uncommitted",
- "UNIQUE_GIFT": "Unique Gift",
- "UNIQUE_GIFT_DESC": "Whether due to exotic technological augmentation, a unique transhuman background, or a remarkable human talent, you have the ability to do something that’s simply impossible for a normal human.\nThis is a special focus which serves as a catch-all for some novel power or background perk that doesn’t have a convenient fit in the existing rules. A transhuman who can function normally in lethal environments, a nanotech-laden experimental subject with a head full of exotic sensors, or a brilliant gravitic scientist who can fly thanks to their personal tech might all take this focus to cover their special abilities.\nIt’s up to the GM to decide what’s reasonable and fair to be covered under this gift. If an ability is particularly powerful, it might require the user to take System Strain to use it, as described on page 32.\nAs a general rule this ability should be better than a piece of gear the PC could buy for credits. The player is spending a very limited resource when they make this focus pick, so what they get should be good enough that they can’t just duplicate it with a fat bank account.",
+ "UNIQUE_GIFT": "Don Unique",
+ "UNIQUE_GIFT_DESC": "Que ce soit en raison d'une augmentation technologique exotique, d'un bagage transhumain unique ou un talent humain remarquable, vous avez la capacité de faire quelque chose qui est tout simplement impossible pour un humain normal. \nC'est un focus spécial qui sert de fourre-tout à un nouveau pouvoir ou avantage d'arrière-plan qui ne correspond pas aux règles existantes. Un transhumain capable de fonctionner normalement dans des environnements mortels, un sujet expérimental chargé de nanotechnologies avec une tête pleine de capteurs exotiques ou un brillant scientifique gravitique capable de voler grâce à sa technologie personnelle pourraient tous se concentrer sur leurs capacités spéciales.\nC'est au MJ de décider de ce qui est raisonnable et juste d'être couvert par ce don. Si une capacité est particulièrement puissante, elle peut obliger l'utilisateur à subir du Stress pour l'utiliser, comme décrit à la page 32.\nEn règle générale, cette capacité devrait être meilleure qu'un équipement que le PC pourrait acheter pour des crédits. Le joueur dépense une ressource très limitée lorsqu'il choisit ce focus, donc ce qu'il obtient doit être suffisamment bon pour qu'il ne puisse pas simplement le dupliquer avec un gros compte bancaire.",
"UNITY_OF_THOUGHT": "Unity of Thought",
"UNITY_OF_THOUGHT_DESC": "The telepath becomes exceptionally skilled at weaving together multiple allied minds. When they establish a Telepathic Contact with a willing ally they may bind up to six willing participants into the same contact without further Effort. This multi-person link is relatively shallow, and allows only the Instant exchange of thoughts, images, and sensory impressions. While under its effect, every participant knows the exact location and condition of all others, and uses the best Initiative roll of any of them if combat commences. At the table, up to five minutes of discussion and coordination among the players can be arranged each round without incurring delays for the PCs. Every combat turn, one gestalt member of the psychic’s choice gets an extra round of action to represent the benefits of the perfect coordination of the group. The psychic cannot gain this bonus round himself. The telepathic link lasts as long as the psychic initiates no new Telepathic Contact, and it has a range that extends to any point within a solar system.",
"UNSPENT_PSIONIC_SKILL_POINTS": "Unspent psionic skill points",
@@ -1077,7 +1077,7 @@
"VS": "vs",
"VS_AC_LEQ": "vs AC ≤",
"WANDERER": "Vagabond",
- "WANDERER_DESC": "Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence.\nLevel 1: Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.\nLevel 2: You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.",
+ "WANDERER_DESC": "Votre héros voyage. Dans le cadre d'une vie sur la route, il a maîtrisé un certain nombre d'astuces pour assurer sa mobilité et survivre aux inévitables difficultés d'une existence vagabonde.\nNiveau 1: Gagnez Survivre en compétence bonus. Vous pouvez transmettre des idées de base dans toutes les langues communes du secteur. Vous pouvez toujours trouver un transport gratuit vers une destination souhaitée pour vous-même et un petit groupe de vos amis à condition que tout trafic se rende à l'endroit. Trouver ce moyen de transport ne prend pas plus d'une heure, mais il peut ne pas être un moyen de transport strictement légitime et peut nécessiter un droit de passage.\nNiveau 2: Vous pouvez falsifier, récupérer ou mettre la main sur des papiers de voyage et des pièces d'identité pour l'équipe avec 1d6 heures de travail. Ces papiers et permis résisteront à un examen ordinaire, mais nécessiteront une vérification opposée Int / Administrer contre Sag / Percevoir s'ils sont examinés par un fonctionnaire alors que le PC est en fait recherché par l'État pour un crime. Lors de la recherche d'un moyen de transport pour l'équipe, le transport fait toujours le voyage au moins aussi vite qu'un charter dédié.",
"WARPAINT": "Warpaint",
"WARPAINT_DESC": "Warpaint is the common term for the bizarre combat fashions and scrap-built street harness of gangers, cult enforcers, street toughs, and other marginal sorts with little money but much need for protection. Most warpaint is fashioned of scrounged scraps of TL4 materials that are exceptionally tough or rigid, filled out with gang colors, body paint, intimidating tattoos, and the usual threatening grimace. It is often exceedingly impractical but inspirational to its wearer; an NPC in warpaint that is meaningful to them gains a +1 Morale bonus. Most warpaint is either pieced together over years or taken from the dead. Actually purchasing a finished suit comes at the listed price, assuming someone can be found willing to part with theirs.",
"WARRIOR": "Guerrier",
@@ -1091,18 +1091,18 @@
"WEAPON_FITTING_DESC": "The drone can be mounted with 1 encumbrance worth of ranged weaponry, which must be purchased separately. This fitting may be taken more than once to mount more weapons or heavier weapons. The weapon requires one or more ammo units to feed it.",
"WIDEAWAKE_SERUM": "Wideawake Serum",
"WIDEAWAKE_SERUM_DESC": "Originally designed to facilitate spike drills for single-man ships that couldn’t afford a sleeping pilot, wideawake serum gives the user enormous vigor and alertness for up to seven days at a time. The user need not sleep or even rest, but during this time it is impossible to recover accrued System Strain. A successful Heal check at difficulty 10, made at most once per day, can flush the drug from the user prematurely.",
- "WILD_PSYCHIC_TALENT": "Wild Psychic Talent",
- "WILD_PSYCHIC_TALENT_DESC": "Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training.\nWild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\nLevel 1: Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\nLevel 2: You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.",
+ "WILD_PSYCHIC_TALENT": "Talent Psychique Primitif",
+ "WILD_PSYCHIC_TALENT_DESC": "Certains hommes et femmes naissent avec une forme très limitée de MES, la condition mentale qui permet l'utilisation de pouvoirs psychiques. Bien que ces personnes ne soient pas de véritables psychiques, ces «talents primitifs» peuvent créer un effet psychique limité. L'entraînement n'est pas toujours nécessaire pour développer cette capacité, et leur MES est si doux qu'ils ne subissent pas le risque de folie ou de lésions cérébrales que les psychiques plus développés risquent s'ils utilisent leurs pouvoirs sans entraînement approprié. \nCeux ayant un talent primitif ne sont pas traités comme psychiques et ne peuvent pas «torch» leurs pouvoirs. Le cas échéant, ils sont traités comme ayant un point d'effort. Les psychiques et les psychiques partiels ne peuvent pas prendre ce focus. \nNiveau 1: Choisissez une discipline psychique. Vous gagnez une capacité équivalente à la puissance de base de niveau 0 de cette discipline. Vous pouvez éventuellement choisir une technique de niveau 1 dans cette discipline, mais cette technique doit être autonome; vous ne pouvez pas en choisir une qui augmente une autre technique ou capacité de base. Par exemple, vous pouvez choisir la technique de l'armurerie télékinésique de Télékinésie, car cette capacité ne nécessite l'utilisation d'aucun autre pouvoir de télékinésie. Vous ne pouvez pas choisir la capacité Mastered Succor de Biopsioniques, car cette technique est destinée à augmenter un autre pouvoir que vous n’avez pas.\nNiveau 2: Vous avez maintenant un effort maximum de deux points. Vous pouvez choisir une deuxième capacité selon les directives ci-dessus. Cette seconde n'a pas besoin d'être une technique autonome si elle augmente la puissance que vous avez choisie pour le niveau 1 de ce focus. Ainsi, si votre premier choix gagnait la puissance de niveau 0 de Psychic Succor, votre second pourrait être Mastered Succor. Cependant, vous ne pouvez toujours pas obtenir la puissance de base de niveau 1 de Psychic Succor, car vous êtes toujours limité au niveau 0.",
"WISDOM": "Sagesse",
"WISDOM_DESC": "Noticing things, making judgments, reading situations, intuition",
"WISDOM_SHORT": "SAG",
- "WORK": "Work",
+ "WORK": "Travailler",
"WORKSHOP": "Atelier",
"WORKSHOP_DESC": "Automated tech workshops for maintenance.",
"WOVEN_BODY_ARMOR": "Woven Body Armor",
"WOVEN_BODY_ARMOR_DESC": "Woven Body Armor represents the best armor that a TL3 world can manufacture, or an up-armored version of security armor used by TL4 high-threat response teams. The design is significantly more cumbersome, but allows for multiple layers of protection.",
"XP": "PX",
- "XP_NEXT_LEVEL": "XP / Next Level",
+ "XP_NEXT_LEVEL": "PX / Prochain niveau",
"XP_SCHEME": "XP scheme",
"XP_SCHEME_DESC": "Chose what to show in the \"next level xp\" field, if anything.",
"YES": "Oui"
diff --git a/Strato Shout/sheet.json b/Strato Shout/sheet.json
new file mode 100644
index 0000000000..6b62203e9e
--- /dev/null
+++ b/Strato Shout/sheet.json
@@ -0,0 +1,8 @@
+{
+ "html": "stratoshout.html",
+ "css": "stratoshout.css",
+ "authors": "Tateck",
+ "roll20userid": "356257",
+ "preview": "stratoshout.png",
+ "instructions": "青春バンドTRPG ストラトシャウト"
+}
\ No newline at end of file
diff --git a/Strato Shout/stratoshout.css b/Strato Shout/stratoshout.css
new file mode 100644
index 0000000000..d8b716403c
--- /dev/null
+++ b/Strato Shout/stratoshout.css
@@ -0,0 +1,414 @@
+select, div, button, textarea, span, input, img, label{box-sizing: border-box; outline:0; margin:0;}
+fieldset {margin:0; padding:0; border:none;}
+.ui-dialog .charsheet {padding:0;}
+.repcontrol {margin-top:5px;}
+.repcontainer .repitem {margin-top:8px;}
+
+.sheet-hidden {display:none !important;}
+.sheet-st-wrap .sheet-old-roll {margin:0 !important; padding:0 !important; width:20px; height:20px; overflow:hidden; color:#000 !important; font-weight: 600 !important;}
+
+.sheet-st-wrap input {color:#000;}
+.sheet-st-wrap input[type="number"]::-webkit-outer-spin-button,
+.sheet-st-wrap input[type="number"]::-webkit-inner-spin-button {-webkit-appearance:none; margin:0;}
+.sheet-st-wrap button {cursor:pointer;}
+
+.sheet-st-wrap {display:block; position:relative; width:860px; margin:0 -10px; min-height:400px; background:url('https://i.imgur.com/OWNRuAT.jpg') no-repeat 50% 0; font-size:13px;}
+.sheet-st-wrap:after {content:""; display:block; position:relative; height:38px; margin-top:20px; background:url('https://i.imgur.com/IHogK15.jpg') no-repeat 50% 100%;}
+
+.sheet-st-wrap fieldset {border:none; margin:0; padding:0;}
+.sheet-st-wrap .repcontrol {margin-top:10px; padding:0 0 0 30px;}
+.sheet-st-wrap .itemcontrol {z-index:3;}
+
+.sheet-st-wrap * {box-sizing:border-box;}
+.sheet-st-wrap > .sheet-acc {display:block; position:absolute; top:33px; left:0; width:104px; height:202px; background:no-repeat 0 0;}
+
+.sheet-position-V[value="1"] ~ .sheet-st-wrap > .sheet-acc {background-image:url('https://i.imgur.com/vcdN5oJ.png');}
+.sheet-position-K[value="1"] ~ .sheet-st-wrap > .sheet-acc {background-image:url('https://i.imgur.com/C9P7PAD.png');}
+.sheet-position-G[value="1"] ~ .sheet-st-wrap > .sheet-acc {background-image:url('https://i.imgur.com/Ckkfs9h.png');}
+.sheet-position-B[value="1"] ~ .sheet-st-wrap > .sheet-acc {background-image:url('https://i.imgur.com/PELJ14b.png');}
+.sheet-position-D[value="1"] ~ .sheet-st-wrap > .sheet-acc {background-image:url('https://i.imgur.com/SJW1aSJ.png');}
+.sheet-adv-1[value="1"] ~ .sheet-st-wrap .sheet-adv-1 {display:block;}
+.sheet-adv-2[value="1"] ~ .sheet-st-wrap .sheet-adv-2 {display:block;}
+.sheet-adv-3[value="1"] ~ .sheet-st-wrap .sheet-adv-3 {display:block;}
+
+.sheet-st-top {display:block; position:relative; padding-top:70px; padding-left:130px; margin-bottom:38px;}
+.sheet-st-top .sheet-st-player {display:block; position:absolute; width:160px; height:22px; top:8px; right:8px;}
+.sheet-st-top .sheet-st-player > input[type="text"] {display:block; position:relative; width:100%; height:100%; border:none; background:transparent; text-align:center; font-size:12px;}
+.sheet-st-top .sheet-st-profile {position:relative; height:120px; padding:5px;}
+.sheet-st-top .sheet-adv-desc {display:none;}
+.sheet-st-top .sheet-st-row {display:block; padding:5px 0; overflow:hidden;}
+.sheet-st-top .sheet-st-pofile-input {display:block; float:left; position:relative; box-sizing:border-box; min-height:25px; padding-left:60px;}
+.sheet-st-top .sheet-st-pofile-input:before {content:""; display:block; position:absolute; bottom:0; left:8px; right:0; height:1px; background:#000;}
+.sheet-st-top .sheet-st-pofile-input + .sheet-st-pofile-input {margin-left:5px;}
+.sheet-st-top .sheet-st-pofile-input strong {display:block; position:absolute; top:0; left:0; font-size:12px; height:25px; text-align:center; width:60px; line-height:25px; color:#fff; border-radius:5px; background:#000;}
+.sheet-st-top .sheet-st-pofile-input input,
+.sheet-st-top .sheet-st-pofile-input select {height:25px; border:none; display:block; margin:0; padding:0 10px; background:transparent; cursor:pointer; width:100%;}
+.sheet-st-top .sheet-st-pofile-input input:hover {background:rgba(0,0,0,.05);}
+.sheet-st-top .sheet-st-pofile-input input[readonly] {cursor:default;}
+.sheet-st-top .sheet-st-pofile-input input[readonly]:hover {background:transparent;}
+.sheet-st-top .sheet-st-pofile-input > span {display:block; position:relative; float:left; min-height:25px;}
+.sheet-st-top .sheet-st-pofile-input > span + span {margin-left:5px; padding-left:15px;}
+.sheet-st-top .sheet-st-pofile-input > span + span:after {content:""; display:block; position:absolute; left:-1px; bottom:-5px; width:1px; height:10px; background:#000; transform:rotate(40deg); -webkit-transform:rotate(40deg);}
+.sheet-st-top .sheet-st-pofile-input.sheet-ty1 {width:265px;}
+.sheet-st-top .sheet-st-pofile-input.sheet-ty2 {width:192px;}
+.sheet-st-top .sheet-st-pofile-input.sheet-ty3 {width:240px;}
+.sheet-st-top .sheet-st-pofile-input.sheet-ty3 > span {width:35%;}
+.sheet-st-top .sheet-st-pofile-input.sheet-ty3 > span + span {width:55%;}
+.sheet-st-top .sheet-st-pofile-input.sheet-ty3 > span + span:before {content:"Lv."; display:block; position:absolute; left:15px; top:0; bottom:0; line-height:25px; font-size:14px; font-weight:800;}
+.sheet-st-top .sheet-st-pofile-input.sheet-ty3 > span + span input {padding-left:35px;}
+.sheet-st-top .sheet-st-pofile-input.sheet-ty4 {width:123px;}
+.sheet-st-top .sheet-st-pofile-input.sheet-ty5 {width:150px;}
+.sheet-st-top .sheet-st-pofile-input.sheet-ty6 {width:425px;}
+.sheet-st-top .sheet-st-pofile-input.sheet-ty6 > span {width:23%;}
+.sheet-st-top .sheet-st-pofile-input.sheet-ty6 > span + span {width:75%;}
+.sheet-st-top .sheet-st-pofile-input.sheet-ty6 > span + span input {padding-left:5px;}
+.sheet-st-top .sheet-st-pofile-input.sheet-ty6 .sheet-adv-desc {line-height:25px; text-align:center; letter-spacing:-0.01em;}
+.sheet-st-top .sheet-st-pofile-input.sheet-ty7 {width:325px;}
+.sheet-st-top .sheet-st-pofile-input.sheet-ty7 > span {width:33%;}
+.sheet-st-top .sheet-st-pofile-input.sheet-ty7 > span + span {width:63%;}
+.sheet-st-top .sheet-st-pofile-input.sheet-ty7 > span + span input {padding-left:10px;}
+.sheet-st-top .sheet-st-state {display:block; position:absolute; right:48px; bottom:-30px;}
+.sheet-st-top .sheet-st-state .sheet-item {display:block; position:relative; width:70px; height:70px; float:left; margin-left:5px;}
+.sheet-st-top .sheet-st-state .sheet-item.sheet-ty2 + .sheet-item {margin-left:20px;}
+.sheet-st-top .sheet-st-state .sheet-c {display:block; position:relative; width:100%; height:100%; border-radius:100%; border:2px solid #000; overflow:hidden; background:#fff;}
+.sheet-st-top .sheet-st-state .sheet-c strong {display:block; position:relative; height:30px; line-height:30px; background:#000; color:#fff; text-align:center; font-size:11px;}
+.sheet-st-top .sheet-st-state .sheet-c input {border:none; text-align:center; height:30px; display:block; width:100%; font-size:15px; font-weight:800;}
+.sheet-st-top .sheet-st-state .sheet-ori {display:block; position:absolute; width:23px; height:23px; border-radius:100%; border:2px solid #000; background:#989898; right:-16px; top:18px; overflow:hidden;}
+.sheet-st-top .sheet-st-state .sheet-ori input {display:block; position:relative; height:19px; font-size:11px; text-align:center; width:100%; border:none; background:transparent; z-index:1;}
+.sheet-st-top .sheet-st-state .sheet-add {display:block; position:absolute; width:23px; height:23px; border-radius:100%; border:2px solid #000; background:#fff; right:-8px; top:45px; overflow:hidden;}
+.sheet-st-top .sheet-st-state .sheet-add input {display:block; position:relative; height:19px; font-size:11px; text-align:center; width:100%; border:none; background:transparent; z-index:1; font-weight:600;}
+.sheet-st-top .sheet-st-state .sheet-plus {display:block; position:absolute; width:13px; height:12px; background:url('https://i.imgur.com/9lZVPgC.png') no-repeat 50% 50%; z-index:2; top:38px; right:-7px;}
+
+.sheet-st-bust {display:block; position:relative; background:#000; color:#fff;}
+.sheet-st-bust .sheet-color {display:block; position:absolute; left:20px; bottom:20px;}
+.sheet-st-bust .sheet-color input {width:70px; background:none; border:none; border-bottom:1px solid #fff; color:#fff;}
+.sheet-st-bust .sheet-st-bustItem {display:none; text-align:right;}
+.sheet-st-bust .sheet-st-bustItem:before {content:""; display:block; position:absolute; top:-7px; left:0; width:290px; height:75px; border:none; padding:0; margin:0; background:url('https://i.imgur.com/AIKb7NW.png') no-repeat 50% 50%; overflow:hidden; text-indent:-999px; text-align:left;}
+.sheet-st-bust .sheet-st-bustItem .sheet-tit {line-height:60px; font-size:24px; font-weight:800; padding:0 17px 0 335px; font-style:italic;}
+.sheet-st-bust .sheet-st-bustItem .sheet-detail {padding:0 17px 20px; font-size:14px; line-height:1.5;}
+
+.sheet-position-V[value="1"] ~ .sheet-st-wrap > .sheet-st-bust .sheet-st-V {display:block;}
+.sheet-position-K[value="1"] ~ .sheet-st-wrap > .sheet-st-bust .sheet-st-K {display:block;}
+.sheet-position-G[value="1"] ~ .sheet-st-wrap > .sheet-st-bust .sheet-st-G {display:block;}
+.sheet-position-B[value="1"] ~ .sheet-st-wrap > .sheet-st-bust .sheet-st-B {display:block;}
+.sheet-position-D[value="1"] ~ .sheet-st-wrap > .sheet-st-bust .sheet-st-D {display:block;}
+
+.sheet-st-dicebox {display:block; padding:7px 10px; background:#000; border-radius:5px; overflow:hidden; color:#fff;}
+.sheet-st-dicebox .sheet-item {float:left;}
+.sheet-st-dicebox .sheet-item + .sheet-item {margin-left:15px;}
+.sheet-st-dicebox .sheet-item input,
+.sheet-st-dicebox .sheet-item select {font-size:13px; border-radius:3px; border:none; height:23px; font-size:12px;}
+.sheet-st-dicebox .sheet-item strong {line-height:23px;}
+.sheet-st-dicebox .sheet-item strong,
+.sheet-st-dicebox .sheet-item input,
+.sheet-st-dicebox .sheet-item select,
+.sheet-st-dicebox .sheet-item button {vertical-align:middle; margin:0;}
+.sheet-st-dicebox .sheet-item select {width:80px; margin:0;}
+.sheet-st-dicebox .sheet-item input {width:50px; text-align:center;}
+.sheet-st-dicebox .sheet-item.sheet-ty2 {float:right;}
+
+.sheet-st-spectable {position:relative; margin:10px 0;}
+.sheet-st-spectable .sheet-guide {display:block; padding-bottom:5px; text-align:right; font-size:12px;}
+.sheet-st-spectable .sheet-guide input {width:20px; border:none; font-size:12px; text-align:right; background:transparent !important;}
+.sheet-st-spectable .sheet-st-spec {border:1px solid #000;}
+.sheet-st-spec table {width:100%; font-size:12px; border-spacing:0; border-collapse:collapse;}
+.sheet-st-spec table td {border:1px solid #000;}
+.sheet-st-spec table th {border:1px solid #fff; background:#000; color:#fff; text-align:center;}
+.sheet-st-spec table tr > *:first-child {border-left-width:0 !important;}
+.sheet-st-spec table tr > *:last-child {border-right-width:0 !important;}
+.sheet-st-spec table thead th {position:relative; padding:5px 0; border-top-width:0;}
+.sheet-st-spec table thead th.sheet-chk {background:#fff; border:1px solid #000;}
+.sheet-st-spec table thead th.sheet-chk input[type="checkbox"] {display:block; position:absolute; top:0; left:0; width:21px; height:29px; border:none; background:transparent !important; opacity:0; margin:0; cursor:pointer;}
+.sheet-st-spec table tbody > tr:last-child > * {border-bottom-width:0 !important;}
+.sheet-st-spec p {display:block; position:relative; width:119px; height:25px; box-sizing:border-box; padding: 0 20px 0 0; z-index:0; margin:0;}
+.sheet-st-spec p input[type="checkbox"] {display:block; position:absolute; top:0; left:0; width:20px; height:25px; border:none; background:#fff; margin:0; opacity:0; z-index:1; cursor:pointer;}
+.sheet-st-spec p input[type="text"] {display:block; position:absolute; top:0; right:0; width:20px; height:25px; border:none; background:transparent; border-radius:0; text-align:right; padding:2px; text-align:center; border-left:1px solid rgba(0,0,0,.2); color:#666; font-size:11px;}
+.sheet-st-spec .sheet-spec-roll {display:block; position:relative; width:100% !important; height:100% !important; padding:0 0 0 20px !important; border:none !important; background:transparent !important; z-index:0; margin:0 !important; font-size:12px !important;}
+.sheet-st-spec .sheet-spec-roll:before {content:"" !important; display:block; position:absolute; top:50%; left:3px; width:14px; height:14px; box-sizing:border-box; margin-top:-7px; border:2px solid #333; border-radius:100%;}
+.sheet-st-spec .sheet-spec-roll:after {content:"" !important; display:block; position:absolute; top:0; bottom:0; left:0px; width:20px; background:rgba(0,0,0,.2); opacity:0;}
+.sheet-st-spec p input[type="checkbox"]:checked + .sheet-spec-roll:before {background:#d20000; border-color:#d20000;}
+.sheet-st-spec p input[type="checkbox"]:hover + .sheet-spec-roll:after {opacity:1;}
+.sheet-element-to-determine-style-A[value='1'] ~ div .sheet-st-style-A {background:#000 !important; border-color:#fff !important;}
+.sheet-element-to-determine-style-B[value='1'] ~ div .sheet-st-style-B {background:#000 !important; border-color:#fff !important;}
+.sheet-element-to-determine-style-C[value='1'] ~ div .sheet-st-style-C {background:#000 !important; border-color:#fff !important;}
+.sheet-element-to-determine-style-D[value='1'] ~ div .sheet-st-style-D {background:#000 !important; border-color:#fff !important;}
+.sheet-element-to-determine-style-E[value='1'] ~ div .sheet-st-style-E {background:#000 !important; border-color:#fff !important;}
+.sheet-element-to-determine-style-A[value='1'] ~ div th.sheet-st-style-A {border-color:#fff !important;}
+.sheet-element-to-determine-style-B[value='1'] ~ div th.sheet-st-style-B {border-color:#fff !important;}
+.sheet-element-to-determine-style-C[value='1'] ~ div th.sheet-st-style-C {border-color:#fff !important;}
+.sheet-element-to-determine-style-D[value='1'] ~ div th.sheet-st-style-D {border-color:#fff !important;}
+.sheet-element-to-determine-style-E[value='1'] ~ div th.sheet-st-style-E {border-color:#fff !important;}
+
+.sheet-st-grid {display:block; overflow:hidden; margin-bottom:40px;}
+.sheet-st-grid .sheet-left,
+.sheet-st-grid .sheet-right {display:block; position:relative; width:54%; float:left;}
+.sheet-st-grid .sheet-right {padding-left:15px; width:46%;}
+.sheet-st-grid .sheet-title {display:block; position:relative; height:40px; line-height:30px; background:#000000; color:#fff; padding:0 10px; font-size:14px;}
+.sheet-st-grid .sheet-title strong {display:block; float:left; font-weight:800;}
+.sheet-st-grid .sheet-title span {float:right; font-size:12px;}
+.sheet-st-grid .sheet-title span input {width:30px; height:30px; text-align:center; color:#fff;}
+.sheet-st-grid .sheet-title:after {content:""; display:block; position:absolute; left:0; bottom:0; right:0; background:#fff; height:10px; border-radius:10px 0 0 0; }
+
+.sheet-st-grid input,
+.sheet-st-grid textarea,
+.sheet-st-grid select,
+.sheet-st-grid .uneditable-input {margin:0;}
+.sheet-st-grid input[type="text"],
+.sheet-st-grid input[type="number"] {border:none; height:30px; border-radius:8px; background:rgba(0,0,0,.1); padding:0 5px; font-size:12px; width:100%; color:#000;}
+.sheet-st-grid select {border:none; height:30px; padding:0 5px; font-size:12px; width:100%;}
+
+.sheet-abillty-list {display:block; position:relative;}
+.sheet-ab-item {display:block; position:relative; z-index:0; overflow:hidden;}
+.sheet-ab-item + * {margin-top:10px !important;}
+.sheet-ab-item > * {float:left; position:relative;}
+.sheet-ab-item > input[type="checkbox"] {display:block; position:absolute; top:0; left:0; width:30px; height:30px; border:none; margin:0; opacity:0; z-index:1; cursor:pointer;}
+.sheet-ab-item > input[type="checkbox"] + * {display:block; position:relative; min-height:30px; padding-left:30px !important; box-sizing:content-box; z-index:0;}
+.sheet-ab-item > input[type="checkbox"] + *:before {content:""; display:block; position:absolute; top:50%; left:3px; width:20px; height:20px; box-sizing:border-box; margin-top:-10px; background:url('https://i.imgur.com/mUcvIHM.png') no-repeat 50% 50%;}
+.sheet-ab-item > input[type="checkbox"]:checked + *:before {background-image:url('https://i.imgur.com/b0F6erg.png');}
+.sheet-ab-item > input[type="checkbox"]:checked ~ .sheet-st-effect {display:block;}
+.sheet-ab-item .sheet-st-effect {display:none; position:relative; clear:both; float:none; padding-top:5px;}
+.sheet-ab-item .sheet-st-effect textarea {display:block; width:100%; border-radius:8px; background:rgba(0,0,0,.1); height:100px; resize:none; border:none; padding:10px; box-sizing:border-box; line-height:1.5;}
+.sheet-ab-item .sheet-st-control {width:30px;}
+.sheet-ab-item .sheet-st-control button {width:30px; height:30px; color:green !important; font-size:17px; font-weight:800;}
+.sheet-ab-item .sheet-st-chname {padding:0 5px; width:150px; float:left;}
+.sheet-ab-item .sheet-st-name {padding:0 5px; width:190px; float:left;}
+.sheet-ab-item .sheet-st-type {width:70px;}
+.sheet-ab-item .sheet-st-type select {width:100%; border-radius:8px; background:rgba(0,0,0,.1);}
+.sheet-ab-item .sheet-st-spec {width:80px; padding:0 5px;}
+.sheet-ab-item .sheet-st-mod {width:60px; text-align:center;}
+.sheet-ab-item .sheet-st-mod * {text-align:center;}
+.sheet-ab-item .sheet-st-option {width:115px;}
+.sheet-ab-item .sheet-st-emotion {width:80px; padding-left:5px;}
+
+.sheet-st-attack {position:relative; padding:5px 0 10px; border-bottom:1px dashed #dadada;}
+.sheet-st-attack .sheet-item {padding:7px; border:1px solid #000000; border-radius:5px; margin:7px 0; overflow:hidden;}
+.sheet-st-attack .sheet-item button {display:block; position:relative; float:left; width:30px; height:30px;}
+.sheet-st-attack .sheet-item input,
+.sheet-st-attack .sheet-item select {margin-left:5px; display:block; float:left; border:none; height:30px; border-radius:5px; background:rgba(0,0,0,.1); padding:0 5px; font-size:12px; width:100%; color:#000;}
+.sheet-st-attack .sheet-item button + * {width:85px;}
+.sheet-st-attack .sheet-item button + * + * {width:85px;}
+.sheet-st-attack .sheet-item button + * + * + * {width:549px;}
+.sheet-st-attack .sheet-item button + * + * + * + * {width:75px;}
+
+.sheet-st-phrase {position:relative; padding:10px 0 10px;}
+.sheet-st-phrase .sheet-item {position:relative; padding:0; border:1px solid #000000; border-radius:5px; margin:7px 0; overflow:hidden; z-index:0;}
+.sheet-st-phrase .sheet-item-in {display:block; position:relative; padding:7px 7px 7px 46px; overflow:hidden;}
+.sheet-st-phrase .sheet-item-in .sheet-phrase-dice {display:block; position:relative; float:left; width:30px; height:30px; z-index:0;}
+.sheet-st-phrase .sheet-item-in .sheet-phrase-dice button {position:relative; width:100%; height:100%;}
+.sheet-st-phrase .sheet-item-in input,
+.sheet-st-phrase .sheet-item-in select {margin-left:5px; display:block; float:left; border:none; height:30px; border-radius:5px; background:rgba(0,0,0,.1); padding:0 5px; font-size:12px; width:100%; color:#000;}
+.sheet-st-phrase .sheet-item-in .sheet-phrase-dice + * {width:75px;}
+.sheet-st-phrase .sheet-item-in .sheet-phrase-dice + * + * {width:610px;}
+.sheet-st-phrase .sheet-item-in .sheet-phrase-dice + * + * + * {width:75px;}
+.sheet-st-phrase .sheet-item input[type="checkbox"] {display:block; position:absolute; top:0; left:0; width:45px; height:100%; bottom:0; border:none; z-index:3; margin:0; opacity:0; cursor:pointer;}
+.sheet-st-phrase .sheet-item input[type="checkbox"]:checked + .sheet-item-in:before {content:""; display:block; position:absolute; top:0; left:0; right:0; bottom:0; background:rgba(0,0,0,.5); z-index:2;}
+.sheet-st-phrase .sheet-item-in:after {content:""; display:block; position:absolute; top:0; left:0; width:40px; bottom:0; background:url('https://i.imgur.com/pBBrBuB.png') no-repeat 50% 50%;}
+.sheet-st-phrase .sheet-item input[type="checkbox"]:checked + .sheet-item-in:after {background-image:url('https://i.imgur.com/tLeZkJi.png');}
+
+.sheet-st-phrase .sheet-guide {padding-bottom:5px;}
+.sheet-st-phrase .sheet-bust-use {display:inline-block; position:relative; width:51px; height:19px; vertical-align:middle; margin-right:10px;}
+.sheet-st-phrase .sheet-bust-use input[type="checkbox"] {display:block; position:absolute; top:0; left:0; width:100%; height:100%; bottom:0; border:none; z-index:0; margin:0; opacity:0; cursor:pointer;}
+.sheet-st-phrase .sheet-bust-use input[type="checkbox"] + span {display:block; position:absolute; top:0; left:0; right:0; bottom:0; z-index:-1; background:url('https://i.imgur.com/fqHNW9o.png') no-repeat 50% 50%; opacity:.5;}
+.sheet-st-phrase .sheet-bust-use input[type="checkbox"]:checked + span {opacity:1; background-image:url('https://i.imgur.com/LbZHKrf.png');}
+
+.sheet-st-phrase .sheet-item-in .sheet-phrase-dice button {display:none;}
+.sheet-st-phrase .sheet-item-in .sheet-phrase-dice button.sheet-default {display:block;}
+
+.sheet-use-Bust[value="1"] ~ div .sheet-st-phrase .sheet-item {border-color:red; background:#ffc1c1;}
+
+.sheet-use-Bust[value="1"] ~ div .sheet-st-phrase .sheet-item-in .sheet-phrase-dice button.sheet-default {display:none;}
+.sheet-position-V[value="1"] ~ .sheet-use-Bust[value="1"] ~ div .sheet-st-phrase .sheet-item-in .sheet-phrase-dice button.sheet-V {display:block !important;}
+.sheet-position-K[value="1"] ~ .sheet-use-Bust[value="1"] ~ div .sheet-st-phrase .sheet-item-in .sheet-phrase-dice button.sheet-K {display:block !important;}
+.sheet-position-G[value="1"] ~ .sheet-use-Bust[value="1"] ~ div .sheet-st-phrase .sheet-item-in .sheet-phrase-dice button.sheet-G {display:block !important;}
+.sheet-position-B[value="1"] ~ .sheet-use-Bust[value="1"] ~ div .sheet-st-phrase .sheet-item-in .sheet-phrase-dice button.sheet-B {display:block !important;}
+.sheet-position-D[value="1"] ~ .sheet-use-Bust[value="1"] ~ div .sheet-st-phrase .sheet-item-in .sheet-phrase-dice button.sheet-D {display:block !important;}
+
+/** Dice + Content Template */
+.sheet-rolltemplate-StratoDiceContent {display:block; position:relative; max-width:967px; margin:0 auto;}
+.sheet-rolltemplate-StratoDiceContent .sheet-stratioDice-wrap {display:block; position:relative; border-bottom:2px solid #000; z-index:0;}
+.sheet-rolltemplate-StratoDiceContent .sheet-stratioDice-wrap:before {content:""; display:block; position:absolute; top:24px; left:0; right:0; bottom:0; background:#fff; z-index:-1; border:1px solid #000; border-top-width:0; border-bottom-width:0;}
+.sheet-rolltemplate-StratoDiceContent .sheet-stratioDice-wrap:after {content:""; display:block; position:absolute; bottom:-10px; right:5px; width:35px; height:24px; background:url('https://i.imgur.com/wJdhPG6.png') no-repeat 50% 50%; z-index:1;}
+.sheet-rolltemplate-StratoDiceContent .sheet-stratioDice-wrap .sheet-title {display:block; position:relative; height:29px; background:url('https://i.imgur.com/VRqzoZQ.png') no-repeat 0 0; z-index:2;}
+.sheet-rolltemplate-StratoDiceContent .sheet-stratioDice-wrap .sheet-title + * {margin-top:-4px !important;}
+.sheet-rolltemplate-StratoDiceContent .sheet-stratioDice-wrap .sheet-title span {display:block; position:absolute; top:7px; bottom:4px; right:0; background:#000; color:#fff; line-height:18px; padding:0 10px; font-size:12px;}
+.sheet-rolltemplate-StratoDiceContent .sheet-stratioDice-wrap .sheet-title span:before {content:""; display:block; position:absolute; top:0; left:-18px; width:0; height:0; border:18px solid transparent; border-right-width:0; border-top-width:0; border-bottom-color:#000;}
+.sheet-rolltemplate-StratoDiceContent .sheet-stratioDice-wrap .sheet-dice {display:block; position:relative; background:#fff; text-align:center; padding:15px 0; font-size:22px; color:#000; font-weight:800; z-index:1; margin:0 1px;}
+.sheet-rolltemplate-StratoDiceContent .sheet-stratioDice-wrap .sheet-subject {display:block; position:relative; text-align:center; padding-bottom:10px;}
+.sheet-rolltemplate-StratoDiceContent .sheet-stratioDice-wrap .sheet-subject strong {display:block; position:relative; padding:5px; background:#111; color:#fff; text-align:center; font-size:14px; font-weight:600;}
+.sheet-rolltemplate-StratoDiceContent .sheet-stratioDice-wrap .sheet-subject strong > span {font-size:12px; font-weight:400; padding-left:5px;}
+.sheet-rolltemplate-StratoDiceContent .sheet-stratioDice-wrap .sheet-descript {padding:0 10px;}
+.sheet-rolltemplate-StratoDiceContent .sheet-stratioDice-wrap .sheet-descript p {display:block; position:relative; background:#eaeaea; border:1px dashed #ccc; padding:10px; line-height:1.5; color:#000; font-size:12px;}
+.sheet-rolltemplate-StratoDiceContent .sheet-stratioDice-wrap .sheet-result-fumble {display:block; position:relative; text-align:center; color:#fff; background:red; padding:2px; font-size:12px; margin-top:10px;}
+.sheet-rolltemplate-StratoDiceContent .sheet-stratioDice-wrap .sheet-result-special {display:block; position:relative; text-align:center; color:#000; background:#a9ffb7; padding:2px; font-size:12px; margin-top:10px;}
+.sheet-rolltemplate-StratoDiceContent .inlinerollresult {background:none !important; padding:0 !important; border:none !important; color:#000 !important;}
+.sheet-rolltemplate-StratoDiceContent .sheet-stratioDice-wrap .sheet-subject .inlinerollresult {font-size:1em !important; color:#fff !important;}
+
+/** Dice Templete */
+.sheet-rolltemplate-StratoDice {display:block; position:relative; max-width:967px; margin:0 auto;}
+.sheet-rolltemplate-StratoDice .sheet-stratioDice-wrap {display:block; position:relative; border-bottom:2px solid #000; z-index:0;}
+.sheet-rolltemplate-StratoDice .sheet-stratioDice-wrap:before {content:""; display:block; position:absolute; top:24px; left:0; right:0; bottom:0; background:#fff; z-index:-1; border:1px solid #000; border-top-width:0; border-bottom-width:0;}
+.sheet-rolltemplate-StratoDice .sheet-stratioDice-wrap:after {content:""; display:block; position:absolute; bottom:-10px; right:5px; width:35px; height:24px; background:url('https://i.imgur.com/wJdhPG6.png') no-repeat 50% 50%; z-index:1;}
+.sheet-rolltemplate-StratoDice .sheet-stratioDice-wrap .sheet-title {display:block; position:relative; height:29px; background:url('https://i.imgur.com/VRqzoZQ.png') no-repeat 0 0; z-index:2;}
+.sheet-rolltemplate-StratoDice .sheet-stratioDice-wrap .sheet-title + * {margin-top:-4px !important;}
+.sheet-rolltemplate-StratoDice .sheet-stratioDice-wrap .sheet-title span {display:block; position:absolute; top:7px; bottom:4px; right:0; background:#000; color:#fff; line-height:18px; padding:0 10px; font-size:12px;}
+.sheet-rolltemplate-StratoDice .sheet-stratioDice-wrap .sheet-title span:before {content:""; display:block; position:absolute; top:0; left:-18px; width:0; height:0; border:18px solid transparent; border-right-width:0; border-top-width:0; border-bottom-color:#000;}
+.sheet-rolltemplate-StratoDice .sheet-stratioDice-wrap .sheet-dice {display:block; position:relative; background:#fff; text-align:center; padding:15px 0; font-size:22px; color:#000; font-weight:800; z-index:1; margin:0 1px;}
+.sheet-rolltemplate-StratoDice .sheet-stratioDice-wrap .sheet-subject {display:block; position:relative; text-align:center; padding-bottom:10px;}
+.sheet-rolltemplate-StratoDice .sheet-stratioDice-wrap .sheet-subject strong {display:block; position:relative; padding:5px; background:#111; color:#fff; text-align:center; font-size:14px; font-weight:600;}
+.sheet-rolltemplate-StratoDice .sheet-stratioDice-wrap .sheet-subject strong > span {font-size:12px; font-weight:400; padding-left:5px;}
+.sheet-rolltemplate-StratoDice .sheet-stratioDice-wrap .sheet-result-fumble {display:block; position:relative; text-align:center; color:#fff; background:red; padding:2px; font-size:12px; margin-top:10px;}
+.sheet-rolltemplate-StratoDice .sheet-stratioDice-wrap .sheet-result-special {display:block; position:relative; text-align:center; color:#000; background:#a9ffb7; padding:2px; font-size:12px; margin-top:10px;}
+.sheet-rolltemplate-StratoDice .inlinerollresult {background:none !important; padding:0 !important; border:none !important; color:#000 !important;}
+.sheet-rolltemplate-StratoDice .sheet-stratioDice-wrap .sheet-subject .inlinerollresult {font-size:1em !important; color:#fff !important;}
+
+/** Content Template **/
+.sheet-rolltemplate-StratoContent {display:block; position:relative; max-width:967px; margin:0 auto;}
+.sheet-rolltemplate-StratoContent .sheet-stratioDice-wrap {display:block; position:relative; border-bottom:2px solid #000; z-index:0;}
+.sheet-rolltemplate-StratoContent .sheet-stratioDice-wrap:before {content:""; display:block; position:absolute; top:24px; left:0; right:0; bottom:0; background:#fff; z-index:-1; border:1px solid #000; border-top-width:0; border-bottom-width:0;}
+.sheet-rolltemplate-StratoContent .sheet-stratioDice-wrap:after {content:""; display:block; position:absolute; bottom:-10px; right:5px; width:35px; height:24px; background:url('https://i.imgur.com/wJdhPG6.png') no-repeat 50% 50%; z-index:1;}
+.sheet-rolltemplate-StratoContent .sheet-stratioDice-wrap .sheet-title {display:block; position:relative; height:29px; background:url('https://i.imgur.com/ik0qJF3.png') no-repeat 0 0; z-index:2;}
+.sheet-rolltemplate-StratoContent .sheet-stratioDice-wrap .sheet-title + * {margin-top:-4px !important;}
+.sheet-rolltemplate-StratoContent .sheet-stratioDice-wrap .sheet-title span {display:block; position:absolute; top:7px; bottom:4px; right:0; background:#000; color:#fff; line-height:18px; padding:0 10px; font-size:12px;}
+.sheet-rolltemplate-StratoContent .sheet-stratioDice-wrap .sheet-title span:before {content:""; display:block; position:absolute; top:0; left:-18px; width:0; height:0; border:18px solid transparent; border-right-width:0; border-top-width:0; border-bottom-color:#000;}
+.sheet-rolltemplate-StratoContent .sheet-stratioDice-wrap .sheet-subject {display:block; position:relative; text-align:center; padding:10px; border-bottom:1px dashed #000;}
+.sheet-rolltemplate-StratoContent .sheet-stratioDice-wrap .sheet-subject strong {display:block; position:relative; padding:0px; text-align:center; font-size:15px; font-weight:600;}
+.sheet-rolltemplate-StratoContent .sheet-stratioDice-wrap .sheet-descript {padding:10px 20px; font-size:12px; line-height:1.5;}
+.sheet-rolltemplate-StratoContent .sheet-stratioDice-wrap .sheet-descript strong {display:inline-block; padding:2px 5px; border-radius:2px; color:#fff; background:#0064b0;}
+.sheet-rolltemplate-StratoContent .sheet-stratioDice-wrap .sheet-descript em {font-weight:800; color:#0091ff; font-style:normal;}
+.sheet-rolltemplate-StratoContent .sheet-stratioDice-wrap .sheet-descript em.sheet-discode {color:#ff0000;}
+.sheet-rolltemplate-StratoContent .sheet-stratioDice-wrap .sheet-descript.sheet-emotion {font-size:15px; text-align:center;}
+.sheet-rolltemplate-StratoContent .sheet-stratioDice-wrap .sheet-descript.sheet-emotion:after {content:""; display:block; clear:both;}
+.sheet-rolltemplate-StratoContent .sheet-stratioDice-wrap .sheet-descript.sheet-emotion em {display:block; width:50%; float:left; padding:0 10px; box-sizing:border-box;}
+.sheet-rolltemplate-StratoContent .sheet-stratioDice-wrap .sheet-descript.sheet-emotion em {text-align:right;}
+.sheet-rolltemplate-StratoContent .sheet-stratioDice-wrap .sheet-descript.sheet-emotion em + em {text-align:left; border-left:1px solid #ddd;}
+
+/** Skill Template */
+.sheet-rolltemplate-StratoSkillDice {display:block; position:relative; max-width:967px; margin:0 auto;}
+.sheet-rolltemplate-StratoSkillDice .sheet-stratioDice-wrap {display:block; position:relative; border-bottom:2px solid #000; z-index:0;}
+.sheet-rolltemplate-StratoSkillDice .sheet-stratioDice-wrap:before {content:""; display:block; position:absolute; top:24px; left:0; right:0; bottom:0; background:#fff; z-index:-1; border:1px solid #000; border-top-width:0; border-bottom-width:0;}
+.sheet-rolltemplate-StratoSkillDice .sheet-stratioDice-wrap:after {content:""; display:block; position:absolute; bottom:-10px; right:5px; width:35px; height:24px; background:url('https://i.imgur.com/wJdhPG6.png') no-repeat 50% 50%; z-index:1;}
+.sheet-rolltemplate-StratoSkillDice .sheet-stratioDice-wrap .sheet-title {display:block; position:relative; height:29px; background:url('https://i.imgur.com/XR0UWvD.png') no-repeat 0 0; z-index:2;}
+.sheet-rolltemplate-StratoSkillDice .sheet-stratioDice-wrap .sheet-title + * {margin-top:-4px !important;}
+.sheet-rolltemplate-StratoSkillDice .sheet-stratioDice-wrap .sheet-title span {display:block; position:absolute; top:7px; bottom:4px; right:0; background:#000; color:#fff; line-height:18px; padding:0 10px; font-size:12px;}
+.sheet-rolltemplate-StratoSkillDice .sheet-stratioDice-wrap .sheet-title span:before {content:""; display:block; position:absolute; top:0; left:-18px; width:0; height:0; border:18px solid transparent; border-right-width:0; border-top-width:0; border-bottom-color:#000;}
+.sheet-rolltemplate-StratoSkillDice .sheet-stratioDice-wrap .sheet-title-skill {display:block; position:relative; background:#fff; text-align:center; padding:15px 0 0; font-size:15px; color:#000; font-weight:800; z-index:1; margin:0 1px;}
+.sheet-rolltemplate-StratoSkillDice .sheet-stratioDice-wrap .sheet-dice {display:block; position:relative; background:#fff; text-align:center; padding:15px 0; font-size:22px; color:#000; font-weight:800; z-index:1; margin:0 1px;}
+.sheet-rolltemplate-StratoSkillDice .sheet-stratioDice-wrap .sheet-subject {display:block; position:relative; text-align:center; padding-bottom:10px;}
+.sheet-rolltemplate-StratoSkillDice .sheet-stratioDice-wrap .sheet-subject strong {display:block; position:relative; padding:5px; background:#111; color:#fff; text-align:center; font-size:14px; font-weight:600;}
+.sheet-rolltemplate-StratoSkillDice .sheet-stratioDice-wrap .sheet-subject strong > span {font-size:12px; font-weight:400; padding-left:5px;}
+.sheet-rolltemplate-StratoSkillDice .sheet-stratioDice-wrap .sheet-descript {padding:0 10px 20px; font-size:12px; line-height:1.5;}
+.sheet-rolltemplate-StratoSkillDice .sheet-stratioDice-wrap .sheet-descript strong {display:inline-block; padding:2px 5px; border-radius:2px; color:#fff; background:#0064b0; margin-right:10px; vertical-align:middle;}
+.sheet-rolltemplate-StratoSkillDice .sheet-stratioDice-wrap .sheet-result-fumble {display:block; position:relative; text-align:center; color:#fff; background:red; padding:2px; font-size:12px; margin-top:10px;}
+.sheet-rolltemplate-StratoSkillDice .sheet-stratioDice-wrap .sheet-result-special {display:block; position:relative; text-align:center; color:#000; background:#a9ffb7; padding:2px; font-size:12px; margin-top:10px;}
+.sheet-rolltemplate-StratoSkillDice .inlinerollresult {background:none !important; padding:0 !important; border:none !important; color:#000 !important;}
+.sheet-rolltemplate-StratoSkillDice .sheet-stratioDice-wrap .sheet-subject .inlinerollresult {font-size:1em !important; color:#fff !important;}
+.sheet-rolltemplate-StratoSkillDice .sheet-damage {display:block; text-align:center; font-size:14px; font-weight:800; color:#fff !important; background:#000; padding:5px;}
+.sheet-rolltemplate-StratoSkillDice .sheet-damage .inlinerollresult {color:#fff !important;}
+.sheet-rolltemplate-StratoSkillDice .sheet-dice-side {font-weight:400; color:#2f73b3;}
+.sheet-rolltemplate-StratoSkillDice .sheet-dice-side .inlinerollresult {color:#2f73b3 !important;}
+.sheet-rolltemplate-StratoSkillDice .sheet-dice-side.sheet-cond {color:#dd4861;}
+.sheet-rolltemplate-StratoSkillDice .sheet-dice-side.sheet-cond .inlinerollresult {color:#dd4861 !important;}
+.sheet-rolltemplate-StratoSkillDice .sheet-damage .sheet-dice-side {color:#7bc9ff !important;}
+.sheet-rolltemplate-StratoSkillDice .sheet-damage .sheet-dice-side .inlinerollresult {color:#7bc9ff !important;}
+.sheet-rolltemplate-StratoSkillDice .sheet-damage .sheet-dice-side.sheet-cond {color:#f6ff00 !important;}
+.sheet-rolltemplate-StratoSkillDice .sheet-damage .sheet-dice-side.sheet-cond .inlinerollresult {color:#f6ff00 !important;}
+
+/** Phrase Template */
+.sheet-rolltemplate-StratoPhrase {display:block; position:relative; max-width:967px; margin:0 auto;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap {display:block; position:relative; border-bottom:2px solid #000; z-index:0;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap:after {content:""; display:block; position:absolute; bottom:-10px; right:5px; width:35px; height:24px; background:url('https://i.imgur.com/wJdhPG6.png') no-repeat 50% 50%; z-index:1;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-title {display:block; position:relative; height:29px; background:url('https://i.imgur.com/iqZutO4.png') no-repeat 0 0; z-index:2;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-title + * {margin-top:-4px !important;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-title span {display:block; position:absolute; top:7px; bottom:4px; right:0; background:#000; color:#fff; line-height:18px; padding:0 10px; font-size:12px;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-title span:before {content:""; display:block; position:absolute; top:0; left:-18px; width:0; height:0; border:18px solid transparent; border-right-width:0; border-top-width:0; border-bottom-color:#000;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-title-skill {display:block; position:relative; background:#fff; text-align:center; padding:15px 0 0; font-size:15px; color:#000; font-weight:800; z-index:1; margin:0 1px;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-dice {display:block; position:relative; background:#fff; text-align:center; padding:15px 0; font-size:22px; color:#000; font-weight:800; z-index:1; border:1px solid #000; border-top-width:0; border-bottom-width:0;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-subject {display:block; position:relative; text-align:center; padding-bottom:10px;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-subject strong {display:block; position:relative; padding:5px; background:#111; color:#fff; text-align:center; font-size:14px; font-weight:600;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-subject strong > span {font-size:12px; font-weight:400; padding-left:5px;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-descript {padding:0 10px 20px; font-size:12px; line-height:1.5;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-descript p {display:block; position:relative; background:#eaeaea; border:1px dashed #ccc; padding:10px; line-height:1.5; color:#000; font-size:12px;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-descript strong {display:inline-block; padding:2px 5px; border-radius:2px; color:#fff; background:#0064b0; margin-right:10px; vertical-align:middle;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-result-fumble {display:block; position:relative; text-align:center; color:#fff; background:red; padding:2px; font-size:12px; margin-top:10px;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-result-special {display:block; position:relative; text-align:center; color:#000; background:#a9ffb7; padding:2px; font-size:12px; margin-top:10px;}
+.sheet-rolltemplate-StratoPhrase .inlinerollresult {background:none !important; padding:0 !important; border:none !important; color:#000 !important;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-subject .inlinerollresult {font-size:1em !important; color:#fff !important;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-damage {display:block; text-align:center; font-size:14px; font-weight:800; color:#fff !important; background:#000; padding:5px;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-damage .inlinerollresult {color:#fff !important;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-dice-side {font-weight:400; color:#2f73b3;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-dice-side .inlinerollresult {color:#2f73b3 !important;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-dice-side.sheet-cond {color:#dd4861;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-dice-side.sheet-cond .inlinerollresult {color:#dd4861 !important;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-damage .sheet-dice-side {color:#7bc9ff !important;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-damage .sheet-dice-side .inlinerollresult {color:#7bc9ff !important;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-damage .sheet-dice-side.sheet-cond {color:#f6ff00 !important;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-damage .sheet-dice-side.sheet-cond .inlinerollresult {color:#f6ff00 !important;}
+
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-Phrase-text {display:block; position:relative; padding:20px 0; box-sizing:border-box; background:none !important;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-Phrase-text:before {content:""; display:block; position:absolute; top:0; left:0; right:0; bottom:0; background:url('https://i.imgur.com/KZa7DGp.png') no-repeat 50% 50%;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-Phrase-text:after {content:""; display:block; position:absolute; top:0; left:0; right:0; bottom:0; z-index:1;
+ background-image: url('https://i.imgur.com/ZzCNFm7.png'), url('https://i.imgur.com/TBqU82a.png');
+ background-repeat: repeat-x, repeat-x;
+ background-position: 0 0, 0 100%;
+}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-Phrase-text-in {display:table; table-layout:fixed; width:100%; position:relative; z-index:2;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-Phrase-text-in p {display:table-cell; vertical-align:middle; min-height:120px; color:#000; padding:20px; word-break:keep-all; text-align:center; font-size:17px; font-weight:600; line-height:1.5;}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-Phrase-text-in p:before {content:'"';}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-Phrase-text-in p:after {content:'"';}
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-damage a[href^="!"],
+.sheet-rolltemplate-StratoPhrase .sheet-stratioDice-wrap .sheet-damage a[href^="~"] {background:transparent; padding:0; color:#a9d4fd; border:none !important; text-decoration:underline;}
+
+/** Phrase Bust Template */
+.sheet-rolltemplate-StratoBustPhrase {display:block; position:relative; max-width:967px; margin:0 auto;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap {display:block; position:relative; border-bottom:2px solid #000; z-index:0;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap:after {content:""; display:block; position:absolute; bottom:-10px; right:5px; width:35px; height:24px; background:url('https://i.imgur.com/wJdhPG6.png') no-repeat 50% 50%; z-index:1;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-title {display:block; position:relative; height:29px; background:url('https://i.imgur.com/iqZutO4.png') no-repeat 0 0; z-index:2;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-title + * {margin-top:-4px !important;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-title span {display:block; position:absolute; top:7px; bottom:4px; right:0; background:#000; color:#fff; line-height:18px; padding:0 10px; font-size:12px;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-title span:before {content:""; display:block; position:absolute; top:0; left:-18px; width:0; height:0; border:18px solid transparent; border-right-width:0; border-top-width:0; border-bottom-color:#000;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-dice {display:block; position:relative; background:#222; text-align:center; padding:15px 0; font-size:22px; color:#fff; font-weight:800; z-index:1; border:1px solid #000; border-top-width:0; border-bottom-width:0;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-dice .inlinerollresult {color:#fff !important;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-subject {display:block; position:relative; text-align:center;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-subject strong {display:block; position:relative; padding:5px; background:#111; color:#fff; text-align:center; font-size:14px; font-weight:600;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-subject strong > span {font-size:12px; font-weight:400; padding-left:5px;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-descript {padding:10px; font-size:12px; line-height:1.5; text-align:center; background:#222; color:#fff;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-descript strong {display:block; text-align:center; font-size:14px; text-decoration:none; font-weight:400;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-descript strong em {display:block; position:Relative; font-size:20px; font-style:normal; font-family: '微软雅黑体', 'Microsoft YaHei', 'Malgun Gothic'; color:#ff6767; font-weight:800;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-result-fumble {display:block; position:relative; text-align:center; color:#fff; background:red; padding:2px; font-size:12px; margin-top:10px;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-result-special {display:block; position:relative; text-align:center; color:#000; background:#a9ffb7; padding:2px; font-size:12px; margin-top:10px;}
+.sheet-rolltemplate-StratoBustPhrase .inlinerollresult {background:none !important; padding:0 !important; border:none !important; color:#000 !important;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-subject .inlinerollresult {font-size:1em !important; color:#fff !important;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-damage {display:block; text-align:center; font-size:14px; font-weight:800; color:#fff !important; background:#000; padding:5px;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-damage .inlinerollresult {color:#fff !important;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-dice-side {font-weight:400; color:#2f73b3;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-dice-side .inlinerollresult {color:#2f73b3 !important;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-dice-side.sheet-cond {color:#dd4861;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-dice-side.sheet-cond .inlinerollresult {color:#dd4861 !important;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-damage .sheet-dice-side {color:#7bc9ff !important;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-damage .sheet-dice-side .inlinerollresult {color:#7bc9ff !important;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-damage .sheet-dice-side.sheet-cond {color:#f6ff00 !important;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-damage .sheet-dice-side.sheet-cond .inlinerollresult {color:#f6ff00 !important;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-Phrase-text {display:block; position:relative; padding:20px 0; box-sizing:border-box; background:none !important;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-Phrase-text:before {content:""; display:block; position:absolute; top:0; left:0; right:0; bottom:0; background:url('https://i.imgur.com/KZa7DGp.png') no-repeat 50% 50%;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-Phrase-text:after {content:""; display:block; position:absolute; top:0; left:0; right:0; bottom:0; z-index:1;
+ background-image: url('https://i.imgur.com/9rUGIVM.png'), url('https://i.imgur.com/vXxcXIC.png');
+ background-repeat: repeat-x, repeat-x;
+ background-position: 0 0, 0 100%;
+}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-Phrase-text-in {display:table; table-layout:fixed; width:100%; position:relative; z-index:2;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-Phrase-text-in p {display:table-cell; vertical-align:middle; min-height:120px; color:#000; padding:20px; word-break:keep-all; text-align:center; font-size:17px; font-weight:600; line-height:1.5;}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-Phrase-text-in p:before {content:'"';}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-Phrase-text-in p:after {content:'"';}
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-damage a[href^="!"],
+.sheet-rolltemplate-StratoBustPhrase .sheet-stratioDice-wrap .sheet-damage a[href^="~"] {background:transparent; padding:0; color:#ff5e5e; border:none !important; text-decoration:underline;}
+
+.sheet-rolltemplate-StratoDamage {display:block; position:relative; max-width:967px; margin:0 auto;}
+.sheet-rolltemplate-StratoDamage .sheet-stratioDice-wrap {display:block; position:relative; border-bottom:2px solid #000; z-index:0; border-top:1px solid #000;}
+.sheet-rolltemplate-StratoDamage .sheet-stratioDice-wrap:before {content:""; display:block; position:absolute; top:0; left:0; right:0; bottom:0; background:#fff; z-index:-1; border:1px solid #000; border-bottom-width:0;}
+.sheet-rolltemplate-StratoDamage .sheet-stratioDice-wrap:after {content:""; display:block; position:absolute; bottom:-10px; right:5px; width:35px; height:24px; background:url('https://i.imgur.com/wJdhPG6.png') no-repeat 50% 50%; z-index:1;}
+.sheet-rolltemplate-StratoDamage .sheet-stratioDice-wrap .sheet-title {display:block; position:relative; height:29px; background:url('https://i.imgur.com/VRqzoZQ.png') no-repeat 0 0; z-index:2;}
+.sheet-rolltemplate-StratoDamage .sheet-stratioDice-wrap .sheet-title + * {margin-top:-4px !important;}
+.sheet-rolltemplate-StratoDamage .sheet-stratioDice-wrap .sheet-title span {display:block; position:absolute; top:7px; bottom:4px; right:0; background:#000; color:#fff; line-height:18px; padding:0 10px; font-size:12px;}
+.sheet-rolltemplate-StratoDamage .sheet-stratioDice-wrap .sheet-title span:before {content:""; display:block; position:absolute; top:0; left:-18px; width:0; height:0; border:18px solid transparent; border-right-width:0; border-top-width:0; border-bottom-color:#000;}
+.sheet-rolltemplate-StratoDamage .sheet-stratioDice-wrap .sheet-dice {display:block; position:relative; background:#fff; text-align:center; padding:15px 0; font-size:22px; color:#000; font-weight:800; z-index:1; margin:0 1px;}
+.sheet-rolltemplate-StratoDamage .inlinerollresult {background:none !important; padding:0 !important; border:none !important; color:#000 !important;}
diff --git a/Strato Shout/stratoshout.html b/Strato Shout/stratoshout.html
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+ 나이
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+ 경위
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+ 작전
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+ 대미지 산출 직후. 대미지 2D6 추가.
+ 상시.【컨디션】이 1D6점 증가.
+ 판정 직후. 판정 주사위 재굴림.
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+ 악기
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+ 역량
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+ 경위표
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+ 장면표
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+ 장면 전개표
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+ 트러블표
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+ 유대
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+ 악기위력
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+ 결의
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+ 스킬
+ 획득가능 스킬 : 개
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天唱 : Strato Shout
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+ 대상에게 프레이즈 공격과 똑같이 데미지를 입힌다.
이 데미지는 현재 무력화하고 있는 얽매임 1개마다 2D6점 상승한다.
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軽階 : Scale Dance
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+ 대상에게 프레이즈 공격과 같은 대미지를 주며,
이 판정에 소비한 【컨디션】의 절반(소수점 올림)을 자신 이외의 PC전원에게 전달한다.
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弦語 : Chord Talker
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+ 통상 공격의 대미지를 산출한다.
【지배력】이 이 대미지 이하인 얽매임을 [현재 라운드] 수만큼 골라 전부 무력화한다.
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隙殺 : Moment Killer
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+ 대상에게 [【악기위력】+【역량】+이 판정에 소비한 【컨디션】 D6]점의
대미지를 전달한다.
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追鳴 : Chase Round
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+ 이하의 효과가 함께 발생한다.
+ ① 대상에게 프레이즈 공격과 같은 대미지를 준다.
+ ② 이 프레이즈 버스트를 사용한 라운드의 종료 직후, 추가 라운드가 발생한다.
+ 단, 추가 라운드 중 모든 PC는 【컨디션】과 【프레이즈】를 사용할 수 없다.
+ 또한, 이 프레이즈 버스트를 사용한 타이밍이 3라운드 째였을 경우, 얽매임이 전부 무력화 된다.
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프레이즈 버스트 이용 시 체크
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+ {{name}}
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+ {{#roll}}
+ {{roll}}
+ {{#cond}}{{#rollGreater() cond 0}}
+{{cond}}{{/rollGreater() cond 0}}{{/cond}}
+
+ {{#rollTotal() roll 2}}
+
FUMBLE!
+ {{/rollTotal() roll 2}}
+ {{#rollTotal() roll 12}}
+
SPECIAL!
+ {{/rollTotal() roll 12}}
+ {{/roll}}
+
+ {{#subject}}
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+ {{subject}} {{#sub_subject}}{{sub_subject}}{{/sub_subject}}
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+ {{/subject}}
+ {{#descript}}
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+ {{/descript}}
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+ {{name}}
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+ {{#subject}}
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+ {{subject}}
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+ {{/subject}}
+ {{#descript}}
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+ {{/descript}}
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+ {{#role_roll}}
+
+ {{#rollTotal() role_type 1}}
+
+ {{#rollTotal() role_roll 1}}
+ 지루함 당신은 지루한 나날에 싫증이 나서, 밴드를 시작했습니다. 악기 경험은 전혀 없거나, 다소 공백기를 가지고 있습니다.
+ {{/rollTotal() role_roll 1}}
+ {{#rollTotal() role_roll 2}}
+ 이별 당신이 맺고 있던 밴드가 해산, 혹은 밴드에서 쫓겨났습니다. 음악을 그만두고 싶지 않은 당신은 다른 밴드 멤버를 모읍니다.
+ {{/rollTotal() role_roll 2}}
+ {{#rollTotal() role_roll 3}}
+ 동경 당신은 밴드에 대해 강한 동경심을 가지고 있었습니다. 자신도 그 열광의 중심에 서보고 싶다. 당신은 밤낮으로 악기 연습에 몰두하고 밴드 멤버를 찾기 시작합니다.
+ {{/rollTotal() role_roll 3}}
+ {{#rollTotal() role_roll 4}}
+ 보은 당신은 어떤 밴드의 음악에 의해, 절망에 늪에서 구해졌습니다. 당신은 밴드에게 감사를 전하기 위해, 아니면 다른 누군가를 구하기 위해, 밴드를 만들자고 결의합니다.
+ {{/rollTotal() role_roll 4}}
+ {{#rollTotal() role_roll 5}}
+ 동료 당신은 어떤 만남에 의해 밴드를 만들자고 결의합니다. 만남은 당신의 운명을 바꾸었습니다. 다음은 당신이 누군가의 운명을 바꿀 차례입니다.
+ {{/rollTotal() role_roll 5}}
+ {{#rollTotal() role_roll 6}}
+ 무기 당신은 현실에 대한 도피행동으로, 또는 대항수단으로 밴드를 시작했습니다. 당신에게 있어서 음악은 마법이든가, 아니면 마법처럼 보이는 잔혹한 무언가겠죠.
+ {{/rollTotal() role_roll 6}}
+ {{/rollTotal() role_type 1}}
+
+ {{#rollTotal() role_type 2}}
+
+ {{#rollTotal() role_roll 1}}
+ 불가피 당신은 어쩔 수 없는 사정으로 인해, 밴드에 소속하게 됐습니다. 부활동이나 사무소에서 강제적으로 들어가게 했거나, 허세를 부려서 「한다」고 말해버렸다든가......
+ {{/rollTotal() role_roll 1}}
+ {{#rollTotal() role_roll 2}}
+ 기연 당신이 신기한 인연에 이끌려서 전혀 모르는 밴드에 들어가게 됐습니다. 주된 이유는 착각이나 우연에 의한 것이 되겠죠.
+ {{/rollTotal() role_roll 2}}
+ {{#rollTotal() role_roll 3}}
+ 발견 당신은 전부터 밴드에 들어가고 싶다고 강하게 바라고 있었고, 드디어 멤버가 부족한 밴드를 발견했습니다. 그 밴드가 이상적인 것인지, 타협의 대상인지는 모릅니다.
+ {{/rollTotal() role_roll 3}}
+ {{#rollTotal() role_roll 4}}
+ 신앙 당신은 밴드의, 혹은 특정한 멤버의 팬입니다. 상대가 멤버를 찾고 있다는 걸 안 당신은 안절부절 못하며 밴드에 잠입했습니다.
+ {{/rollTotal() role_roll 4}}
+ {{#rollTotal() role_roll 5}}
+ 직감 당신이 어째서 밴드의 멤버가 되었는가는 누구도 알지 못합니다. 당신을 스카우트한 멤버는 「직감으로 『이 녀석밖에 없다』고 확신했다」고 합니다.
+ {{/rollTotal() role_roll 5}}
+ {{#rollTotal() role_roll 6}}
+ 천재 당신의 비교할 수 없는 재능에 매료된 멤버가 당신을 스카우트 했습니다. 멤버에게 재능을 간파당하든가, 아니면 이미 그 이름이 유명할지도 모릅니다.
+ {{/rollTotal() role_roll 6}}
+ {{/rollTotal() role_type 2}}
+
+ {{/role_roll}}
+
+ {{#scene_roll}}
+
+ {{#rollTotal() scene_type 1}}
+
+ {{#rollTotal() scene_roll 2}}
+ 혼자만의 시간. 문득 과거의 기억을 더듬어 본다. 그러고 보면 예전에 이런 일이 있었던 것 같은데......
+ {{/rollTotal() scene_roll 2}}
+ {{#rollTotal() scene_roll 3}}
+ 어디선가 언쟁하는 듯한 소리가 들려온다. 싸우는 걸까?
+ {{/rollTotal() scene_roll 3}}
+ {{#rollTotal() scene_roll 4}}
+ 밤의 장막이 걷히고, 주변은 정적에 휩싸여 간다. 그녀석은 지금 뭘 하고있을까.
+ {{/rollTotal() scene_roll 4}}
+ {{#rollTotal() scene_roll 5}}
+ 동료와 함께 식사를 하고있자니, 화제는 자연스레 그 이야기로......
+ {{/rollTotal() scene_roll 5}}
+ {{#rollTotal() scene_roll 6}}
+ 웃음소리로 가득 찬 공간. 계속 이런 시간이 이어지면 좋을텐데.
+ {{/rollTotal() scene_roll 6}}
+ {{#rollTotal() scene_roll 7}}
+ 햇볕이 드는 장소. 바쁜 일상에서 잠시 빠져나와 평온한 시간이 흘러간다.
+ {{/rollTotal() scene_roll 7}}
+ {{#rollTotal() scene_roll 8}}
+ 스마트폰에서 착신 알람이 울린다. 전화? 메시지? 누구한테서 온 걸까.
+ {{/rollTotal() scene_roll 8}}
+ {{#rollTotal() scene_roll 9}}
+ 갑작스레 누군가가 당신을 찾아왔다. 뭔가 전할 것이 있는 모양이다.
+ {{/rollTotal() scene_roll 9}}
+ {{#rollTotal() scene_roll 10}}
+ 누군가가 잃어버린 물건을 발견했다. 전해주는 게 좋으려나.
+ {{/rollTotal() scene_roll 10}}
+ {{#rollTotal() scene_roll 11}}
+ 누군가 소문에 대한 이야기를 하고 있다. 들을 생각이 없어도 그것은 제멋대로 들려온다.
+ {{/rollTotal() scene_roll 11}}
+ {{#rollTotal() scene_roll 12}}
+ 어쩐지 오한이 인다. 좋지 않은 일이 일어날 것만 같은......
+ {{/rollTotal() scene_roll 12}}
+ {{/rollTotal() scene_type 1}}
+
+ {{#rollTotal() scene_type 2}}
+
+ {{#rollTotal() scene_roll 2}}
+ 교정 뒤에서 무언가에 대해 이야기하는 두 사람을 발견했다. 대체 무슨 얘기를 하고 있는 걸까......
+ {{/rollTotal() scene_roll 2}}
+ {{#rollTotal() scene_roll 3}}
+ 어느 동아리실, 부원들은 집중한 채 부활동에 힘쓰고 있는 것 같은데......
+ {{/rollTotal() scene_roll 3}}
+ {{#rollTotal() scene_roll 4}}
+ 선생님한테서 타겟에 대한 질문을 받았다. 뭔가 신경쓰이는 게 있는 모양이다.
+ {{/rollTotal() scene_roll 4}}
+ {{#rollTotal() scene_roll 5}}
+ 나뭇잎 사이로 아침햇살이 비쳐드는 등굣길. 어떤 사람은 바쁜 듯이, 또 어떤 사람은 즐거운 듯이 학교로 향하고 있다.
+ {{/rollTotal() scene_roll 5}}
+ {{#rollTotal() scene_roll 6}}
+ 쉬는 시간. 교실 여기저기에 떠도는 시시한 소문들. 그 중에서 신경쓰이는 화제가 들려왔다.
+ {{/rollTotal() scene_roll 6}}
+ {{#rollTotal() scene_roll 7}}
+ 모든 것이 노을빛으로 물드는 해질녘. 학생들은 학업에서 해방되어 자유롭게 얼마 남지 않은 하루를 보내고 있다.
+ {{/rollTotal() scene_roll 7}}
+ {{#rollTotal() scene_roll 8}}
+ 이동수업용 교실로 향하는 구름다리에서 아래를 내려다보면, 낯익은 인물이 있다.
+ {{/rollTotal() scene_roll 8}}
+ {{#rollTotal() scene_roll 9}}
+ 점심 시간. 학생들은 제각각의 장소에서 점심 식사를 하고 있다. 자 그럼, 난 어디서 먹지?
+ {{/rollTotal() scene_roll 9}}
+ {{#rollTotal() scene_roll 10}}
+ 선생님에게서 심부름을 부탁받아 떠맡고 말았다. 얼른 해치워버리자.
+ {{/rollTotal() scene_roll 10}}
+ {{#rollTotal() scene_roll 11}}
+ 슬슬 학교의 문이 닫힐 시간이다. 불이 들어와 있는 교실은 이제 거의 없다.
+ {{/rollTotal() scene_roll 11}}
+ {{#rollTotal() scene_roll 12}}
+ 스피커에서 교내방송이 들려온다. 누군가를 부르고 있는 것 같은데......?
+ {{/rollTotal() scene_roll 12}}
+ {{/rollTotal() scene_type 2}}
+
+ {{#rollTotal() scene_type 3}}
+
+ {{#rollTotal() scene_roll 2}}
+ 들어간 적 없는 곳에 처음으로 발을 내딛었다. 조금 긴장되네.
+ {{/rollTotal() scene_roll 2}}
+ {{#rollTotal() scene_roll 3}}
+ 아르바이트를 하는 곳. 함께 일하는 동료가 의외의 사실을 알려주었다.
+ {{/rollTotal() scene_roll 3}}
+ {{#rollTotal() scene_roll 4}}
+ 대화하는 것조차 어려울 정도로 큰 소리의 음악. 그 곳에 있는 것만으로도 기분이 고양된다.
+ {{/rollTotal() scene_roll 4}}
+ {{#rollTotal() scene_roll 5}}
+ 횡단보도에서 신호를 기다리고 있다보니 낯익은 인물의 모습을 발견했다.
+ {{/rollTotal() scene_roll 5}}
+ {{#rollTotal() scene_roll 6}}
+ 갑작스럽게 내리는 비에 당황해서 발걸음을 빨리 하는 사람들. 나도 빨리 돌아가야 하는데.
+ {{/rollTotal() scene_roll 6}}
+ {{#rollTotal() scene_roll 7}}
+ 무심코 들른 가게 안에서 아는 사람과 딱 마주쳤다. 이런 곳에서 뭘 하는 거야?
+ {{/rollTotal() scene_roll 7}}
+ {{#rollTotal() scene_roll 8}}
+ 연습을 끝내고 들른 음식점에서 의외의 인물을 발견. 잠시 그 모습을 지켜보자.
+ {{/rollTotal() scene_roll 8}}
+ {{#rollTotal() scene_roll 9}}
+ 여기저기서 어린 아이들의 신이 난 소목소리가 들려온다. 나도 저런 때가 있었을까?
+ {{/rollTotal() scene_roll 9}}
+ {{#rollTotal() scene_roll 10}}
+ 아무 소리도 없는 정적의 세계. 가끔은 소리를 멀리 하는 것도 좋겠지.
+ {{/rollTotal() scene_roll 10}}
+ {{#rollTotal() scene_roll 11}}
+ 전차 안. 손잡이를 붙잡은 채 흔들리고 있다보니, 승객 중에서 낯익은 사람을 발견했다.
+ {{/rollTotal() scene_roll 11}}
+ {{#rollTotal() scene_roll 12}}
+ 가라오케의 복도를 걷고 있다보면 어디선가 들어본 적 있는 목소리가......?
+ {{/rollTotal() scene_roll 12}}
+ {{/rollTotal() scene_type 3}}
+
+ {{#rollTotal() scene_type 4}}
+
+ {{#rollTotal() scene_roll 2}}
+ 음악 전문 인터넷 뉴스 사이트를 체크. 크고 작은 기사가 투고되어 있다.
+ {{/rollTotal() scene_roll 2}}
+ {{#rollTotal() scene_roll 3}}
+ 의외의 장소에서 연습하고 있는 인물을 발견. 살짝 말을 걸어볼까.
+ {{/rollTotal() scene_roll 3}}
+ {{#rollTotal() scene_roll 4}}
+ 사소한 벽에 부딪쳤다. 누군가한테 상담하는 게 좋을지도......
+ {{/rollTotal() scene_roll 4}}
+ {{#rollTotal() scene_roll 5}}
+ 라이브를 보기 위해 라이브 하우스에 찾아왔다. 어떤 스테이지가 되려나.
+ {{/rollTotal() scene_roll 5}}
+ {{#rollTotal() scene_roll 6}}
+ 멤버들과 만나기로 한 라이브하우스. 도착해 있는 건 우리들만이 아닌 것 같다.
+ {{/rollTotal() scene_roll 6}}
+ {{#rollTotal() scene_roll 7}}
+ 연습이 끝난 후 돌아가는 길. 그녀석도 지금쯤 연습이 끝났으려나.
+ {{/rollTotal() scene_roll 7}}
+ {{#rollTotal() scene_roll 8}}
+ 어디선가 악기 소리가 들려온다. 누가 연주하고 있는 걸까.
+ {{/rollTotal() scene_roll 8}}
+ {{#rollTotal() scene_roll 9}}
+ 열기로 가득한 방에서 나와 스튜디오의 대합실에서 쿨 다운. 소파에 앉아있는 건......
+ {{/rollTotal() scene_roll 9}}
+ {{#rollTotal() scene_roll 10}}
+ 악기점에 방문했다가 낯익은 인물을 발견. 뭘 하러 온 걸까.
+ {{/rollTotal() scene_roll 10}}
+ {{#rollTotal() scene_roll 11}}
+ 최신 히트곡이 흐르고 있는 CD가게 안. 다음 곡은 어떤 걸로 할까......
+ {{/rollTotal() scene_roll 11}}
+ {{#rollTotal() scene_roll 12}}
+ 무심코 울린 소리에서 즉흥 세션으로 발전. 가볍게 실력을 보여줄까.
+ {{/rollTotal() scene_roll 12}}
+ {{/rollTotal() scene_type 4}}
+
+ {{/scene_roll}}
+
+ {{#scene_roll1}}
+
+ {{#rollTotal() scene_roll1 1}}
+ {{#rollTotal() scene_roll2 1}}
+ 절망 절차를 역으로 크게 하거나 혹은, 장면 플레이어를 파멸로 몰아넣는 상황에 빠져듭니다. 【디스코드】 +2점
+ {{/rollTotal() scene_roll2 1}}
+ {{#rollTotal() scene_roll2 2}}
+ 붕괴 절차에 의해 장면 플레이어의 소중한 것이 붕괴되거나 혹은, 붕괴 직전에 몰립니다. 【디스코드】 +2점
+ {{/rollTotal() scene_roll2 2}}
+ {{#rollTotal() scene_roll2 3}}
+ 단절 장면 플레이어는 절차에 의해 무언가와 절연 상태가 됩니다. 【디스코드】 +2점
+ {{/rollTotal() scene_roll2 3}}
+ {{#rollTotal() scene_roll2 4}}
+ 공포 절차에 공포를 느낄만한 일과 조우합니다. 【디스코드】 +2점
+ {{/rollTotal() scene_roll2 4}}
+ {{#rollTotal() scene_roll2 5}}
+ 오해 장면 플레이어가 절차에 관련된 어떤 오해를 받습니다. 【디스코드】 +2점
+ {{/rollTotal() scene_roll2 5}}
+ {{#rollTotal() scene_roll2 6}}
+ 시련 장면 플레이어는 절차에 관련된 시련에 직면합니다. 【디스코드】 +2점
+ {{/rollTotal() scene_roll2 6}}
+ {{/rollTotal() scene_roll1 1}}
+
+ {{#rollTotal() scene_roll1 2}}
+ {{#rollTotal() scene_roll2 1}}
+ 붕괴 절차에 의해 장면 플레이어의 소중한 것이 붕괴되거나 혹은, 붕괴 직전에 몰립니다. 【디스코드】 +2점
+ {{/rollTotal() scene_roll2 1}}
+ {{#rollTotal() scene_roll2 2}}
+ 악의 장면 플레이어의 마음에 순간적으로 나쁜 마음이 깃들어, 절차를 불합리하게 해결하려 합니다. 【디스코드】 +1점
+ {{/rollTotal() scene_roll2 2}}
+ {{#rollTotal() scene_roll2 3}}
+ 속박 절차에 관련된 무언가에 속박되어, 자유로운 행동이 불가능해집니다. 【디스코드】 +1점
+ {{/rollTotal() scene_roll2 3}}
+ {{#rollTotal() scene_roll2 4}}
+ 흉조 절차에 대해 나쁜 일이 일어날 것만 같은 조짐이 찾아옵니다. 【디스코드】 +1점
+ {{/rollTotal() scene_roll2 4}}
+ {{#rollTotal() scene_roll2 5}}
+ 가속 장면 플레이어는 절차의 해결에 쫓깁니다. 【디스코드】 +1점
+ {{/rollTotal() scene_roll2 5}}
+ {{#rollTotal() scene_roll2 6}}
+ 일상 장면 플레이어는 한가로운 일상을 보냅니다. 【컨디션】 +1점
+ {{/rollTotal() scene_roll2 6}}
+ {{/rollTotal() scene_roll1 2}}
+
+ {{#rollTotal() scene_roll1 3}}
+ {{#rollTotal() scene_roll2 1}}
+ 단절 장면 플레이어는 절차에 의해 무언가와 절연 상태가 됩니다. 【디스코드】 +2점
+ {{/rollTotal() scene_roll2 1}}
+ {{#rollTotal() scene_roll2 2}}
+ 속박 절차에 관련된 무언가에 속박되어, 자유로운 행동이 불가능해집니다. 【디스코드】 +1점
+ {{/rollTotal() scene_roll2 2}}
+ {{#rollTotal() scene_roll2 3}}
+ 휴식 절차를 잊어버릴만큼 평온한 한 때를 보냅니다. 【컨디션】 +1점
+ {{/rollTotal() scene_roll2 3}}
+ {{#rollTotal() scene_roll2 4}}
+ 길조 절차에 대해 좋은 일이 일어날 것 같은 조짐이 찾아옵니다. 【컨디션】 +1점
+ {{/rollTotal() scene_roll2 4}}
+ {{#rollTotal() scene_roll2 5}}
+ 발견 장면 플레이어는 절차에 대한 무언가를 발견합니다. 【컨디션】 +1점
+ {{/rollTotal() scene_roll2 5}}
+ {{#rollTotal() scene_roll2 6}}
+ 희망 장면 플레이어의 마음 속에 절차에 대해 긍정적으로 맞설 의사가 생겨납니다. 【컨디션】 +1점
+ {{/rollTotal() scene_roll2 6}}
+ {{/rollTotal() scene_roll1 3}}
+
+ {{#rollTotal() scene_roll1 4}}
+ {{#rollTotal() scene_roll2 1}}
+ 공포 절차에 공포를 느낄만한 일과 조우합니다. 【디스코드】 +2점
+ {{/rollTotal() scene_roll2 1}}
+ {{#rollTotal() scene_roll2 2}}
+ 흉조 절차에 대해 나쁜 일이 일어날 것만 같은 조짐이 찾아옵니다. 【디스코드】 +1점
+ {{/rollTotal() scene_roll2 2}}
+ {{#rollTotal() scene_roll2 3}}
+ 길조 절차에 대해 좋은 일이 일어날 것 같은 조짐이 찾아옵니다. 【컨디션】 +1점
+ {{/rollTotal() scene_roll2 3}}
+ {{#rollTotal() scene_roll2 4}}
+ 성장 절차를 통해 장면 플레이어가 성장합니다. 【컨디션】 +2점
+ {{/rollTotal() scene_roll2 4}}
+ {{#rollTotal() scene_roll2 5}}
+ 애정 절차를 통해 장면 플레이어가 애정에 닿게 됩니다. 【컨디션】 +2점
+ {{/rollTotal() scene_roll2 5}}
+ {{#rollTotal() scene_roll2 6}}
+ 낭보 절차에 대한 좋은 소식이 날아들어옵니다. 【컨디션】 +2점
+ {{/rollTotal() scene_roll2 6}}
+ {{/rollTotal() scene_roll1 4}}
+
+ {{#rollTotal() scene_roll1 5}}
+ {{#rollTotal() scene_roll2 1}}
+ 오해 장면 플레이어가 절차에 관련된 어떤 오해를 받습니다. 【디스코드】 +2점
+ {{/rollTotal() scene_roll2 1}}
+ {{#rollTotal() scene_roll2 2}}
+ 가속 장면 플레이어는 절차의 해결에 쫓깁니다. 【디스코드】 +1점
+ {{/rollTotal() scene_roll2 2}}
+ {{#rollTotal() scene_roll2 3}}
+ 발견 장면 플레이어는 절차에 대한 무언가를 발견합니다. 【컨디션】 +1점
+ {{/rollTotal() scene_roll2 3}}
+ {{#rollTotal() scene_roll2 4}}
+ 애정 절차를 통해 장면 플레이어가 애정에 닿게 됩니다. 【컨디션】 +2점
+ {{/rollTotal() scene_roll2 4}}
+ {{#rollTotal() scene_roll2 5}}
+ 호전 절차가 좋은 방향으로 향할 것 같은 사건이 일어납니다. 【컨디션】 +3점
+ {{/rollTotal() scene_roll2 5}}
+ {{#rollTotal() scene_roll2 6}}
+ 직감 절차를 해결할 수 있는 결정적인 번뜩임을 얻습니다. 【컨디션】 +3점
+ {{/rollTotal() scene_roll2 6}}
+ {{/rollTotal() scene_roll1 5}}
+
+ {{#rollTotal() scene_roll1 6}}
+ {{#rollTotal() scene_roll2 1}}
+ 시련 장면 플레이어는 절차에 관련된 시련에 직면합니다. 【디스코드】 +2점
+ {{/rollTotal() scene_roll2 1}}
+ {{#rollTotal() scene_roll2 2}}
+ 일상 장면 플레이어는 한가로운 일상을 보냅니다. 【컨디션】 +1점
+ {{/rollTotal() scene_roll2 2}}
+ {{#rollTotal() scene_roll2 3}}
+ 희망 장면 플레이어의 마음 속에 절차에 대해 긍정적으로 맞설 의사가 생겨납니다. 【컨디션】 +1점
+ {{/rollTotal() scene_roll2 3}}
+ {{#rollTotal() scene_roll2 4}}
+ 낭보 절차에 대한 좋은 소식이 날아들어옵니다. 【컨디션】 +2점
+ {{/rollTotal() scene_roll2 4}}
+ {{#rollTotal() scene_roll2 5}}
+ 직감 절차를 해결할 수 있는 결정적인 번뜩임을 얻습니다. 【컨디션】 +3점
+ {{/rollTotal() scene_roll2 5}}
+ {{#rollTotal() scene_roll2 6}}
+ 기적 절차에 관한 기적적인 행운이 찾아옵니다. 【컨디션】 +3점
+ {{/rollTotal() scene_roll2 6}}
+ {{/rollTotal() scene_roll1 6}}
+
+ {{/scene_roll1}}
+
+ {{#position_roll}}
+
+ {{#rollTotal() position 1}}
+ {{#rollTotal() position_roll 1}}가사를 잊어버렸다! 어떤 말도 나오지 않아……{{/rollTotal() position_roll 1}}
+ {{#rollTotal() position_roll 2}}마이크 코드에 발이 걸려버렸다!위험해!{{/rollTotal() position_roll 2}}
+ {{#rollTotal() position_roll 3}}마이크 스탠드가 쓰러져버렸다!{{/rollTotal() position_roll 3}}
+ {{#rollTotal() position_roll 4}}음정이 어긋나고 있지만、쉽게 고칠 수가 없어!{{/rollTotal() position_roll 4}}
+ {{#rollTotal() position_roll 5}}리듬이 어긋나고 있는 것 같다……수정할 수 없어!{{/rollTotal() position_roll 5}}
+ {{#rollTotal() position_roll 6}}목이 갈라질 것 같다.위험해、비축하지 않으면……!{{/rollTotal() position_roll 6}}
+ {{/rollTotal() position 1}}
+
+ {{#rollTotal() position 2}}
+ {{#rollTotal() position_roll 1}}손 끝의 감각이 둔해지기 시작했다。안 움직여……!{{/rollTotal() position_roll 1}}
+ {{#rollTotal() position_roll 2}}실수로 볼륨 슬라이드를 건드렸다!굉음이 나올거야!{{/rollTotal() position_roll 2}}
+ {{#rollTotal() position_roll 3}}어라?지금 어디 치고 있었지……?{{/rollTotal() position_roll 3}}
+ {{#rollTotal() position_roll 4}}음이 안 나는 건반이 있어……고장!?{{/rollTotal() position_roll 4}}
+ {{#rollTotal() position_roll 5}}음색 잘못 골랐다!원래 음색 몇 번에 저장해뒀었지……!?{{/rollTotal() position_roll 5}}
+ {{#rollTotal() position_roll 6}}건반 한 개를 잘못 짚었어……!불협화음이다!{{/rollTotal() position_roll 6}}
+ {{/rollTotal() position 2}}
+
+ {{#rollTotal() position 3}}
+ {{#rollTotal() position_roll 1}}위험해、코드를 틀렸다!어떻게든 무마시키자……{{/rollTotal() position_roll 1}}
+ {{#rollTotal() position_roll 2}} 겍、실드(신호를 전달하는 코드)가 빠져버렸다!소리가 안 나와!{{/rollTotal() position_roll 2}}
+ {{#rollTotal() position_roll 3}}기타 소리에 노이즈가 낀 것 같은데……고쳐져라……!{{/rollTotal() position_roll 3}}
+ {{#rollTotal() position_roll 4}}어라?지금 곡의 어느 부분이더라……?{{/rollTotal() position_roll 4}}
+ {{#rollTotal() position_roll 5}}현이 끊겨버렸다!무슨 불길한…….{{/rollTotal() position_roll 5}}
+ {{#rollTotal() position_roll 6}}피크가 날아가버렸다!손가락으로 칠 수밖에 없어……!{{/rollTotal() position_roll 6}}
+ {{/rollTotal() position 3}}
+
+ {{#rollTotal() position 4}}
+ {{#rollTotal() position_roll 1}}위험해、코드를 틀렸다!안 틀린 척 넘어가자……{{/rollTotal() position_roll 1}}
+ {{#rollTotal() position_roll 2}}겍、실드(신호를 전달하는 코드)가 뽑혔다!소리가 안 나!{{/rollTotal() position_roll 2}}
+ {{#rollTotal() position_roll 3}}베이스 소리에 노이즈가 섞인 것 같은데……고쳐져라……!{{/rollTotal() position_roll 3}}
+ {{#rollTotal() position_roll 4}}어라?지금 어디 치고 있었더라……?{{/rollTotal() position_roll 4}}
+ {{#rollTotal() position_roll 5}}손 끝의 감각이 둔해지기 시작했다.안 움직여……!{{/rollTotal() position_roll 5}}
+ {{#rollTotal() position_roll 6}}템포가 좀 빨라졌지만、멈출 수 없어!{{/rollTotal() position_roll 6}}
+ {{/rollTotal() position 4}}
+
+ {{#rollTotal() position 5}}
+ {{#rollTotal() position_roll 1}}팔이 꼬이기 시작했다!다시 제대로 자릴 잡지 않으면……!{{/rollTotal() position_roll 1}}
+ {{#rollTotal() position_roll 2}}어라?지금 어디 치고 있었더라……?{{/rollTotal() position_roll 2}}
+ {{#rollTotal() position_roll 3}}하이햇이 열리지 않아!나사가 풀려있는 건가……!?{{/rollTotal() position_roll 3}}
+ {{#rollTotal() position_roll 4}}애드립을 넣었는데、다음 프레이즈가 기억나지 않는다……!{{/rollTotal() position_roll 4}}
+ {{#rollTotal() position_roll 5}}템포가 점점 빨라지고 있지만、멈출 수 없어!{{/rollTotal() position_roll 5}}
+ {{#rollTotal() position_roll 6}}스틱이 날아갔다!여분을 어디다 뒀더라…….{{/rollTotal() position_roll 6}}
+ {{/rollTotal() position 5}}
+
+ {{/position_roll}}
+
+ {{#emotion_roll}}
+
+ {{#rollTotal() emotion_roll 1}}
+ 공감불신
+ {{/rollTotal() emotion_roll 1}}
+ {{#rollTotal() emotion_roll 2}}
+ 우정질투
+ {{/rollTotal() emotion_roll 2}}
+ {{#rollTotal() emotion_roll 3}}
+ 호적수짜증
+ {{/rollTotal() emotion_roll 3}}
+ {{#rollTotal() emotion_roll 4}}
+ 불가결경원
+ {{/rollTotal() emotion_roll 4}}
+ {{#rollTotal() emotion_roll 5}}
+ 존경열등감
+ {{/rollTotal() emotion_roll 5}}
+ {{#rollTotal() emotion_roll 6}}
+ 애정부담감
+ {{/rollTotal() emotion_roll 6}}
+
+ {{/emotion_roll}}
+
+
+
+
+
+
+ {{name}}
+
+
+ {{#roll}}
+ {{roll}}
+ {{#rollTotal() roll 2}}
+
FUMBLE!
+ {{/rollTotal() roll 2}}
+ {{#rollTotal() roll 12}}
+
SPECIAL!
+ {{/rollTotal() roll 12}}
+ {{/roll}}
+
+ {{#spec}}
+
+ {{spec}} 목표치 : {{target}}
+
+ {{/spec}}
+
+
+
+
+
+
+ {{name}}
+
+ {{#subject}}
+
+ {{subject}}
+
+ {{/subject}}
+ {{#roll}}
+
+ {{roll}}
+ {{#mod}}{{#rollGreater() mod 0}}
+{{mod}}{{/rollGreater() mod 0}}{{/mod}}
+ {{#cond}}{{#rollGreater() cond 0}}
+{{cond}}{{/rollGreater() cond 0}}{{/cond}}
+
+ {{#rollTotal() roll 2}}
+
FUMBLE!
+ {{/rollTotal() roll 2}}
+ {{#rollTotal() roll 12}}
+
SPECIAL!
+ {{/rollTotal() roll 12}}
+
+ {{/roll}}
+ {{#AssignedSkill}}
+
+ {{AssignedSkill}} {{#target}}목표치 : {{target}}{{/target}}
+
+ {{/AssignedSkill}}
+ {{#Effect}}
+
+ {{#Types}}{{Types}}{{/Types}} {{Effect}}
+
+ {{/Effect}}
+ {{#damage}}
Dice : {{damage}} {{#etctype}}{{#rollTotal() etctype 1}}{{#cond}}{{#rollGreater() cond 0}}+{{cond}}{{/rollGreater() cond 0}}{{/cond}}{{/rollTotal() etctype 1}}{{/etctype}}
{{/damage}}
+
+
+
+
+
+
+ {{name}}
+
+ {{#roll}}
+
+ {{roll}}
+ {{#cond}}{{#rollGreater() cond 0}}
+{{cond}}{{/rollGreater() cond 0}}{{/cond}}
+
+ {{#rollTotal() roll 2}}
+
FUMBLE!
+ {{/rollTotal() roll 2}}
+ {{#rollTotal() roll 12}}
+
SPECIAL!
+ {{/rollTotal() roll 12}}
+
+ {{/roll}}
+ {{#Phrase}}
+
+ {{/Phrase}}
+ {{#AssignedSkill}}
+
+ {{AssignedSkill}} {{#target}}목표치 : {{target}}{{/target}}
+
+ {{/AssignedSkill}}
+ {{#Effect}}
+
+
{{#Types}}{{Types}}{{/Types}} {{Effect}}
+
+ {{/Effect}}
+
+ {{#etctype}}
+ {{#rollTotal() etctype 1}}
+
{{damage}}
+ {{/rollTotal() etctype 1}}
+ {{#rollTotal() etctype 2}}
+
{{heal}}
+ {{/rollTotal() etctype 2}}
+ {{/etctype}}
+
+
+
+
+
+
+ {{name}}
+
+ {{#roll}}
+
+ {{roll}}
+ {{#cond}}{{#rollGreater() cond 0}}
+{{cond}}{{/rollGreater() cond 0}}{{/cond}}
+
+ {{#rollTotal() roll 2}}
+
FUMBLE!
+ {{/rollTotal() roll 2}}
+ {{#rollTotal() roll 12}}
+
SPECIAL!
+ {{/rollTotal() roll 12}}
+
+ {{/roll}}
+ {{#Phrase}}
+
+ {{/Phrase}}
+ {{#AssignedSkill}}
+
+ {{AssignedSkill}} {{#target}}목표치 : {{target}}{{/target}}
+
+ {{/AssignedSkill}}
+
+ {{#rollTotal() position 1}}
+
+
+ 天唱 Strato Shout (천창)
+ 대상에게 프레이즈 공격과 똑같이 대미지를 입힌다. 이 대미지는 현재 무력화하고 있는 얽매임 1개마다 2D6점 상승한다.
+
+
{{damage}}
+ {{/rollTotal() position 1}}
+
+ {{#rollTotal() position 2}}
+
+
+ 軽階 Scale Dance (경계)
+ 대상에게 프레이즈 공격과 같은 대미지를 주며, 이 판정에 소비한 【컨디션】의 절반(소수점 올림)을 자신 이외의 PC전원에게 전달한다.
+
+
{{damage}}
+ {{/rollTotal() position 2}}
+
+ {{#rollTotal() position 3}}
+
+
+ 弦語 Chord Talker (현어)
+ 통상 공격의 대미지를 산출한다. 【지배력】이 이 대미지 이하인 얽매임을 {{round}}개를 골라 전부 무력화한다.
+
+
{{damage}}
+ {{/rollTotal() position 3}}
+
+ {{#rollTotal() position 4}}
+
+
+ 隙殺 Moment Killer (극살)
+ 대상에게 [【악기위력】+【역량】+이 판정에 소비한 【컨디션】 D6]점의 데미지를 전달한다.
+
+
{{damage}}
+ {{/rollTotal() position 4}}
+
+ {{#rollTotal() position 5}}
+
+
+ 追鳴 Chase Round (추명)
+ 이하의 효과가 함께 발생한다.
+ ① 대상에게 프레이즈 공격과 같은 데미지를 준다.
+ ② 이 프레이즈 버스트를 사용한 라운드의 종료 직후, 추가 라운드가 발생한다. 단, 추가 라운드 중 모든 PC는 【컨디션】과 【프레이즈】를 사용할 수 없다. 또한, 이 프레이즈 버스트를 사용한 타이밍이 3라운드 째였을 경우, 얽매임이 전부 무력화 된다.
+
+
{{damage}}
+ {{/rollTotal() position 5}}
+
+
+
+
+
+
\ No newline at end of file
diff --git a/Strato Shout/stratoshout.png b/Strato Shout/stratoshout.png
new file mode 100644
index 0000000000..6621286973
Binary files /dev/null and b/Strato Shout/stratoshout.png differ
diff --git a/Tales from the Loop Official/translations/fr.json b/Tales from the Loop Official/translations/fr.json
index 421ae527c1..68edc1fe2c 100644
--- a/Tales from the Loop Official/translations/fr.json
+++ b/Tales from the Loop Official/translations/fr.json
@@ -14,7 +14,7 @@
"Sneak (Body)": "Furtivité (Phy)",
"Force (Body)": "Force (Phy)",
"Move (Body)": "Agilité (Phy)",
- "Tinker (Tech)": "Bricolage (Phy)",
+ "Tinker (Tech)": "Bricolage (Tech)",
"Program (Tech)": "Programmation (Tech)",
"Calculate (Tech)": "Analyse (Tech)",
"Contact (Heart)": "Réseau (Coeur)",
diff --git a/TerraDevastada/README.md b/TerraDevastada/README.md
new file mode 100644
index 0000000000..017bec4ced
--- /dev/null
+++ b/TerraDevastada/README.md
@@ -0,0 +1 @@
+This is an unofficial character sheet for the Terra Devastada RPG game by John Bogéa.
\ No newline at end of file
diff --git a/TerraDevastada/imgs/circle_checked.png b/TerraDevastada/imgs/circle_checked.png
new file mode 100644
index 0000000000..56dc4c3096
Binary files /dev/null and b/TerraDevastada/imgs/circle_checked.png differ
diff --git a/TerraDevastada/imgs/circle_filled.png b/TerraDevastada/imgs/circle_filled.png
new file mode 100644
index 0000000000..ac3da23316
Binary files /dev/null and b/TerraDevastada/imgs/circle_filled.png differ
diff --git a/TerraDevastada/imgs/circleblank.png b/TerraDevastada/imgs/circleblank.png
new file mode 100644
index 0000000000..f30d0445b7
Binary files /dev/null and b/TerraDevastada/imgs/circleblank.png differ
diff --git a/TerraDevastada/imgs/terradevastada-background.jpg b/TerraDevastada/imgs/terradevastada-background.jpg
new file mode 100644
index 0000000000..bff93cba7b
Binary files /dev/null and b/TerraDevastada/imgs/terradevastada-background.jpg differ
diff --git a/TerraDevastada/imgs/terradevastadalogo.png b/TerraDevastada/imgs/terradevastadalogo.png
new file mode 100644
index 0000000000..0730222134
Binary files /dev/null and b/TerraDevastada/imgs/terradevastadalogo.png differ
diff --git a/TerraDevastada/sheet.json b/TerraDevastada/sheet.json
new file mode 100644
index 0000000000..bfb331735a
--- /dev/null
+++ b/TerraDevastada/sheet.json
@@ -0,0 +1,8 @@
+{
+ "html": "terradevastada.html",
+ "css": "terradevastada.css",
+ "authors": "Daniel Tschiedel",
+ "roll20userid": "1408312",
+ "preview": "terradevastada.png",
+ "instructions": "This is an unofficial character sheet for the Terra Devastada RPG game by John Bogéa."
+}
diff --git a/TerraDevastada/terradevastada.css b/TerraDevastada/terradevastada.css
new file mode 100644
index 0000000000..55fff4d287
--- /dev/null
+++ b/TerraDevastada/terradevastada.css
@@ -0,0 +1,249 @@
+/*----------------- MAIN CONTAINER DEFINITIONS ------------------*/
+@import url('https://fonts.googleapis.com/css?family=Special+Elite&display=swap');
+
+.sheet-main-container {
+ min-height: 600px;
+ min-width: 800px;
+ max-width: 1000px;
+ padding: 10px;
+ background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TerraDevastada/imgs/terradevastada-background.jpg");
+}
+
+/*----------------- GENERAL CSS ------------------*/
+
+.sheet-main-font {
+ font-family: 'Special Elite';
+ font-size: 17px;
+ color: #604241;
+}
+
+.sheet-flex-row {
+ display: flex;
+ flex-direction: row;
+ flex-wrap: wrap;
+}
+
+.sheet-flex-column {
+ display: flex;
+ flex-direction: column;
+ flex-wrap: wrap;
+}
+
+.sheet-nowrap {
+ flex-wrap: nowrap;
+}
+
+.sheet-main-container input[type=text] {
+ margin: 2px;
+ width: 100%;
+ flex-grow: 1;
+ border: none;
+ border-bottom: 1.5px solid #604241;
+ background-color: transparent;
+ color: black;
+}
+
+.sheet-main-container input[type=text]:focus, .sheet-main-container textarea:focus {
+ background-color: white;
+}
+
+.sheet-main-container ::placeholder {
+ color:#604241;
+ font-style: italic;
+}
+
+.sheet-main-container input[type=number] {
+ width: 40px;
+}
+
+.sheet-main-container fieldset {
+ min-width: 0;
+ padding: 0;
+ margin: 0;
+ border: 0;
+}
+
+.sheet-main-container textarea {
+ margin: 2px;
+ flex-grow: 1;
+ min-height: 10em;
+ border: 1.5px solid #604241;
+ background-color: transparent;
+ color: black;
+}
+
+.sheet-section {
+ margin: 0.7em;
+}
+
+.sheet-section-title {
+ margin-bottom: 10px;
+ text-transform: uppercase;
+ font-weight: 1000;
+}
+
+.sheet-button-title {
+ margin-right: 10px;
+ text-transform: uppercase;
+ font-weight: 1000;
+}
+
+.sheet-grow {
+ flex-grow: 1;
+}
+
+.sheet-center {
+ justify-content: center;
+ align-items: center;
+}
+
+.sheet-vertical-divisor {
+ border-right: 1.5px solid #443a39;
+}
+
+.sheet-big-margin-bottom {
+ margin-bottom: 20px;
+}
+
+.sheet-repeatable-item {
+ margin-bottom: 5px;
+}
+
+
+/*------------- GRID SECTIONS -------------*/
+.sheet-header {
+ display: grid;
+ grid-template-columns: 1fr 1fr 1fr;
+ grid-template-areas: ". logo buttons";
+}
+
+.sheet-logo-area {
+ grid-area: logo;
+}
+
+.sheet-buttons-area {
+ grid-area: buttons;
+ justify-content: flex-end;
+ align-items: flex-end;
+}
+
+.sheet-logo {
+
+}
+
+.sheet-dice-box {
+ justify-content: flex-end;
+ align-items: center;
+ margin-bottom: 10px;
+}
+
+.sheet-middle-section {
+ justify-content: flex-start;
+}
+
+.sheet-left-column {
+ justify-content: stretch;
+ width: 50%;
+}
+
+.sheet-right-column {
+ width: 50%;
+}
+
+.sheet-bottom-section {
+ margin: 30px;
+}
+
+.sheet-conviction-bonus {
+ justify-content: space-evenly;
+ width:100%;
+ font-style: italic;
+ margin-top: 10px;
+}
+
+.sheet-footer {
+ font-style: italic;
+ font-size: 12px;
+ justify-content: flex-end;
+}
+
+
+/******* conviction boxes ********/
+
+.sheet-conviction-box {
+ margin: 0px 10px 0px 10px;
+}
+
+.sheet-conviction-box-size1 {
+ width: 25px !important;
+ height: 25px !important;
+}
+
+.sheet-conviction-box-size2 {
+ width: 30px !important;
+ height: 30px !important;
+ margin-top: 10px !important;
+}
+
+.sheet-conviction-box-size3 {
+ width: 35px !important;
+ height: 35px !important;
+ margin-top: 15px !important;
+}
+
+.sheet-conviction-box-size4 {
+ width: 40px !important;
+ height: 40px !important;
+ margin-top: 20px !important;
+}
+
+.sheet-conviction-box-size5 {
+ width: 45px !important;
+ height: 45px !important;
+ margin-top: 25px !important;
+}
+
+.sheet-conviction-box-size6 {
+ width: 50px !important;
+ height: 50px !important;
+ margin-top: 30px !important;
+}
+
+.sheet-conviction-radio {
+ position: absolute;
+ margin: 0px !important;
+ z-index: 1;
+ opacity: 0;
+}
+
+.sheet-circle-box {
+ display: none;
+ height: 100%;
+ width: 100%;
+}
+
+.sheet-blank-box {
+ background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TerraDevastada/imgs/circleblank.png");
+ background-size: 100%;
+}
+
+.sheet-checked-box {
+ background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TerraDevastada/imgs/circle_checked.png");
+ background-size: 100%;
+}
+
+.sheet-filled-box {
+ background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TerraDevastada/imgs/circle_filled.png");
+ background-size: 100%;
+}
+
+input.sheet-blank-radio { z-index: 2; }
+
+input.sheet-blank-radio:checked + input.sheet-checked-radio,
+input.sheet-checked-radio:checked + input.sheet-filled-radio { z-index: 3; }
+
+input.sheet-blank-radio:checked ~ div.sheet-blank-box,
+input.sheet-checked-radio:checked ~ div.sheet-checked-box,
+input.sheet-filled-radio:checked ~ div.sheet-filled-box { display: inline-block; }
+
+/***** end conviction boxes ****/
diff --git a/TerraDevastada/terradevastada.html b/TerraDevastada/terradevastada.html
new file mode 100644
index 0000000000..806865a6b2
--- /dev/null
+++ b/TerraDevastada/terradevastada.html
@@ -0,0 +1,317 @@
+
+
+
+
+
+
+
+
+
+
+ Nome
+
+
+
+
+
+ Alcunhas
+
+
+
+
+
+
+ Condições
+
+
+
+
+
+
+ Tormentos
+
+
+
+
+
+
+
+
+
+
+
+ Características
+
+
+
+
+
+
+
+
+
+
+
+
+ Convicção
+
+
+ +3/-3
+ +2/-2
+ +1/-1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Terra Devastada é um jogo criado por John Bogéa e publicado pela RETROPUNK
+ Publicações.
+
+
+
+
+
+
+
+
+ Dado de Sorte
+ Sucessos
+ Quantidade de dados
+
+
+
+
\ No newline at end of file
diff --git a/TerraDevastada/terradevastada.png b/TerraDevastada/terradevastada.png
new file mode 100644
index 0000000000..f4e0b1f5b7
Binary files /dev/null and b/TerraDevastada/terradevastada.png differ
diff --git a/TerraDevastada/test/test.css b/TerraDevastada/test/test.css
new file mode 100644
index 0000000000..55fff4d287
--- /dev/null
+++ b/TerraDevastada/test/test.css
@@ -0,0 +1,249 @@
+/*----------------- MAIN CONTAINER DEFINITIONS ------------------*/
+@import url('https://fonts.googleapis.com/css?family=Special+Elite&display=swap');
+
+.sheet-main-container {
+ min-height: 600px;
+ min-width: 800px;
+ max-width: 1000px;
+ padding: 10px;
+ background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TerraDevastada/imgs/terradevastada-background.jpg");
+}
+
+/*----------------- GENERAL CSS ------------------*/
+
+.sheet-main-font {
+ font-family: 'Special Elite';
+ font-size: 17px;
+ color: #604241;
+}
+
+.sheet-flex-row {
+ display: flex;
+ flex-direction: row;
+ flex-wrap: wrap;
+}
+
+.sheet-flex-column {
+ display: flex;
+ flex-direction: column;
+ flex-wrap: wrap;
+}
+
+.sheet-nowrap {
+ flex-wrap: nowrap;
+}
+
+.sheet-main-container input[type=text] {
+ margin: 2px;
+ width: 100%;
+ flex-grow: 1;
+ border: none;
+ border-bottom: 1.5px solid #604241;
+ background-color: transparent;
+ color: black;
+}
+
+.sheet-main-container input[type=text]:focus, .sheet-main-container textarea:focus {
+ background-color: white;
+}
+
+.sheet-main-container ::placeholder {
+ color:#604241;
+ font-style: italic;
+}
+
+.sheet-main-container input[type=number] {
+ width: 40px;
+}
+
+.sheet-main-container fieldset {
+ min-width: 0;
+ padding: 0;
+ margin: 0;
+ border: 0;
+}
+
+.sheet-main-container textarea {
+ margin: 2px;
+ flex-grow: 1;
+ min-height: 10em;
+ border: 1.5px solid #604241;
+ background-color: transparent;
+ color: black;
+}
+
+.sheet-section {
+ margin: 0.7em;
+}
+
+.sheet-section-title {
+ margin-bottom: 10px;
+ text-transform: uppercase;
+ font-weight: 1000;
+}
+
+.sheet-button-title {
+ margin-right: 10px;
+ text-transform: uppercase;
+ font-weight: 1000;
+}
+
+.sheet-grow {
+ flex-grow: 1;
+}
+
+.sheet-center {
+ justify-content: center;
+ align-items: center;
+}
+
+.sheet-vertical-divisor {
+ border-right: 1.5px solid #443a39;
+}
+
+.sheet-big-margin-bottom {
+ margin-bottom: 20px;
+}
+
+.sheet-repeatable-item {
+ margin-bottom: 5px;
+}
+
+
+/*------------- GRID SECTIONS -------------*/
+.sheet-header {
+ display: grid;
+ grid-template-columns: 1fr 1fr 1fr;
+ grid-template-areas: ". logo buttons";
+}
+
+.sheet-logo-area {
+ grid-area: logo;
+}
+
+.sheet-buttons-area {
+ grid-area: buttons;
+ justify-content: flex-end;
+ align-items: flex-end;
+}
+
+.sheet-logo {
+
+}
+
+.sheet-dice-box {
+ justify-content: flex-end;
+ align-items: center;
+ margin-bottom: 10px;
+}
+
+.sheet-middle-section {
+ justify-content: flex-start;
+}
+
+.sheet-left-column {
+ justify-content: stretch;
+ width: 50%;
+}
+
+.sheet-right-column {
+ width: 50%;
+}
+
+.sheet-bottom-section {
+ margin: 30px;
+}
+
+.sheet-conviction-bonus {
+ justify-content: space-evenly;
+ width:100%;
+ font-style: italic;
+ margin-top: 10px;
+}
+
+.sheet-footer {
+ font-style: italic;
+ font-size: 12px;
+ justify-content: flex-end;
+}
+
+
+/******* conviction boxes ********/
+
+.sheet-conviction-box {
+ margin: 0px 10px 0px 10px;
+}
+
+.sheet-conviction-box-size1 {
+ width: 25px !important;
+ height: 25px !important;
+}
+
+.sheet-conviction-box-size2 {
+ width: 30px !important;
+ height: 30px !important;
+ margin-top: 10px !important;
+}
+
+.sheet-conviction-box-size3 {
+ width: 35px !important;
+ height: 35px !important;
+ margin-top: 15px !important;
+}
+
+.sheet-conviction-box-size4 {
+ width: 40px !important;
+ height: 40px !important;
+ margin-top: 20px !important;
+}
+
+.sheet-conviction-box-size5 {
+ width: 45px !important;
+ height: 45px !important;
+ margin-top: 25px !important;
+}
+
+.sheet-conviction-box-size6 {
+ width: 50px !important;
+ height: 50px !important;
+ margin-top: 30px !important;
+}
+
+.sheet-conviction-radio {
+ position: absolute;
+ margin: 0px !important;
+ z-index: 1;
+ opacity: 0;
+}
+
+.sheet-circle-box {
+ display: none;
+ height: 100%;
+ width: 100%;
+}
+
+.sheet-blank-box {
+ background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TerraDevastada/imgs/circleblank.png");
+ background-size: 100%;
+}
+
+.sheet-checked-box {
+ background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TerraDevastada/imgs/circle_checked.png");
+ background-size: 100%;
+}
+
+.sheet-filled-box {
+ background-image: url("https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/TerraDevastada/imgs/circle_filled.png");
+ background-size: 100%;
+}
+
+input.sheet-blank-radio { z-index: 2; }
+
+input.sheet-blank-radio:checked + input.sheet-checked-radio,
+input.sheet-checked-radio:checked + input.sheet-filled-radio { z-index: 3; }
+
+input.sheet-blank-radio:checked ~ div.sheet-blank-box,
+input.sheet-checked-radio:checked ~ div.sheet-checked-box,
+input.sheet-filled-radio:checked ~ div.sheet-filled-box { display: inline-block; }
+
+/***** end conviction boxes ****/
diff --git a/TerraDevastada/test/test.html b/TerraDevastada/test/test.html
new file mode 100644
index 0000000000..a28a24c92d
--- /dev/null
+++ b/TerraDevastada/test/test.html
@@ -0,0 +1,334 @@
+
+
+
+
+
+
+
+
My New Pen!
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Nome
+
+
+
+
+
+ Alcunhas
+
+
+
+
+
+
+ Condições
+
+
+
+
+
+
+ Tormentos
+
+
+
+
+
+
+
+
+
+
+
+ Características
+
+
+
+
+
+
+
+
+
+
+
+
+ Convicção
+
+
+ +3/-3
+ +2/-2
+ +1/-1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Terra Devastada é um jogo criado por John Bogéa e publicado pela RETROPUNK
+ Publicações.
+
+
+
+
+
+
+
+
+ Dado de Sorte
+ Sucessos
+ Quantidade de dados
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/TerraDevastada/translation.json b/TerraDevastada/translation.json
new file mode 100644
index 0000000000..fb559b4993
--- /dev/null
+++ b/TerraDevastada/translation.json
@@ -0,0 +1,19 @@
+{
+ "name": "Nome",
+ "nicknames": "Alcunhas",
+ "nickname": "Alcunha",
+ "conditions": "Condições",
+ "condition": "Condição",
+ "torments": "Tormentos",
+ "torment": "Tormento",
+ "traits": "Características",
+ "trait": "Característica",
+ "conviction": "Convicção",
+ "notes": "Anotações",
+ "luckdie": "Dado de Sorte",
+ "successes": "Sucessos",
+ "numberofdice": "Quantidade de dados",
+ "dice-check": "Teste de Dados",
+ "conviction-explanation": "Clique para alternar entre os três estados: não marcada, marcada e obstruída",
+ "copyright": "Terra Devastada é um jogo criado por John Bogéa e publicado pela RETROPUNK Publicações."
+}
diff --git a/TerraDevastada/translations/af.json b/TerraDevastada/translations/af.json
new file mode 100644
index 0000000000..fb559b4993
--- /dev/null
+++ b/TerraDevastada/translations/af.json
@@ -0,0 +1,19 @@
+{
+ "name": "Nome",
+ "nicknames": "Alcunhas",
+ "nickname": "Alcunha",
+ "conditions": "Condições",
+ "condition": "Condição",
+ "torments": "Tormentos",
+ "torment": "Tormento",
+ "traits": "Características",
+ "trait": "Característica",
+ "conviction": "Convicção",
+ "notes": "Anotações",
+ "luckdie": "Dado de Sorte",
+ "successes": "Sucessos",
+ "numberofdice": "Quantidade de dados",
+ "dice-check": "Teste de Dados",
+ "conviction-explanation": "Clique para alternar entre os três estados: não marcada, marcada e obstruída",
+ "copyright": "Terra Devastada é um jogo criado por John Bogéa e publicado pela RETROPUNK Publicações."
+}
diff --git a/TerraDevastada/translations/cs.json b/TerraDevastada/translations/cs.json
new file mode 100644
index 0000000000..fb559b4993
--- /dev/null
+++ b/TerraDevastada/translations/cs.json
@@ -0,0 +1,19 @@
+{
+ "name": "Nome",
+ "nicknames": "Alcunhas",
+ "nickname": "Alcunha",
+ "conditions": "Condições",
+ "condition": "Condição",
+ "torments": "Tormentos",
+ "torment": "Tormento",
+ "traits": "Características",
+ "trait": "Característica",
+ "conviction": "Convicção",
+ "notes": "Anotações",
+ "luckdie": "Dado de Sorte",
+ "successes": "Sucessos",
+ "numberofdice": "Quantidade de dados",
+ "dice-check": "Teste de Dados",
+ "conviction-explanation": "Clique para alternar entre os três estados: não marcada, marcada e obstruída",
+ "copyright": "Terra Devastada é um jogo criado por John Bogéa e publicado pela RETROPUNK Publicações."
+}
diff --git a/TerraDevastada/translations/da.json b/TerraDevastada/translations/da.json
new file mode 100644
index 0000000000..fb559b4993
--- /dev/null
+++ b/TerraDevastada/translations/da.json
@@ -0,0 +1,19 @@
+{
+ "name": "Nome",
+ "nicknames": "Alcunhas",
+ "nickname": "Alcunha",
+ "conditions": "Condições",
+ "condition": "Condição",
+ "torments": "Tormentos",
+ "torment": "Tormento",
+ "traits": "Características",
+ "trait": "Característica",
+ "conviction": "Convicção",
+ "notes": "Anotações",
+ "luckdie": "Dado de Sorte",
+ "successes": "Sucessos",
+ "numberofdice": "Quantidade de dados",
+ "dice-check": "Teste de Dados",
+ "conviction-explanation": "Clique para alternar entre os três estados: não marcada, marcada e obstruída",
+ "copyright": "Terra Devastada é um jogo criado por John Bogéa e publicado pela RETROPUNK Publicações."
+}
diff --git a/TerraDevastada/translations/de.json b/TerraDevastada/translations/de.json
new file mode 100644
index 0000000000..fb559b4993
--- /dev/null
+++ b/TerraDevastada/translations/de.json
@@ -0,0 +1,19 @@
+{
+ "name": "Nome",
+ "nicknames": "Alcunhas",
+ "nickname": "Alcunha",
+ "conditions": "Condições",
+ "condition": "Condição",
+ "torments": "Tormentos",
+ "torment": "Tormento",
+ "traits": "Características",
+ "trait": "Característica",
+ "conviction": "Convicção",
+ "notes": "Anotações",
+ "luckdie": "Dado de Sorte",
+ "successes": "Sucessos",
+ "numberofdice": "Quantidade de dados",
+ "dice-check": "Teste de Dados",
+ "conviction-explanation": "Clique para alternar entre os três estados: não marcada, marcada e obstruída",
+ "copyright": "Terra Devastada é um jogo criado por John Bogéa e publicado pela RETROPUNK Publicações."
+}
diff --git a/TerraDevastada/translations/el.json b/TerraDevastada/translations/el.json
new file mode 100644
index 0000000000..fb559b4993
--- /dev/null
+++ b/TerraDevastada/translations/el.json
@@ -0,0 +1,19 @@
+{
+ "name": "Nome",
+ "nicknames": "Alcunhas",
+ "nickname": "Alcunha",
+ "conditions": "Condições",
+ "condition": "Condição",
+ "torments": "Tormentos",
+ "torment": "Tormento",
+ "traits": "Características",
+ "trait": "Característica",
+ "conviction": "Convicção",
+ "notes": "Anotações",
+ "luckdie": "Dado de Sorte",
+ "successes": "Sucessos",
+ "numberofdice": "Quantidade de dados",
+ "dice-check": "Teste de Dados",
+ "conviction-explanation": "Clique para alternar entre os três estados: não marcada, marcada e obstruída",
+ "copyright": "Terra Devastada é um jogo criado por John Bogéa e publicado pela RETROPUNK Publicações."
+}
diff --git a/TerraDevastada/translations/en.json b/TerraDevastada/translations/en.json
new file mode 100644
index 0000000000..fb559b4993
--- /dev/null
+++ b/TerraDevastada/translations/en.json
@@ -0,0 +1,19 @@
+{
+ "name": "Nome",
+ "nicknames": "Alcunhas",
+ "nickname": "Alcunha",
+ "conditions": "Condições",
+ "condition": "Condição",
+ "torments": "Tormentos",
+ "torment": "Tormento",
+ "traits": "Características",
+ "trait": "Característica",
+ "conviction": "Convicção",
+ "notes": "Anotações",
+ "luckdie": "Dado de Sorte",
+ "successes": "Sucessos",
+ "numberofdice": "Quantidade de dados",
+ "dice-check": "Teste de Dados",
+ "conviction-explanation": "Clique para alternar entre os três estados: não marcada, marcada e obstruída",
+ "copyright": "Terra Devastada é um jogo criado por John Bogéa e publicado pela RETROPUNK Publicações."
+}
diff --git a/TerraDevastada/translations/es.json b/TerraDevastada/translations/es.json
new file mode 100644
index 0000000000..fb559b4993
--- /dev/null
+++ b/TerraDevastada/translations/es.json
@@ -0,0 +1,19 @@
+{
+ "name": "Nome",
+ "nicknames": "Alcunhas",
+ "nickname": "Alcunha",
+ "conditions": "Condições",
+ "condition": "Condição",
+ "torments": "Tormentos",
+ "torment": "Tormento",
+ "traits": "Características",
+ "trait": "Característica",
+ "conviction": "Convicção",
+ "notes": "Anotações",
+ "luckdie": "Dado de Sorte",
+ "successes": "Sucessos",
+ "numberofdice": "Quantidade de dados",
+ "dice-check": "Teste de Dados",
+ "conviction-explanation": "Clique para alternar entre os três estados: não marcada, marcada e obstruída",
+ "copyright": "Terra Devastada é um jogo criado por John Bogéa e publicado pela RETROPUNK Publicações."
+}
diff --git a/TerraDevastada/translations/fr.json b/TerraDevastada/translations/fr.json
new file mode 100644
index 0000000000..fb559b4993
--- /dev/null
+++ b/TerraDevastada/translations/fr.json
@@ -0,0 +1,19 @@
+{
+ "name": "Nome",
+ "nicknames": "Alcunhas",
+ "nickname": "Alcunha",
+ "conditions": "Condições",
+ "condition": "Condição",
+ "torments": "Tormentos",
+ "torment": "Tormento",
+ "traits": "Características",
+ "trait": "Característica",
+ "conviction": "Convicção",
+ "notes": "Anotações",
+ "luckdie": "Dado de Sorte",
+ "successes": "Sucessos",
+ "numberofdice": "Quantidade de dados",
+ "dice-check": "Teste de Dados",
+ "conviction-explanation": "Clique para alternar entre os três estados: não marcada, marcada e obstruída",
+ "copyright": "Terra Devastada é um jogo criado por John Bogéa e publicado pela RETROPUNK Publicações."
+}
diff --git a/TerraDevastada/translations/he.json b/TerraDevastada/translations/he.json
new file mode 100644
index 0000000000..fb559b4993
--- /dev/null
+++ b/TerraDevastada/translations/he.json
@@ -0,0 +1,19 @@
+{
+ "name": "Nome",
+ "nicknames": "Alcunhas",
+ "nickname": "Alcunha",
+ "conditions": "Condições",
+ "condition": "Condição",
+ "torments": "Tormentos",
+ "torment": "Tormento",
+ "traits": "Características",
+ "trait": "Característica",
+ "conviction": "Convicção",
+ "notes": "Anotações",
+ "luckdie": "Dado de Sorte",
+ "successes": "Sucessos",
+ "numberofdice": "Quantidade de dados",
+ "dice-check": "Teste de Dados",
+ "conviction-explanation": "Clique para alternar entre os três estados: não marcada, marcada e obstruída",
+ "copyright": "Terra Devastada é um jogo criado por John Bogéa e publicado pela RETROPUNK Publicações."
+}
diff --git a/TerraDevastada/translations/it.json b/TerraDevastada/translations/it.json
new file mode 100644
index 0000000000..fb559b4993
--- /dev/null
+++ b/TerraDevastada/translations/it.json
@@ -0,0 +1,19 @@
+{
+ "name": "Nome",
+ "nicknames": "Alcunhas",
+ "nickname": "Alcunha",
+ "conditions": "Condições",
+ "condition": "Condição",
+ "torments": "Tormentos",
+ "torment": "Tormento",
+ "traits": "Características",
+ "trait": "Característica",
+ "conviction": "Convicção",
+ "notes": "Anotações",
+ "luckdie": "Dado de Sorte",
+ "successes": "Sucessos",
+ "numberofdice": "Quantidade de dados",
+ "dice-check": "Teste de Dados",
+ "conviction-explanation": "Clique para alternar entre os três estados: não marcada, marcada e obstruída",
+ "copyright": "Terra Devastada é um jogo criado por John Bogéa e publicado pela RETROPUNK Publicações."
+}
diff --git a/TerraDevastada/translations/ja.json b/TerraDevastada/translations/ja.json
new file mode 100644
index 0000000000..fb559b4993
--- /dev/null
+++ b/TerraDevastada/translations/ja.json
@@ -0,0 +1,19 @@
+{
+ "name": "Nome",
+ "nicknames": "Alcunhas",
+ "nickname": "Alcunha",
+ "conditions": "Condições",
+ "condition": "Condição",
+ "torments": "Tormentos",
+ "torment": "Tormento",
+ "traits": "Características",
+ "trait": "Característica",
+ "conviction": "Convicção",
+ "notes": "Anotações",
+ "luckdie": "Dado de Sorte",
+ "successes": "Sucessos",
+ "numberofdice": "Quantidade de dados",
+ "dice-check": "Teste de Dados",
+ "conviction-explanation": "Clique para alternar entre os três estados: não marcada, marcada e obstruída",
+ "copyright": "Terra Devastada é um jogo criado por John Bogéa e publicado pela RETROPUNK Publicações."
+}
diff --git a/TerraDevastada/translations/ko.json b/TerraDevastada/translations/ko.json
new file mode 100644
index 0000000000..fb559b4993
--- /dev/null
+++ b/TerraDevastada/translations/ko.json
@@ -0,0 +1,19 @@
+{
+ "name": "Nome",
+ "nicknames": "Alcunhas",
+ "nickname": "Alcunha",
+ "conditions": "Condições",
+ "condition": "Condição",
+ "torments": "Tormentos",
+ "torment": "Tormento",
+ "traits": "Características",
+ "trait": "Característica",
+ "conviction": "Convicção",
+ "notes": "Anotações",
+ "luckdie": "Dado de Sorte",
+ "successes": "Sucessos",
+ "numberofdice": "Quantidade de dados",
+ "dice-check": "Teste de Dados",
+ "conviction-explanation": "Clique para alternar entre os três estados: não marcada, marcada e obstruída",
+ "copyright": "Terra Devastada é um jogo criado por John Bogéa e publicado pela RETROPUNK Publicações."
+}
diff --git a/TerraDevastada/translations/nl.json b/TerraDevastada/translations/nl.json
new file mode 100644
index 0000000000..fb559b4993
--- /dev/null
+++ b/TerraDevastada/translations/nl.json
@@ -0,0 +1,19 @@
+{
+ "name": "Nome",
+ "nicknames": "Alcunhas",
+ "nickname": "Alcunha",
+ "conditions": "Condições",
+ "condition": "Condição",
+ "torments": "Tormentos",
+ "torment": "Tormento",
+ "traits": "Características",
+ "trait": "Característica",
+ "conviction": "Convicção",
+ "notes": "Anotações",
+ "luckdie": "Dado de Sorte",
+ "successes": "Sucessos",
+ "numberofdice": "Quantidade de dados",
+ "dice-check": "Teste de Dados",
+ "conviction-explanation": "Clique para alternar entre os três estados: não marcada, marcada e obstruída",
+ "copyright": "Terra Devastada é um jogo criado por John Bogéa e publicado pela RETROPUNK Publicações."
+}
diff --git a/TerraDevastada/translations/pl.json b/TerraDevastada/translations/pl.json
new file mode 100644
index 0000000000..fb559b4993
--- /dev/null
+++ b/TerraDevastada/translations/pl.json
@@ -0,0 +1,19 @@
+{
+ "name": "Nome",
+ "nicknames": "Alcunhas",
+ "nickname": "Alcunha",
+ "conditions": "Condições",
+ "condition": "Condição",
+ "torments": "Tormentos",
+ "torment": "Tormento",
+ "traits": "Características",
+ "trait": "Característica",
+ "conviction": "Convicção",
+ "notes": "Anotações",
+ "luckdie": "Dado de Sorte",
+ "successes": "Sucessos",
+ "numberofdice": "Quantidade de dados",
+ "dice-check": "Teste de Dados",
+ "conviction-explanation": "Clique para alternar entre os três estados: não marcada, marcada e obstruída",
+ "copyright": "Terra Devastada é um jogo criado por John Bogéa e publicado pela RETROPUNK Publicações."
+}
diff --git a/TerraDevastada/translations/pt.json b/TerraDevastada/translations/pt.json
new file mode 100644
index 0000000000..fb559b4993
--- /dev/null
+++ b/TerraDevastada/translations/pt.json
@@ -0,0 +1,19 @@
+{
+ "name": "Nome",
+ "nicknames": "Alcunhas",
+ "nickname": "Alcunha",
+ "conditions": "Condições",
+ "condition": "Condição",
+ "torments": "Tormentos",
+ "torment": "Tormento",
+ "traits": "Características",
+ "trait": "Característica",
+ "conviction": "Convicção",
+ "notes": "Anotações",
+ "luckdie": "Dado de Sorte",
+ "successes": "Sucessos",
+ "numberofdice": "Quantidade de dados",
+ "dice-check": "Teste de Dados",
+ "conviction-explanation": "Clique para alternar entre os três estados: não marcada, marcada e obstruída",
+ "copyright": "Terra Devastada é um jogo criado por John Bogéa e publicado pela RETROPUNK Publicações."
+}
diff --git a/TerraDevastada/translations/ru.json b/TerraDevastada/translations/ru.json
new file mode 100644
index 0000000000..fb559b4993
--- /dev/null
+++ b/TerraDevastada/translations/ru.json
@@ -0,0 +1,19 @@
+{
+ "name": "Nome",
+ "nicknames": "Alcunhas",
+ "nickname": "Alcunha",
+ "conditions": "Condições",
+ "condition": "Condição",
+ "torments": "Tormentos",
+ "torment": "Tormento",
+ "traits": "Características",
+ "trait": "Característica",
+ "conviction": "Convicção",
+ "notes": "Anotações",
+ "luckdie": "Dado de Sorte",
+ "successes": "Sucessos",
+ "numberofdice": "Quantidade de dados",
+ "dice-check": "Teste de Dados",
+ "conviction-explanation": "Clique para alternar entre os três estados: não marcada, marcada e obstruída",
+ "copyright": "Terra Devastada é um jogo criado por John Bogéa e publicado pela RETROPUNK Publicações."
+}
diff --git a/TerraDevastada/translations/sv.json b/TerraDevastada/translations/sv.json
new file mode 100644
index 0000000000..fb559b4993
--- /dev/null
+++ b/TerraDevastada/translations/sv.json
@@ -0,0 +1,19 @@
+{
+ "name": "Nome",
+ "nicknames": "Alcunhas",
+ "nickname": "Alcunha",
+ "conditions": "Condições",
+ "condition": "Condição",
+ "torments": "Tormentos",
+ "torment": "Tormento",
+ "traits": "Características",
+ "trait": "Característica",
+ "conviction": "Convicção",
+ "notes": "Anotações",
+ "luckdie": "Dado de Sorte",
+ "successes": "Sucessos",
+ "numberofdice": "Quantidade de dados",
+ "dice-check": "Teste de Dados",
+ "conviction-explanation": "Clique para alternar entre os três estados: não marcada, marcada e obstruída",
+ "copyright": "Terra Devastada é um jogo criado por John Bogéa e publicado pela RETROPUNK Publicações."
+}
diff --git a/TerraDevastada/translations/tr.json b/TerraDevastada/translations/tr.json
new file mode 100644
index 0000000000..fb559b4993
--- /dev/null
+++ b/TerraDevastada/translations/tr.json
@@ -0,0 +1,19 @@
+{
+ "name": "Nome",
+ "nicknames": "Alcunhas",
+ "nickname": "Alcunha",
+ "conditions": "Condições",
+ "condition": "Condição",
+ "torments": "Tormentos",
+ "torment": "Tormento",
+ "traits": "Características",
+ "trait": "Característica",
+ "conviction": "Convicção",
+ "notes": "Anotações",
+ "luckdie": "Dado de Sorte",
+ "successes": "Sucessos",
+ "numberofdice": "Quantidade de dados",
+ "dice-check": "Teste de Dados",
+ "conviction-explanation": "Clique para alternar entre os três estados: não marcada, marcada e obstruída",
+ "copyright": "Terra Devastada é um jogo criado por John Bogéa e publicado pela RETROPUNK Publicações."
+}
diff --git a/TerraDevastada/translations/zh.json b/TerraDevastada/translations/zh.json
new file mode 100644
index 0000000000..fb559b4993
--- /dev/null
+++ b/TerraDevastada/translations/zh.json
@@ -0,0 +1,19 @@
+{
+ "name": "Nome",
+ "nicknames": "Alcunhas",
+ "nickname": "Alcunha",
+ "conditions": "Condições",
+ "condition": "Condição",
+ "torments": "Tormentos",
+ "torment": "Tormento",
+ "traits": "Características",
+ "trait": "Característica",
+ "conviction": "Convicção",
+ "notes": "Anotações",
+ "luckdie": "Dado de Sorte",
+ "successes": "Sucessos",
+ "numberofdice": "Quantidade de dados",
+ "dice-check": "Teste de Dados",
+ "conviction-explanation": "Clique para alternar entre os três estados: não marcada, marcada e obstruída",
+ "copyright": "Terra Devastada é um jogo criado por John Bogéa e publicado pela RETROPUNK Publicações."
+}
diff --git a/TerraDevastada/translations/zu.json b/TerraDevastada/translations/zu.json
new file mode 100644
index 0000000000..ed5f04ac99
--- /dev/null
+++ b/TerraDevastada/translations/zu.json
@@ -0,0 +1,19 @@
+{
+ "name": "crwdns398290:0crwdne398290:0",
+ "nicknames": "crwdns398292:0crwdne398292:0",
+ "nickname": "crwdns398294:0crwdne398294:0",
+ "conditions": "crwdns398296:0crwdne398296:0",
+ "condition": "crwdns398298:0crwdne398298:0",
+ "torments": "crwdns398300:0crwdne398300:0",
+ "torment": "crwdns398302:0crwdne398302:0",
+ "traits": "crwdns398304:0crwdne398304:0",
+ "trait": "crwdns398306:0crwdne398306:0",
+ "conviction": "crwdns398308:0crwdne398308:0",
+ "notes": "crwdns398310:0crwdne398310:0",
+ "luckdie": "crwdns398312:0crwdne398312:0",
+ "successes": "crwdns398314:0crwdne398314:0",
+ "numberofdice": "crwdns398316:0crwdne398316:0",
+ "dice-check": "crwdns398318:0crwdne398318:0",
+ "conviction-explanation": "crwdns398320:0crwdne398320:0",
+ "copyright": "crwdns398322:0crwdne398322:0"
+}
diff --git a/Torchbearer 2E/torchbearer.css b/Torchbearer 2E/torchbearer.css
index 57ed3a3dbe..0470c40a62 100644
--- a/Torchbearer 2E/torchbearer.css
+++ b/Torchbearer 2E/torchbearer.css
@@ -1,1084 +1,1198 @@
/* Fonts */
-@import url('https://fonts.googleapis.com/css?family=Architects+Daughter|Inknut+Antiqua|Inknut+Antiqua:700&display=swap');
+@import url("https://fonts.googleapis.com/css?family=Architects+Daughter|Inknut+Antiqua|Inknut+Antiqua:700&display=swap");
/* General Styling */
.sheet-bold {
- font-weight: bold;
+ font-weight: bold;
}
.sheet-italic {
- font-style: italic;
+ font-style: italic;
}
.sheet-center {
- text-align: center;
+ text-align: center;
}
.sheet-hidden {
- display: none;
+ display: none;
}
.sheet-font-smallest {
- font-size: 0.75em
+ font-size: 0.75em;
}
.sheet-font-smaller {
- font-size: 0.8em
+ font-size: 0.8em;
}
.sheet-font-small {
- font-size: 0.9em
+ font-size: 0.9em;
}
.sheet-font-big {
- font-size: 1.1em
+ font-size: 1.1em;
}
.sheet-font-bigger {
- font-size: 1.2em
+ font-size: 1.2em;
}
.sheet-font-biggest {
- font-size: 1.4em
+ font-size: 1.4em;
}
span {
- font-family: 'Inknut Antiqua';
- letter-spacing: -1px;
+ font-family: "Inknut Antiqua";
+ letter-spacing: -1px;
}
.sheet-column-2 {
- width: calc(49% - 5px);
- display: inline-block;
- vertical-align: top;
- padding-right: 5px;
+ width: calc(49% - 5px);
+ display: inline-block;
+ vertical-align: top;
+ padding-right: 5px;
}
.sheet-column-3 {
- width: calc(32% - 5px);
- display: inline-block;
- vertical-align: top;
- padding-right: 5px;
+ width: calc(32% - 5px);
+ display: inline-block;
+ vertical-align: top;
+ padding-right: 5px;
}
.sheet-compact {
- display: block;
- line-height: 1.2;
+ display: block;
+ line-height: 1.2;
}
.sheet-left {
- float: left;
+ float: left;
}
.sheet-right {
- float: right;
+ float: right;
}
.sheet-faint {
- color: rgba(150, 150, 150, 0.8);
+ color: rgba(150, 150, 150, 0.8);
}
.sheet-footer {
- bottom: 0;
- left: 0;
- position: absolute;
- text-align: center;
- width: 100%;
+ bottom: 0;
+ left: 0;
+ position: absolute;
+ text-align: center;
+ width: 100%;
}
.sheet-danger {
- color: red;
+ color: red;
}
.sheet-relative {
- position: relative;
+ position: relative;
}
/* Tab Styling */
-input[type=radio].sheet-tab {
- opacity: 0;
- position: absolute;
- z-index: 2;
- height: 20px;
+input[type="radio"].sheet-tab {
+ opacity: 0;
+ position: absolute;
+ z-index: 2;
+ height: 20px;
}
-input[type=radio].sheet-tab + span {
- position: absolute;
- border: 2px solid rgba(165, 165, 165, 0.8);
- border-radius: 5px 5px 0px 0px;
- background-color: #E8E8E8;
- color: rgb(64, 64, 64);
- text-align: center;
- font-weight: bold;
+input[type="radio"].sheet-tab + span {
+ position: absolute;
+ border: 2px solid rgba(165, 165, 165, 0.8);
+ border-radius: 5px 5px 0px 0px;
+ background-color: #e8e8e8;
+ color: rgb(64, 64, 64);
+ text-align: center;
+ font-weight: bold;
}
-input[type=radio].sheet-tab:checked + span {
- color: #FFFFFF;
- background-color: #3155a4;
+input[type="radio"].sheet-tab:checked + span {
+ color: #ffffff;
+ background-color: #3155a4;
}
-input[type=radio].sheet-tab.sheet-page1:checked ~ .sheet-page1,
-input[type=radio].sheet-tab.sheet-page2:checked ~ .sheet-page2,
-input[type=radio].sheet-tab.sheet-page3:checked ~ .sheet-page3,
-input[type=radio].sheet-tab.sheet-page4:checked ~ .sheet-page4,
-input[type=radio].sheet-tab.sheet-page5:checked ~ .sheet-page5,
-input[type=radio].sheet-tab.sheet-page6:checked ~ .sheet-page6
-{
- display: block;
+input[type="radio"].sheet-tab.sheet-page1:checked ~ .sheet-page1,
+input[type="radio"].sheet-tab.sheet-page2:checked ~ .sheet-page2,
+input[type="radio"].sheet-tab.sheet-page3:checked ~ .sheet-page3,
+input[type="radio"].sheet-tab.sheet-page4:checked ~ .sheet-page4,
+input[type="radio"].sheet-tab.sheet-page5:checked ~ .sheet-page5,
+input[type="radio"].sheet-tab.sheet-page6:checked ~ .sheet-page6 {
+ display: block;
}
-input[type=radio].sheet-tab.sheet-page1,
-input[type=radio].sheet-tab.sheet-page1 + span {
- top: -20px;
- left: 0px;
- width: 95px;
+input[type="radio"].sheet-tab.sheet-page1,
+input[type="radio"].sheet-tab.sheet-page1 + span {
+ top: -20px;
+ left: 0px;
+ width: 95px;
}
-input[type=radio].sheet-tab.sheet-page2,
-input[type=radio].sheet-tab.sheet-page2 + span {
- top: -20px;
- left: 99px;
- width: 50px;
+input[type="radio"].sheet-tab.sheet-page2,
+input[type="radio"].sheet-tab.sheet-page2 + span {
+ top: -20px;
+ left: 99px;
+ width: 50px;
}
-input[type=radio].sheet-tab.sheet-page3,
-input[type=radio].sheet-tab.sheet-page3 + span {
- top: -20px;
- left: 153px;
- width: 60px;
+input[type="radio"].sheet-tab.sheet-page3,
+input[type="radio"].sheet-tab.sheet-page3 + span {
+ top: -20px;
+ left: 153px;
+ width: 60px;
}
-input[type=radio].sheet-tab.sheet-page4,
-input[type=radio].sheet-tab.sheet-page4 + span {
- top: -20px;
- left: 217px;
- width: 90px;
+input[type="radio"].sheet-tab.sheet-page4,
+input[type="radio"].sheet-tab.sheet-page4 + span {
+ top: -20px;
+ left: 217px;
+ width: 90px;
}
-input[type=radio].sheet-tab.sheet-page5,
-input[type=radio].sheet-tab.sheet-page5 + span {
- top: -20px;
- left: 311px;
- width: 50px;
+input[type="radio"].sheet-tab.sheet-page5,
+input[type="radio"].sheet-tab.sheet-page5 + span {
+ top: -20px;
+ left: 311px;
+ width: 50px;
}
-input[type=radio].sheet-tab.sheet-page6,
-input[type=radio].sheet-tab.sheet-page6 + span {
- top: -20px;
- left: 365px;
- width: 65px;
+input[type="radio"].sheet-tab.sheet-page6,
+input[type="radio"].sheet-tab.sheet-page6 + span {
+ top: -20px;
+ left: 365px;
+ width: 65px;
}
-input[type=radio].sheet-tab.sheet-editing,
-input[type=radio].sheet-tab.sheet-editing + span {
- top: -20px;
- right: 79px;
- width: 75px;
+input[type="radio"].sheet-tab.sheet-editing,
+input[type="radio"].sheet-tab.sheet-editing + span {
+ top: -20px;
+ right: 79px;
+ width: 75px;
}
-input[type=radio].sheet-tab.sheet-playing,
-input[type=radio].sheet-tab.sheet-playing + span {
- top: -20px;
- right: 0px;
- width: 75px;
+input[type="radio"].sheet-tab.sheet-playing,
+input[type="radio"].sheet-tab.sheet-playing + span {
+ top: -20px;
+ right: 0px;
+ width: 75px;
}
.sheet-tabcontainer {
- width: 1075px;
+ width: 1075px;
}
/* Edit/Play Mode Styles */
-input[type=radio].sheet-playing:checked ~ .sheet-edit,
-input[type=radio].sheet-editing:checked ~ .sheet-play,
-input[type=radio].sheet-playing:checked ~ .sheet-tabcontainer .sheet-edit,
-input[type=radio].sheet-editing:checked ~ .sheet-tabcontainer .sheet-play {
- display: none;
+input[type="radio"].sheet-playing:checked ~ .sheet-edit,
+input[type="radio"].sheet-editing:checked ~ .sheet-play,
+input[type="radio"].sheet-playing:checked ~ .sheet-tabcontainer .sheet-edit,
+input[type="radio"].sheet-editing:checked ~ .sheet-tabcontainer .sheet-play {
+ display: none;
}
.sheet-edit,
.sheet-edit > select {
- background-color: rgb(255, 255, 0, 0.2);
+ background-color: rgb(255, 255, 0, 0.2);
}
.sheet-name .sheet-edit {
- width: 102px;
+ width: 102px;
}
.sheet-stock .sheet-edit {
- width: 103px;
+ width: 103px;
}
.sheet-class .sheet-edit {
- width: 107px;
+ width: 107px;
}
.sheet-home .sheet-edit {
- width: 101px;
+ width: 101px;
}
.sheet-raiment .sheet-edit {
- width: 333px;
+ width: 333px;
}
.sheet-parents .sheet-edit {
- width: 90px;
+ width: 90px;
}
.sheet-mentor .sheet-edit {
- width: 91px;
+ width: 91px;
}
.sheet-friend .sheet-edit {
- width: 98px;
+ width: 98px;
}
.sheet-enemy .sheet-edit {
- width: 95px;
+ width: 95px;
}
/* Button Styling */
-button[type=roll]
-{
- background-color: transparent;
- color: rgb(64, 64, 64);
- border: none;
- font-size: 1em !important;
- text-align: left;
- background-image: none;
- text-shadow: none;
- box-shadow: none;
- padding: 0px;
- margin: 0px;
- width: 100%;
- overflow: hidden;
+button[type="roll"] {
+ background-color: transparent;
+ color: rgb(64, 64, 64);
+ border: none;
+ font-size: 1em !important;
+ text-align: left;
+ background-image: none;
+ text-shadow: none;
+ box-shadow: none;
+ padding: 0px;
+ margin: 0px;
+ width: 100%;
+ overflow: hidden;
}
-button[type=roll]::before
-{
- content: "" !important;
+button[type="roll"]::before {
+ content: "" !important;
}
-button[type=roll]:hover,
-input[type="checkbox"].sheet-complex_roll:hover + span.sheet-complex_roll
-{
- color: #3155a4;
+button[type="roll"]:hover,
+input[type="checkbox"].sheet-complex_roll:hover + span.sheet-complex_roll {
+ color: #3155a4;
}
-.sheet-complex_roll{
- position: absolute;
- right: 0;
- top: 0;
- width: 100%;
- height: 100%;
+.sheet-complex_roll {
+ position: absolute;
+ right: 0;
+ top: 0;
+ width: 100%;
+ height: 100%;
}
input[type="checkbox"].sheet-complex_roll {
- opacity: 0.0;
- cursor: pointer;
- z-index: 10;
- height: 100%;
+ opacity: 0;
+ cursor: pointer;
+ z-index: 10;
+ height: 100%;
}
/* Header Styling */
.sheet-header {
- color: #3155a4;
- font-family: 'Inknut Antiqua';
- font-size: 1.6em;
- font-weight: 700;
- font-variant: small-caps;
- letter-spacing: -2px;
- text-shadow: 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0;
- background-image: linear-gradient(to right, rgba(216, 216, 216, 0.6), rgba(238, 222, 222, 0));
- border-radius: 25px;
- padding-left: 8px;
- margin-top: 5px;
+ color: #3155a4;
+ font-family: "Inknut Antiqua";
+ font-size: 1.6em;
+ font-weight: 700;
+ font-variant: small-caps;
+ letter-spacing: -2px;
+ text-shadow: 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0,
+ 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0,
+ 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0,
+ 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0;
+ background-image: linear-gradient(
+ to right,
+ rgba(216, 216, 216, 0.6),
+ rgba(238, 222, 222, 0)
+ );
+ border-radius: 25px;
+ padding-left: 8px;
+ margin-top: 5px;
}
.sheet-center-column .sheet-header {
- text-align: center;
- padding: 0px;
+ text-align: center;
+ padding: 0px;
}
/* Handwritten Styling */
.sheet-handwritten {
- font-family: 'Architects Daughter';
- color: #3155a4;
- font-weight: bold;
- text-transform: uppercase;
- -webkit-text-stroke-width: 0.3px;
- -webkit-text-stroke-color: #3155a4;
- letter-spacing: normal;
+ font-family: "Architects Daughter";
+ color: #3155a4;
+ font-weight: bold;
+ text-transform: uppercase;
+ -webkit-text-stroke-width: 0.3px;
+ -webkit-text-stroke-color: #3155a4;
+ letter-spacing: normal;
}
.sheet-underlined-input,
input[type="checkbox"].sheet-underlined + span,
input[type="radio"].sheet-underlined + span,
-.sheet-persona-input
-{
- font-family: 'Architects Daughter';
- color: #3155a4;
- font-weight: bold;
- text-transform: uppercase;
- -webkit-text-stroke-width: 0.3px;
- -webkit-text-stroke-color: #3155a4;
- letter-spacing: normal;
- background: none;
- border-top: none;
- border-left: none;
- border-right: none;
- border-radius: 0px;
- border-bottom: 2px solid rgba(165, 165, 165, 0.8);
- width: 30px !important;
- -webkit-appearance: textfield;
- margin: 0;
- -moz-appearance: textfield;
- text-align: center;
- padding: 0px;
- font-size: 1.2em;
- display: inline-block;
+.sheet-persona-input {
+ font-family: "Architects Daughter";
+ color: #3155a4;
+ font-weight: bold;
+ text-transform: uppercase;
+ -webkit-text-stroke-width: 0.3px;
+ -webkit-text-stroke-color: #3155a4;
+ letter-spacing: normal;
+ background: none;
+ border-top: none;
+ border-left: none;
+ border-right: none;
+ border-radius: 0px;
+ border-bottom: 2px solid rgba(165, 165, 165, 0.8);
+ width: 30px !important;
+ -webkit-appearance: textfield;
+ margin: 0;
+ -moz-appearance: textfield;
+ text-align: center;
+ padding: 0px;
+ font-size: 1.2em;
+ display: inline-block;
}
.sheet-underlined-input::-webkit-outer-spin-button,
.sheet-underlined-input::-webkit-inner-spin-button {
- -webkit-appearance: none;
- margin: 0;
+ -webkit-appearance: none;
+ margin: 0;
}
.sheet-persona-input::-webkit-outer-spin-button,
.sheet-persona-input::-webkit-inner-spin-button {
- opacity: 1;
+ opacity: 1;
}
.sheet-persona-input {
- width: 45px !important;
- -moz-appearance: number-input;
+ width: 45px !important;
+ -moz-appearance: number-input;
}
.sheet-persona-input.sheet-edit,
-.sheet-underlined-input.sheet-edit
-{
- border: none;
- background-color: rgb(255, 255, 0, 0.2);
+.sheet-underlined-input.sheet-edit {
+ border: none;
+ background-color: rgb(255, 255, 0, 0.2);
}
.sheet-underlined-select {
- font-family: 'Architects Daughter';
- color: #3155a4;
- font-weight: bold;
- text-transform: uppercase;
- -webkit-text-stroke-width: 0.3px;
- -webkit-text-stroke-color: #3155a4;
- letter-spacing: normal;
- background: none;
- border-top: none;
- border-left: none;
- border-right: none;
- border-radius: 0px;
- border-bottom: 2px solid rgba(165, 165, 165, 0.8);
- padding: 0px;
- font-size: 1.2em;
- height: 20px;
+ font-family: "Architects Daughter";
+ color: #3155a4;
+ font-weight: bold;
+ text-transform: uppercase;
+ -webkit-text-stroke-width: 0.3px;
+ -webkit-text-stroke-color: #3155a4;
+ letter-spacing: normal;
+ background: none;
+ border-top: none;
+ border-left: none;
+ border-right: none;
+ border-radius: 0px;
+ border-bottom: 2px solid rgba(165, 165, 165, 0.8);
+ padding: 0px;
+ font-size: 1.2em;
+ height: 20px;
}
/* Layout Styling */
.sheet-container {
- width: 1075px;
- position: relative;
- margin-left: -15px;
- background: url('https://i.imgur.com/MzNsfJi.jpg');
- background-size: 100% 100%;
- min-height: 935px;
- display: flex;
+ width: 1075px;
+ position: relative;
+ margin-left: -15px;
+ background: url("https://i.imgur.com/MzNsfJi.jpg");
+ background-size: 100% 100%;
+ min-height: 935px;
+ display: flex;
}
.sheet-left-column {
- display: inline-block;
- vertical-align: top;
- width: 355px;
- height: 100%;
- border-right: 2px solid rgba(165, 165, 165, 0.8);
- position: relative;
+ display: inline-block;
+ vertical-align: top;
+ width: 355px;
+ height: 100%;
+ border-right: 2px solid rgba(165, 165, 165, 0.8);
+ position: relative;
}
.sheet-center-column {
- display: inline-block;
- vertical-align: top;
- width: 188px;
- margin-left: -5px;
- margin-right: -5px;
- height: 100%;
- position: relative;
+ display: inline-block;
+ vertical-align: top;
+ width: 188px;
+ margin-left: -5px;
+ margin-right: -5px;
+ height: 100%;
+ position: relative;
}
.sheet-right-column {
- display: inline-block;
- vertical-align: top;
- width: 530px;
- height: 100%;
- border-left: 2px solid rgba(165, 165, 165, 0.8);
- position: relative;
+ display: inline-block;
+ vertical-align: top;
+ width: 530px;
+ height: 100%;
+ border-left: 2px solid rgba(165, 165, 165, 0.8);
+ position: relative;
}
.sheet-section {
- padding: 10px;
- border-top: 2px solid rgba(165, 165, 165, 0.8);
+ padding: 10px;
+ border-top: 2px solid rgba(165, 165, 165, 0.8);
}
.sheet-container {
- border-bottom: 2px solid rgba(165, 165, 165, 0.8);
+ border-bottom: 2px solid rgba(165, 165, 165, 0.8);
}
.sheet-traits,
.sheet-fate,
-.sheet-check-info
-{
- position: relative;
+.sheet-check-info {
+ position: relative;
}
.sheet-logo {
- background: url('https://i.imgur.com/5SuVIW0.png');
- background-size: 100% 100%;
- height: 53px;
- width: 98%;
- position: absolute;
- top: 0;
- left: 1%;
+ background: url("https://i.imgur.com/5SuVIW0.png");
+ background-size: 100% 100%;
+ height: 53px;
+ width: 98%;
+ position: absolute;
+ top: 0;
+ left: 1%;
}
/* Bubble Styling */
-input[type="radio"].sheet-normal
-{
- position: absolute;
- opacity: 0.0;
- width: 10px;
- cursor: pointer;
- z-index: 10;
- margin-top: 5px;
- margin-right: -4px;
+input[type="radio"].sheet-normal {
+ position: absolute;
+ opacity: 0;
+ width: 10px;
+ cursor: pointer;
+ z-index: 10;
+ margin-top: 5px;
+ margin-right: -4px;
}
-input[type="radio"].sheet-normal + span::before
-{
- border: solid 1px #000000;
- line-height: 11px;
- text-align: center;
- display: inline-block;
- vertical-align: middle;
- -moz-box-shadow: 0 0 0px #000;
- -webkit-box-shadow: 0 0 0px #000;
- box-shadow: 0 0 0px #000;
- background: #000000;
- background: -moz-radial-gradient(#f6f6f6, #dfdfdf);
- background: -webkit-radial-gradient(#f6f6f6, #dfdfdf);
- background: -ms-radial-gradient(#f6f6f6, #dfdfdf);
- background: -o-radial-gradient(#f6f6f6, #dfdfdf);
- background: radial-gradient(#f6f6f6, #dfdfdf);
+input[type="radio"].sheet-normal + span::before {
+ border: solid 1px #000000;
+ line-height: 11px;
+ text-align: center;
+ display: inline-block;
+ vertical-align: middle;
+ -moz-box-shadow: 0 0 0px #000;
+ -webkit-box-shadow: 0 0 0px #000;
+ box-shadow: 0 0 0px #000;
+ background: #000000;
+ background: -moz-radial-gradient(#f6f6f6, #dfdfdf);
+ background: -webkit-radial-gradient(#f6f6f6, #dfdfdf);
+ background: -ms-radial-gradient(#f6f6f6, #dfdfdf);
+ background: -o-radial-gradient(#f6f6f6, #dfdfdf);
+ background: radial-gradient(#f6f6f6, #dfdfdf);
}
-input[type="radio"].sheet-normal + span::before
-{
- content: "•";
- width: 8px;
- height: 8px;
- font-size: 40.9px;
- font-family: "Arial";
- text-indent: -3px;
- font-weight: normal;
- -webkit-font-smoothing: antialiased;
- -moz-border-radius: 50%;
- -webkit-border-radius: 50%;
- border-radius: 50%;
- margin-right: -4px;
+input[type="radio"].sheet-normal + span::before {
+ content: "•";
+ width: 8px;
+ height: 8px;
+ font-size: 40.9px;
+ font-family: "Arial";
+ text-indent: -3px;
+ font-weight: normal;
+ -webkit-font-smoothing: antialiased;
+ -moz-border-radius: 50%;
+ -webkit-border-radius: 50%;
+ border-radius: 50%;
+ margin-right: -4px;
}
-input[type="radio"].sheet-normal:checked ~ input[type="radio"] + span::before
-{
- content: "";
+input[type="radio"].sheet-normal:checked ~ input[type="radio"] + span::before {
+ content: "";
}
-input.sheet-zero:checked + span::before
-{
- opacity: 0;
+input.sheet-zero:checked + span::before {
+ opacity: 0;
}
-input.sheet-zero:hover + span::before
-{
- opacity: 0.25;
- font-size: 12px;
- content: "✖";
- text-indent: -1px;
+input.sheet-zero:hover + span::before {
+ opacity: 0.25;
+ font-size: 12px;
+ content: "✖";
+ text-indent: -1px;
}
-input.sheet-zero + span::before
-{
- opacity: 0;
+input.sheet-zero + span::before {
+ opacity: 0;
}
.sheet-advancement-flag[value="0"] ~ .sheet-advancement-pass .sheet-0,
-
.sheet-advancement-flag[value="1"] ~ .sheet-advancement-pass .sheet-1,
-
.sheet-advancement-flag[value="2"] ~ .sheet-advancement-pass .sheet-1,
.sheet-advancement-flag[value="2"] ~ .sheet-advancement-pass .sheet-2,
-
.sheet-advancement-flag[value="3"] ~ .sheet-advancement-pass .sheet-1,
.sheet-advancement-flag[value="3"] ~ .sheet-advancement-pass .sheet-2,
.sheet-advancement-flag[value="3"] ~ .sheet-advancement-pass .sheet-3,
-
.sheet-advancement-flag[value="4"] ~ .sheet-advancement-pass .sheet-1,
.sheet-advancement-flag[value="4"] ~ .sheet-advancement-pass .sheet-2,
.sheet-advancement-flag[value="4"] ~ .sheet-advancement-pass .sheet-3,
.sheet-advancement-flag[value="4"] ~ .sheet-advancement-pass .sheet-4,
-
.sheet-advancement-flag[value="5"] ~ .sheet-advancement-pass .sheet-1,
.sheet-advancement-flag[value="5"] ~ .sheet-advancement-pass .sheet-2,
.sheet-advancement-flag[value="5"] ~ .sheet-advancement-pass .sheet-3,
.sheet-advancement-flag[value="5"] ~ .sheet-advancement-pass .sheet-4,
.sheet-advancement-flag[value="5"] ~ .sheet-advancement-pass .sheet-5,
-
-.sheet-max10.sheet-advancement-flag[value="0"] ~ .sheet-advancement-pass .sheet-1,
-
-.sheet-max10.sheet-advancement-flag[value="6"] ~ .sheet-advancement-pass .sheet-1,
-.sheet-max10.sheet-advancement-flag[value="6"] ~ .sheet-advancement-pass .sheet-2,
-.sheet-max10.sheet-advancement-flag[value="6"] ~ .sheet-advancement-pass .sheet-3,
-.sheet-max10.sheet-advancement-flag[value="6"] ~ .sheet-advancement-pass .sheet-4,
-.sheet-max10.sheet-advancement-flag[value="6"] ~ .sheet-advancement-pass .sheet-5,
-.sheet-max10.sheet-advancement-flag[value="6"] ~ .sheet-advancement-pass .sheet-6,
-
-.sheet-max10.sheet-advancement-flag[value="7"] ~ .sheet-advancement-pass .sheet-1,
-.sheet-max10.sheet-advancement-flag[value="7"] ~ .sheet-advancement-pass .sheet-2,
-.sheet-max10.sheet-advancement-flag[value="7"] ~ .sheet-advancement-pass .sheet-3,
-.sheet-max10.sheet-advancement-flag[value="7"] ~ .sheet-advancement-pass .sheet-4,
-.sheet-max10.sheet-advancement-flag[value="7"] ~ .sheet-advancement-pass .sheet-5,
-.sheet-max10.sheet-advancement-flag[value="7"] ~ .sheet-advancement-pass .sheet-6,
-.sheet-max10.sheet-advancement-flag[value="7"] ~ .sheet-advancement-pass .sheet-7,
-
-.sheet-max10.sheet-advancement-flag[value="8"] ~ .sheet-advancement-pass .sheet-1,
-.sheet-max10.sheet-advancement-flag[value="8"] ~ .sheet-advancement-pass .sheet-2,
-.sheet-max10.sheet-advancement-flag[value="8"] ~ .sheet-advancement-pass .sheet-3,
-.sheet-max10.sheet-advancement-flag[value="8"] ~ .sheet-advancement-pass .sheet-4,
-.sheet-max10.sheet-advancement-flag[value="8"] ~ .sheet-advancement-pass .sheet-5,
-.sheet-max10.sheet-advancement-flag[value="8"] ~ .sheet-advancement-pass .sheet-6,
-.sheet-max10.sheet-advancement-flag[value="8"] ~ .sheet-advancement-pass .sheet-7,
-.sheet-max10.sheet-advancement-flag[value="8"] ~ .sheet-advancement-pass .sheet-8,
-
-.sheet-max10.sheet-advancement-flag[value="9"] ~ .sheet-advancement-pass .sheet-1,
-.sheet-max10.sheet-advancement-flag[value="9"] ~ .sheet-advancement-pass .sheet-2,
-.sheet-max10.sheet-advancement-flag[value="9"] ~ .sheet-advancement-pass .sheet-3,
-.sheet-max10.sheet-advancement-flag[value="9"] ~ .sheet-advancement-pass .sheet-4,
-.sheet-max10.sheet-advancement-flag[value="9"] ~ .sheet-advancement-pass .sheet-5,
-.sheet-max10.sheet-advancement-flag[value="9"] ~ .sheet-advancement-pass .sheet-6,
-.sheet-max10.sheet-advancement-flag[value="9"] ~ .sheet-advancement-pass .sheet-7,
-.sheet-max10.sheet-advancement-flag[value="9"] ~ .sheet-advancement-pass .sheet-8,
-.sheet-max10.sheet-advancement-flag[value="9"] ~ .sheet-advancement-pass .sheet-9,
-
+.sheet-max10.sheet-advancement-flag[value="0"]
+ ~ .sheet-advancement-pass
+ .sheet-1,
+.sheet-max10.sheet-advancement-flag[value="6"]
+ ~ .sheet-advancement-pass
+ .sheet-1,
+.sheet-max10.sheet-advancement-flag[value="6"]
+ ~ .sheet-advancement-pass
+ .sheet-2,
+.sheet-max10.sheet-advancement-flag[value="6"]
+ ~ .sheet-advancement-pass
+ .sheet-3,
+.sheet-max10.sheet-advancement-flag[value="6"]
+ ~ .sheet-advancement-pass
+ .sheet-4,
+.sheet-max10.sheet-advancement-flag[value="6"]
+ ~ .sheet-advancement-pass
+ .sheet-5,
+.sheet-max10.sheet-advancement-flag[value="6"]
+ ~ .sheet-advancement-pass
+ .sheet-6,
+.sheet-max10.sheet-advancement-flag[value="7"]
+ ~ .sheet-advancement-pass
+ .sheet-1,
+.sheet-max10.sheet-advancement-flag[value="7"]
+ ~ .sheet-advancement-pass
+ .sheet-2,
+.sheet-max10.sheet-advancement-flag[value="7"]
+ ~ .sheet-advancement-pass
+ .sheet-3,
+.sheet-max10.sheet-advancement-flag[value="7"]
+ ~ .sheet-advancement-pass
+ .sheet-4,
+.sheet-max10.sheet-advancement-flag[value="7"]
+ ~ .sheet-advancement-pass
+ .sheet-5,
+.sheet-max10.sheet-advancement-flag[value="7"]
+ ~ .sheet-advancement-pass
+ .sheet-6,
+.sheet-max10.sheet-advancement-flag[value="7"]
+ ~ .sheet-advancement-pass
+ .sheet-7,
+.sheet-max10.sheet-advancement-flag[value="8"]
+ ~ .sheet-advancement-pass
+ .sheet-1,
+.sheet-max10.sheet-advancement-flag[value="8"]
+ ~ .sheet-advancement-pass
+ .sheet-2,
+.sheet-max10.sheet-advancement-flag[value="8"]
+ ~ .sheet-advancement-pass
+ .sheet-3,
+.sheet-max10.sheet-advancement-flag[value="8"]
+ ~ .sheet-advancement-pass
+ .sheet-4,
+.sheet-max10.sheet-advancement-flag[value="8"]
+ ~ .sheet-advancement-pass
+ .sheet-5,
+.sheet-max10.sheet-advancement-flag[value="8"]
+ ~ .sheet-advancement-pass
+ .sheet-6,
+.sheet-max10.sheet-advancement-flag[value="8"]
+ ~ .sheet-advancement-pass
+ .sheet-7,
+.sheet-max10.sheet-advancement-flag[value="8"]
+ ~ .sheet-advancement-pass
+ .sheet-8,
+.sheet-max10.sheet-advancement-flag[value="9"]
+ ~ .sheet-advancement-pass
+ .sheet-1,
+.sheet-max10.sheet-advancement-flag[value="9"]
+ ~ .sheet-advancement-pass
+ .sheet-2,
+.sheet-max10.sheet-advancement-flag[value="9"]
+ ~ .sheet-advancement-pass
+ .sheet-3,
+.sheet-max10.sheet-advancement-flag[value="9"]
+ ~ .sheet-advancement-pass
+ .sheet-4,
+.sheet-max10.sheet-advancement-flag[value="9"]
+ ~ .sheet-advancement-pass
+ .sheet-5,
+.sheet-max10.sheet-advancement-flag[value="9"]
+ ~ .sheet-advancement-pass
+ .sheet-6,
+.sheet-max10.sheet-advancement-flag[value="9"]
+ ~ .sheet-advancement-pass
+ .sheet-7,
+.sheet-max10.sheet-advancement-flag[value="9"]
+ ~ .sheet-advancement-pass
+ .sheet-8,
+.sheet-max10.sheet-advancement-flag[value="9"]
+ ~ .sheet-advancement-pass
+ .sheet-9,
.sheet-advancement-flag[value="2"] ~ .sheet-advancement-fail .sheet-1,
-
.sheet-advancement-flag[value="3"] ~ .sheet-advancement-fail .sheet-1,
.sheet-advancement-flag[value="3"] ~ .sheet-advancement-fail .sheet-2,
-
.sheet-advancement-flag[value="4"] ~ .sheet-advancement-fail .sheet-1,
.sheet-advancement-flag[value="4"] ~ .sheet-advancement-fail .sheet-2,
.sheet-advancement-flag[value="4"] ~ .sheet-advancement-fail .sheet-3,
-
.sheet-advancement-flag[value="5"] ~ .sheet-advancement-fail .sheet-1,
.sheet-advancement-flag[value="5"] ~ .sheet-advancement-fail .sheet-2,
.sheet-advancement-flag[value="5"] ~ .sheet-advancement-fail .sheet-3,
.sheet-advancement-flag[value="5"] ~ .sheet-advancement-fail .sheet-4,
-
-.sheet-max10.sheet-advancement-flag[value="6"] ~ .sheet-advancement-fail .sheet-1,
-.sheet-max10.sheet-advancement-flag[value="6"] ~ .sheet-advancement-fail .sheet-2,
-.sheet-max10.sheet-advancement-flag[value="6"] ~ .sheet-advancement-fail .sheet-3,
-.sheet-max10.sheet-advancement-flag[value="6"] ~ .sheet-advancement-fail .sheet-4,
-.sheet-max10.sheet-advancement-flag[value="6"] ~ .sheet-advancement-fail .sheet-5,
-
-.sheet-max10.sheet-advancement-flag[value="7"] ~ .sheet-advancement-fail .sheet-1,
-.sheet-max10.sheet-advancement-flag[value="7"] ~ .sheet-advancement-fail .sheet-2,
-.sheet-max10.sheet-advancement-flag[value="7"] ~ .sheet-advancement-fail .sheet-3,
-.sheet-max10.sheet-advancement-flag[value="7"] ~ .sheet-advancement-fail .sheet-4,
-.sheet-max10.sheet-advancement-flag[value="7"] ~ .sheet-advancement-fail .sheet-5,
-.sheet-max10.sheet-advancement-flag[value="7"] ~ .sheet-advancement-fail .sheet-6,
-
-.sheet-max10.sheet-advancement-flag[value="8"] ~ .sheet-advancement-fail .sheet-1,
-.sheet-max10.sheet-advancement-flag[value="8"] ~ .sheet-advancement-fail .sheet-2,
-.sheet-max10.sheet-advancement-flag[value="8"] ~ .sheet-advancement-fail .sheet-3,
-.sheet-max10.sheet-advancement-flag[value="8"] ~ .sheet-advancement-fail .sheet-4,
-.sheet-max10.sheet-advancement-flag[value="8"] ~ .sheet-advancement-fail .sheet-5,
-.sheet-max10.sheet-advancement-flag[value="8"] ~ .sheet-advancement-fail .sheet-6,
-.sheet-max10.sheet-advancement-flag[value="8"] ~ .sheet-advancement-fail .sheet-7,
-
-.sheet-max10.sheet-advancement-flag[value="9"] ~ .sheet-advancement-fail .sheet-1,
-.sheet-max10.sheet-advancement-flag[value="9"] ~ .sheet-advancement-fail .sheet-2,
-.sheet-max10.sheet-advancement-flag[value="9"] ~ .sheet-advancement-fail .sheet-3,
-.sheet-max10.sheet-advancement-flag[value="9"] ~ .sheet-advancement-fail .sheet-4,
-.sheet-max10.sheet-advancement-flag[value="9"] ~ .sheet-advancement-fail .sheet-5,
-.sheet-max10.sheet-advancement-flag[value="9"] ~ .sheet-advancement-fail .sheet-6,
-.sheet-max10.sheet-advancement-flag[value="9"] ~ .sheet-advancement-fail .sheet-7,
-.sheet-max10.sheet-advancement-flag[value="9"] ~ .sheet-advancement-fail .sheet-8,
-
+.sheet-max10.sheet-advancement-flag[value="6"]
+ ~ .sheet-advancement-fail
+ .sheet-1,
+.sheet-max10.sheet-advancement-flag[value="6"]
+ ~ .sheet-advancement-fail
+ .sheet-2,
+.sheet-max10.sheet-advancement-flag[value="6"]
+ ~ .sheet-advancement-fail
+ .sheet-3,
+.sheet-max10.sheet-advancement-flag[value="6"]
+ ~ .sheet-advancement-fail
+ .sheet-4,
+.sheet-max10.sheet-advancement-flag[value="6"]
+ ~ .sheet-advancement-fail
+ .sheet-5,
+.sheet-max10.sheet-advancement-flag[value="7"]
+ ~ .sheet-advancement-fail
+ .sheet-1,
+.sheet-max10.sheet-advancement-flag[value="7"]
+ ~ .sheet-advancement-fail
+ .sheet-2,
+.sheet-max10.sheet-advancement-flag[value="7"]
+ ~ .sheet-advancement-fail
+ .sheet-3,
+.sheet-max10.sheet-advancement-flag[value="7"]
+ ~ .sheet-advancement-fail
+ .sheet-4,
+.sheet-max10.sheet-advancement-flag[value="7"]
+ ~ .sheet-advancement-fail
+ .sheet-5,
+.sheet-max10.sheet-advancement-flag[value="7"]
+ ~ .sheet-advancement-fail
+ .sheet-6,
+.sheet-max10.sheet-advancement-flag[value="8"]
+ ~ .sheet-advancement-fail
+ .sheet-1,
+.sheet-max10.sheet-advancement-flag[value="8"]
+ ~ .sheet-advancement-fail
+ .sheet-2,
+.sheet-max10.sheet-advancement-flag[value="8"]
+ ~ .sheet-advancement-fail
+ .sheet-3,
+.sheet-max10.sheet-advancement-flag[value="8"]
+ ~ .sheet-advancement-fail
+ .sheet-4,
+.sheet-max10.sheet-advancement-flag[value="8"]
+ ~ .sheet-advancement-fail
+ .sheet-5,
+.sheet-max10.sheet-advancement-flag[value="8"]
+ ~ .sheet-advancement-fail
+ .sheet-6,
+.sheet-max10.sheet-advancement-flag[value="8"]
+ ~ .sheet-advancement-fail
+ .sheet-7,
+.sheet-max10.sheet-advancement-flag[value="9"]
+ ~ .sheet-advancement-fail
+ .sheet-1,
+.sheet-max10.sheet-advancement-flag[value="9"]
+ ~ .sheet-advancement-fail
+ .sheet-2,
+.sheet-max10.sheet-advancement-flag[value="9"]
+ ~ .sheet-advancement-fail
+ .sheet-3,
+.sheet-max10.sheet-advancement-flag[value="9"]
+ ~ .sheet-advancement-fail
+ .sheet-4,
+.sheet-max10.sheet-advancement-flag[value="9"]
+ ~ .sheet-advancement-fail
+ .sheet-5,
+.sheet-max10.sheet-advancement-flag[value="9"]
+ ~ .sheet-advancement-fail
+ .sheet-6,
+.sheet-max10.sheet-advancement-flag[value="9"]
+ ~ .sheet-advancement-fail
+ .sheet-7,
+.sheet-max10.sheet-advancement-flag[value="9"]
+ ~ .sheet-advancement-fail
+ .sheet-8,
.sheet-untaxed_nature[value="1"] ~ div .sheet-beginner-checks .sheet-1,
-
.sheet-untaxed_nature[value="2"] ~ div .sheet-beginner-checks .sheet-1,
.sheet-untaxed_nature[value="2"] ~ div .sheet-beginner-checks .sheet-2,
-
.sheet-untaxed_nature[value="3"] ~ div .sheet-beginner-checks .sheet-1,
.sheet-untaxed_nature[value="3"] ~ div .sheet-beginner-checks .sheet-2,
.sheet-untaxed_nature[value="3"] ~ div .sheet-beginner-checks .sheet-3,
-
.sheet-untaxed_nature[value="4"] ~ div .sheet-beginner-checks .sheet-1,
.sheet-untaxed_nature[value="4"] ~ div .sheet-beginner-checks .sheet-2,
.sheet-untaxed_nature[value="4"] ~ div .sheet-beginner-checks .sheet-3,
.sheet-untaxed_nature[value="4"] ~ div .sheet-beginner-checks .sheet-4,
-
.sheet-untaxed_nature[value="5"] ~ div .sheet-beginner-checks .sheet-1,
.sheet-untaxed_nature[value="5"] ~ div .sheet-beginner-checks .sheet-2,
.sheet-untaxed_nature[value="5"] ~ div .sheet-beginner-checks .sheet-3,
.sheet-untaxed_nature[value="5"] ~ div .sheet-beginner-checks .sheet-4,
.sheet-untaxed_nature[value="5"] ~ div .sheet-beginner-checks .sheet-5,
-
.sheet-untaxed_nature[value="6"] ~ div .sheet-beginner-checks .sheet-1,
.sheet-untaxed_nature[value="6"] ~ div .sheet-beginner-checks .sheet-2,
.sheet-untaxed_nature[value="6"] ~ div .sheet-beginner-checks .sheet-3,
.sheet-untaxed_nature[value="6"] ~ div .sheet-beginner-checks .sheet-4,
.sheet-untaxed_nature[value="6"] ~ div .sheet-beginner-checks .sheet-5,
.sheet-untaxed_nature[value="6"] ~ div .sheet-beginner-checks .sheet-6,
-
.sheet-show-advancement[value="1"] ~ .sheet-advancement-checkbox,
-.sheet-roll_type[value="simple"] ~ div .sheet-beginner_luck_flag[value="0"] ~ .sheet-simple_roll.sheet-beginner_luck,
-.sheet-roll_type[value="simple"] ~ div .sheet-beginner_luck_flag:not([value="0"]) ~ .sheet-simple_roll.sheet-normal,
-.sheet-roll_type[value="complex"] ~ div .sheet-complex_roll
-{
- display: inline-block;
+.sheet-roll_type[value="simple"]
+ ~ div
+ .sheet-beginner_luck_flag[value="0"]
+ ~ .sheet-simple_roll.sheet-beginner_luck,
+.sheet-roll_type[value="simple"]
+ ~ div
+ .sheet-beginner_luck_flag:not([value="0"])
+ ~ .sheet-simple_roll.sheet-normal,
+.sheet-roll_type[value="complex"] ~ div .sheet-complex_roll {
+ display: inline-block;
}
.sheet-advancement-flag[value="0"]:not(.sheet-max10) ~ .sheet-advancement-pass,
.sheet-advancement-flag[value="0"]:not(.sheet-max10) ~ .sheet-advancement-fail,
-.sheet-advancement-flag:not([value="0"]) ~ .sheet-beginner-checks
-{
- display: none;
+.sheet-advancement-flag:not([value="0"]) ~ .sheet-beginner-checks {
+ display: none;
}
.sheet-advancement-checkbox {
- position: absolute;
- right: 0;
- top: 0;
- width: 15px;
- height: 15px;
+ position: absolute;
+ right: 0;
+ top: 0;
+ width: 15px;
+ height: 15px;
}
input[type="checkbox"].sheet-advancement-checkbox {
- opacity: 0.0;
- cursor: pointer;
- z-index: 10;
- height: 15px;
+ opacity: 0;
+ cursor: pointer;
+ z-index: 10;
+ height: 15px;
}
input[type="checkbox"].sheet-advancement-checkbox + span {
- background: url('https://i.imgur.com/lz44L8d.png');
- background-size: 100% 100%;
+ background: url("https://i.imgur.com/lz44L8d.png");
+ background-size: 100% 100%;
}
/* Condition Checkbox Styling */
-.sheet-conditions .sheet-body .sheet-condition
-{
- position: relative;
+.sheet-conditions .sheet-body .sheet-condition {
+ position: relative;
}
input[type="checkbox"].sheet-underlined,
-input[type="radio"].sheet-underlined
-{
- position: absolute;
- opacity: 0.0;
- width: 30px;
- cursor: pointer;
- z-index: 10;
+input[type="radio"].sheet-underlined {
+ position: absolute;
+ opacity: 0;
+ width: 30px;
+ cursor: pointer;
+ z-index: 10;
}
input[type="checkbox"].sheet-underlined:checked + span::before,
-input[type="radio"].sheet-underlined:checked + span::before
-{
- content: "x";
- position: absolute;
- top: -4px;
- left: 11px;
+input[type="radio"].sheet-underlined:checked + span::before {
+ content: "x";
+ position: absolute;
+ top: -4px;
+ left: 11px;
}
.sheet-conditions .sheet-body .sheet-leftside,
-.sheet-conditions .sheet-body .sheet-rightside
-{
- height: 19px;
- display: inline-block;
+.sheet-conditions .sheet-body .sheet-rightside {
+ height: 19px;
+ display: inline-block;
}
.sheet-conditions .sheet-body .sheet-leftside {
- width: 70%;
+ width: 70%;
}
.sheet-conditions .sheet-body .sheet-rightside {
- width: 27%;
- position: relative;
+ width: 27%;
+ position: relative;
}
.sheet-conditions .sheet-body .sheet-rightside .sheet-complex_roll {
- top: 7px;
+ top: 7px;
}
.sheet-conditions .sheet-body .sheet-rightside .sheet-simple_roll {
- vertical-align: bottom;
+ vertical-align: bottom;
+}
+
+.sheet-conditions .sheet-right {
+ text-align: right;
+}
+
+.sheet-conditions .sheet-right .sheet-complex_roll,
+.sheet-conditions .sheet-right .sheet-complex_roll + span {
+ width: 60px;
}
.sheet-hidden.sheet-condition-display {
- display: none;
+ display: none;
}
input.sheet-condition-flag[value="1"] + .sheet-condition-display {
- display: block;
+ display: block;
}
.sheet-warning {
- background-color: rgb(255, 255, 0, 0.2);
- border: 1px solid rgba(165, 165, 165, 0.8);
- border-radius: 5px;
- padding: 5px;
- margin-top: 5px;
- margin-bottom: 5px;
+ background-color: rgb(255, 255, 0, 0.2);
+ border: 1px solid rgba(165, 165, 165, 0.8);
+ border-radius: 5px;
+ padding: 5px;
+ margin-top: 5px;
+ margin-bottom: 5px;
}
.sheet-skills .sheet-row.sheet-warning {
- height: 18px;
+ height: 18px;
}
-.sheet-skills input.sheet-afraid-flag.sheet-condition-flag[value="1"] ~ .sheet-column-skills input.sheet-beginner_luck_flag[value="0"] ~ button,
-.sheet-skills input.sheet-afraid-flag.sheet-condition-flag[value="1"] ~ .sheet-column-skills input.sheet-beginner_luck_flag[value="0"] ~ input,
-.sheet-skills input.sheet-afraid-flag.sheet-condition-flag[value="1"] ~ .sheet-column-skills input.sheet-beginner_luck_flag[value="0"] ~ input + span
-{
- cursor: not-allowed;
- pointer-events: none;
- color: rgba(150, 150, 150, 0.8);
+.sheet-skills
+ input.sheet-afraid-flag.sheet-condition-flag[value="1"]
+ ~ .sheet-column-skills
+ input.sheet-beginner_luck_flag[value="0"]
+ ~ button,
+.sheet-skills
+ input.sheet-afraid-flag.sheet-condition-flag[value="1"]
+ ~ .sheet-column-skills
+ input.sheet-beginner_luck_flag[value="0"]
+ ~ input,
+.sheet-skills
+ input.sheet-afraid-flag.sheet-condition-flag[value="1"]
+ ~ .sheet-column-skills
+ input.sheet-beginner_luck_flag[value="0"]
+ ~ input
+ + span {
+ cursor: not-allowed;
+ pointer-events: none;
+ color: rgba(150, 150, 150, 0.8);
}
-.sheet-skills input.sheet-sick-flag.sheet-condition-flag[value="1"] ~ .sheet-column-skills input[type="radio"],
-.sheet-skills input.sheet-sick-flag.sheet-condition-flag[value="1"] ~ .sheet-column-skills input[type="radio"] + span
-{
- cursor: not-allowed;
- pointer-events: none;
- color: rgba(150, 150, 150, 0.8);
+.sheet-skills
+ input.sheet-sick-flag.sheet-condition-flag[value="1"]
+ ~ .sheet-column-skills
+ input[type="radio"],
+.sheet-skills
+ input.sheet-sick-flag.sheet-condition-flag[value="1"]
+ ~ .sheet-column-skills
+ input[type="radio"]
+ + span {
+ cursor: not-allowed;
+ pointer-events: none;
+ color: rgba(150, 150, 150, 0.8);
}
-.sheet-skills input.sheet-sick-flag.sheet-condition-flag[value="1"] ~ .sheet-column-skills input[type="radio"] + span::before {
- background: radial-gradient(rgba(150, 150, 150, 0.8), rgba(150, 150, 150, 0.8));
- border: 1px solid rgba(150, 150, 150, 0.8)
+.sheet-skills
+ input.sheet-sick-flag.sheet-condition-flag[value="1"]
+ ~ .sheet-column-skills
+ input[type="radio"]
+ + span::before {
+ background: radial-gradient(
+ rgba(150, 150, 150, 0.8),
+ rgba(150, 150, 150, 0.8)
+ );
+ border: 1px solid rgba(150, 150, 150, 0.8);
}
/* Who You Are Styling */
.sheet-who-you-are .sheet-column-2 .sheet-row span:first-of-type {
- margin-right: 5px;
+ margin-right: 5px;
}
/* Traits */
.sheet-trait {
- margin-bottom: 10px;
- min-height: 40px;
+ margin-bottom: 10px;
+ min-height: 40px;
}
.sheet-trait div {
- vertical-align: top;
+ vertical-align: top;
}
.sheet-trait-name {
- width: 120px;
- display: inline-block;
+ width: 120px;
+ display: inline-block;
}
.sheet-trait-level {
- width: 80px;
- display: inline-block;
+ width: 80px;
+ display: inline-block;
}
.sheet-trait-uses {
- width: 90px;
- display: inline-block;
+ width: 90px;
+ display: inline-block;
}
.sheet-trait-checks {
- width: 28px;
- display: inline-block;
+ width: 28px;
+ display: inline-block;
}
.sheet-traits-flag[value="1"] ~ div .sheet-1,
.sheet-traits-flag[value="2"] ~ div .sheet-2,
.sheet-traits-flag[value="3"] ~ div .sheet-3 {
- display: inline-block;
+ display: inline-block;
}
.sheet-trait-name input {
- width: 115px;
+ width: 115px;
}
.sheet-trait-level select {
- width: 80px;
+ width: 80px;
}
/* ABILITIES AND SKILLS */
.sheet-raw-abilities,
.sheet-town-abilities {
- display: inline-block;
- width: 95px;
- padding-right: 5px;
- vertical-align: top;
- position: relative;
- height: 30px;
+ display: inline-block;
+ width: 95px;
+ padding-right: 5px;
+ vertical-align: top;
+ position: relative;
+ height: 30px;
}
.sheet-rating {
- display: inline-block;
- width: 25px;
- margin-right: 10px;
- text-align: center;
- vertical-align: top;
+ display: inline-block;
+ width: 25px;
+ margin-right: 10px;
+ text-align: center;
+ vertical-align: top;
}
.sheet-advancement {
- display: inline-block;
- width: 110px;
- line-height: 10px;
+ display: inline-block;
+ width: 110px;
+ line-height: 10px;
}
.sheet-nature-descriptor {
- display: inline-block;
- margin-left: 5px;
+ display: inline-block;
+ margin-left: 5px;
}
.sheet-nature-descriptor:not(:last-child) span::after {
- content: ",";
+ content: ",";
}
.sheet-abilities .sheet-row,
-.sheet-skills .sheet-row
-{
- height: 30px;
+.sheet-skills .sheet-row {
+ height: 30px;
}
.sheet-abilities .sheet-rating:not(.sheet-header-only),
.sheet-skills .sheet-rating:not(.sheet-header-only) {
- border-radius: 0px;
- border-bottom: 2px solid rgba(165, 165, 165, 0.8);
- font-size: 1.2em;
- line-height: .9;
+ border-radius: 0px;
+ border-bottom: 2px solid rgba(165, 165, 165, 0.8);
+ font-size: 1.2em;
+ line-height: 0.9;
}
.sheet-raw-abilities.sheet-nature {
- width: 80px;
+ width: 80px;
}
.sheet-rating.sheet-nature {
- width: 40px;
+ width: 40px;
}
.sheet-rating.sheet-nature .sheet-edit {
- width: 12px !important;
+ width: 12px !important;
}
.sheet-might-container {
- vertical-align: top;
+ vertical-align: top;
}
.sheet-might {
- display: inline-block;
- margin-right: 15px;
+ display: inline-block;
+ margin-right: 15px;
}
-input[type=radio].sheet-editing:checked ~ .sheet-tabcontainer .sheet-might + .sheet-rating {
- position: relative;
- min-height: 25px;
+input[type="radio"].sheet-editing:checked
+ ~ .sheet-tabcontainer
+ .sheet-might
+ + .sheet-rating {
+ position: relative;
+ min-height: 25px;
}
.sheet-beginner-checks .sheet-bl-label {
- margin-right: -7px;
+ margin-right: -7px;
}
.sheet-skill-footer .sheet-footer-left,
.sheet-skill-footer .sheet-footer-right {
- display: inline-block;
+ display: inline-block;
}
.sheet-skill-footer .sheet-footer-left {
- width: 22.5%;
- border-right: 1px solid black;
+ width: 22.5%;
+ border-right: 1px solid black;
}
.sheet-skill-footer .sheet-footer-right {
- width: 76%;
+ width: 76%;
}
.sheet-skill-footer .sheet-row {
- height: 12px;
+ height: 12px;
}
.sheet-roll_type[value="simple"] ~ div .sheet-precedence {
- margin-left: 9px;
+ margin-left: 9px;
}
.sheet-nature-descriptor input {
- width: 120px;
+ width: 120px;
}
.sheet-town-abilities input.sheet-edit {
- width: 100px;
+ width: 100px;
}
.sheet-advancement {
- position: relative;
+ position: relative;
}
.sheet-advancement .sheet-edit {
- width: 68px;
- position: absolute;
- top: -5px;
- right: 0px;
+ width: 68px;
+ position: absolute;
+ top: -5px;
+ right: 0px;
}
.sheet-advancement .sheet-edit select {
- width: 68px;
+ width: 68px;
}
.sheet-column-skills {
- width: calc(50% - 2px);
- display: inline-block;
- vertical-align: top;
+ width: calc(50% - 2px);
+ display: inline-block;
+ vertical-align: top;
}
.sheet-bl-ability {
- position: absolute;
- right: 14px;
- font-size: .8em;
+ position: absolute;
+ right: 14px;
+ font-size: 0.8em;
}
.sheet-bl-ability-flag[value="w"] ~ .sheet-w,
-.sheet-bl-ability-flag[value="h"] ~ .sheet-h
-{
- display: inline-block;
+.sheet-bl-ability-flag[value="h"] ~ .sheet-h {
+ display: inline-block;
}
/* Fate Styling */
.sheet-fate .sheet-box {
- display: inline-block;
- padding: 5px;
- border: 2px solid rgba(150, 150, 150, 0.8);
- margin-right: -5px;
- width: 60px;
- position: relative;
+ display: inline-block;
+ padding: 5px;
+ border: 2px solid rgba(150, 150, 150, 0.8);
+ margin-right: -5px;
+ width: 60px;
+ position: relative;
}
.sheet-fate .sheet-name-header {
- margin-top: 10px;
+ margin-top: 10px;
}
.sheet-fate .sheet-compact,
.sheet-check-info .sheet-compact {
- margin-top: 3px;
+ margin-top: 3px;
}
/* Who You Are & What You Fight For Styling */
.sheet-who-you-are .sheet-row,
-.sheet-what-you-fight-for .sheet-body > .sheet-row
-{
- margin-top: 6px;
+.sheet-what-you-fight-for .sheet-body > .sheet-row {
+ margin-top: 6px;
}
.sheet-conditions .sheet-body > .sheet-row {
- margin-top: 12px;
+ margin-top: 12px;
}
.sheet-who-you-are .sheet-row {
- min-height: 25px;
+ min-height: 25px;
}
.sheet-what-you-fight-for .sheet-body > .sheet-row {
- min-height: 75px;
+ min-height: 75px;
}
.sheet-what-you-fight-for textarea {
- width: calc(100% - 15px);
- resize: vertical;
- height: 40px;
+ width: calc(100% - 15px);
+ resize: vertical;
+ height: 40px;
}
/* Wises Styling */
.sheet-wise-check-container {
- position: relative;
- display: inline-block;
+ position: relative;
+ display: inline-block;
}
.sheet-wise-check-container:not(:last-child) {
- border-right: 1px solid black;
- padding-right: 5px;
+ border-right: 1px solid black;
+ padding-right: 5px;
}
.sheet-wise-check-container input[type="checkbox"].sheet-underlined,
.sheet-wise-check-container input[type="checkbox"].sheet-underlined + span,
.sheet-wise-check-container input[type="radio"].sheet-underlined,
-.sheet-wise-check-container input[type="radio"].sheet-underlined + span
-{
- width: 15px !important;
+.sheet-wise-check-container input[type="radio"].sheet-underlined + span {
+ width: 15px !important;
}
-.sheet-wise-check-container input[type="checkbox"].sheet-underlined + span:before,
-.sheet-wise-check-container input[type="radio"].sheet-underlined + span:before
-{
- left: 3px;
+.sheet-wise-check-container
+ input[type="checkbox"].sheet-underlined
+ + span:before,
+.sheet-wise-check-container input[type="radio"].sheet-underlined + span:before {
+ left: 3px;
}
.sheet-wises .sheet-name-container {
- min-height: 20px;
- border-bottom: 1px solid black;
- margin-bottom: 5px;
+ min-height: 20px;
+ border-bottom: 1px solid black;
+ margin-bottom: 5px;
}
.sheet-wises .sheet-row {
- margin-bottom: 10px;
+ margin-bottom: 10px;
}
.sheet-wises-left,
.sheet-wises-right {
- width: 45%;
- display: inline-block;
+ width: 45%;
+ display: inline-block;
}
.sheet-wises-left {
- margin-right: 5%;
+ margin-right: 5%;
}
/* Complex Roll Styling */
-.sheet-modal-flag[value="1"] + .sheet-complex-roll-modal
-{
- display: block;
- position: fixed;
- top: 100px;
- right: 0;
- left: 0;
- margin-right: auto;
- margin-left: auto;
- z-index: 100;
- width: 500px;
- background: rgb(240, 240, 240);
- border: 2px solid rgba(64, 64, 64, 0.8);
- border-radius: 5px;
- padding: 10px;
+.sheet-modal-flag[value="1"] + .sheet-complex-roll-modal {
+ display: block;
+ position: fixed;
+ top: 100px;
+ right: 0;
+ left: 0;
+ margin-right: auto;
+ margin-left: auto;
+ z-index: 100;
+ width: 500px;
+ background: rgb(240, 240, 240);
+ border: 2px solid rgba(64, 64, 64, 0.8);
+ border-radius: 5px;
+ padding: 10px;
}
-input[type=checkbox].sheet-close-complex-modal,
-input[type=checkbox].sheet-close-complex-modal + span {
- position: absolute;
- top: 0px;
- right: 0px;
- width: 15px;
- height: 15px;
+input[type="checkbox"].sheet-close-complex-modal,
+input[type="checkbox"].sheet-close-complex-modal + span {
+ position: absolute;
+ top: 0px;
+ right: 0px;
+ width: 15px;
+ height: 15px;
}
-input[type=checkbox].sheet-close-complex-modal {
- cursor: pointer;
- opacity: 0;
- z-index: 101;
+input[type="checkbox"].sheet-close-complex-modal {
+ cursor: pointer;
+ opacity: 0;
+ z-index: 101;
}
-input[type=checkbox].sheet-close-complex-modal + span::before {
- content: "✖";
+input[type="checkbox"].sheet-close-complex-modal + span::before {
+ content: "✖";
}
.sheet-check-container {
- position: relative;
- height: 25px;
+ position: relative;
+ height: 25px;
}
input.sheet-ob-flag[value="independent"] ~ .sheet-independent,
input.sheet-ob-flag[value="versus"] ~ .sheet-versus,
input.sheet-ob-flag[value="versus"] ~ div .sheet-versus,
-input.sheet-ob-flag[value="conflict"] ~ .sheet-conflict
-{
- display: block;
+input.sheet-ob-flag[value="conflict"] ~ .sheet-conflict {
+ display: block;
}
.sheet-roll-choices {
- border-top: 2px solid rgba(165, 165, 165, 0.8);
- margin-top: 10px;
- padding-top: 10px;
+ border-top: 2px solid rgba(165, 165, 165, 0.8);
+ margin-top: 10px;
+ padding-top: 10px;
}
.sheet-trait-mod:checked ~ .sheet-trait-mod-options,
@@ -1093,63 +1207,61 @@ input.sheet-mod-flag:not([value="0"]) + .sheet-mod,
/* input.sheet-mod-flag[value="1"] + .sheet-mod, */
input.sheet-mod-flag[value="1"] + input.sheet-not-town[value="1"] + .sheet-mod,
input.sheet-mod-flag-bl[value="ceil(("] + .sheet-mod,
-input.sheet-in-or-out[value="outside"] + .sheet-out
-{
- display: inline-block;
+input.sheet-in-or-out[value="outside"] + .sheet-out {
+ display: inline-block;
}
.sheet-row.sheet-check-container.sheet-hidden,
-.sheet-row.sheet-conflict.sheet-hidden
-{
- display: none;
+.sheet-row.sheet-conflict.sheet-hidden {
+ display: none;
}
.sheet-trait-select {
- width: 130px;
+ width: 130px;
}
.sheet-nature-select {
- width: 80px;
+ width: 80px;
}
-input[type=number].sheet-ob-input {
- font-family: 'Architects Daughter';
- color: #3155a4;
- font-weight: bold;
- text-transform: uppercase;
- -webkit-text-stroke-width: 0.3px;
- -webkit-text-stroke-color: #3155a4;
- letter-spacing: normal;
- background: none;
- border-top: none;
- border-left: none;
- border-right: none;
- border-radius: 0px;
- border-bottom: 2px solid rgba(165, 165, 165, 0.8);
- width: 50px;
- text-align: center;
- padding: 0px;
- font-size: 2.5em;
+input[type="number"].sheet-ob-input {
+ font-family: "Architects Daughter";
+ color: #3155a4;
+ font-weight: bold;
+ text-transform: uppercase;
+ -webkit-text-stroke-width: 0.3px;
+ -webkit-text-stroke-color: #3155a4;
+ letter-spacing: normal;
+ background: none;
+ border-top: none;
+ border-left: none;
+ border-right: none;
+ border-radius: 0px;
+ border-bottom: 2px solid rgba(165, 165, 165, 0.8);
+ width: 50px;
+ text-align: center;
+ padding: 0px;
+ font-size: 2.5em;
}
.sheet-roll-obstacle {
- position: relative;
+ position: relative;
}
.sheet-rolling {
- margin-top: 17px;
+ margin-top: 17px;
}
-button[type=roll].sheet-complex-roll-button {
- position: absolute;
- right: 10px;
- bottom: -5px;
- width: 33%;
- height: 25px;
- background: #3155a4;
- border: 2px solid rgba(165, 165, 165, 0.8);
- text-align: center;
- z-index: 10;
+button[type="roll"].sheet-complex-roll-button {
+ position: absolute;
+ right: 10px;
+ bottom: -5px;
+ width: 33%;
+ height: 25px;
+ background: #3155a4;
+ border: 2px solid rgba(165, 165, 165, 0.8);
+ text-align: center;
+ z-index: 10;
}
/* input[type=checkbox].sheet-complex-roll-listener {
@@ -1162,107 +1274,102 @@ button[type=roll].sheet-complex-roll-button {
z-index: 10;
} */
-button[type=roll].sheet-complex-roll-button span {
- color: white;
- -webkit-text-stroke-color: white;
+button[type="roll"].sheet-complex-roll-button span {
+ color: white;
+ -webkit-text-stroke-color: white;
}
.sheet-disposition-type {
- width: 110%;
+ width: 110%;
}
.sheet-disposition-type input[type="radio"].sheet-underlined + span {
- margin-right: 3px;
+ margin-right: 3px;
}
.sheet-disposition-type input[type="radio"].sheet-underlined + span::before {
- left: 3px;
+ left: 3px;
}
.sheet-disposition-type input[type="radio"].sheet-underlined,
.sheet-disposition-type input[type="radio"].sheet-underlined + span {
- width: 15px !important;
+ width: 15px !important;
}
.sheet-disposition-type div {
- display: inline-block;
+ display: inline-block;
}
.sheet-disposition-type .sheet-disposition-subtype {
- position: absolute;
- right: 0px;
- top: 10px;
- width: 85px;
+ position: absolute;
+ right: 0px;
+ top: 10px;
+ width: 85px;
}
.sheet-check-container.sheet-bottom {
- height: 40px;
+ height: 40px;
}
/* Roll Template Styling */
.sheet-rolltemplate-simple .sheet-container,
-.sheet-rolltemplate-complex .sheet-container
-{
- background: rgb(240, 240, 240);
- border: 2px solid rgba(150, 150, 150, 0.8);
- border-radius: 5px;
- padding: 10px;
+.sheet-rolltemplate-complex .sheet-container {
+ background: rgb(240, 240, 240);
+ border: 2px solid rgba(150, 150, 150, 0.8);
+ border-radius: 5px;
+ padding: 10px;
}
.sheet-rolltemplate-simple .sheet-name,
-.sheet-rolltemplate-complex .sheet-name
-{
- color: #3155a4;
- font-family: 'Inknut Antiqua';
- font-size: 1.4em;
- font-weight: 700;
- font-variant: small-caps;
- letter-spacing: -2px;
- text-shadow: 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0;
+.sheet-rolltemplate-complex .sheet-name {
+ color: #3155a4;
+ font-family: "Inknut Antiqua";
+ font-size: 1.4em;
+ font-weight: 700;
+ font-variant: small-caps;
+ letter-spacing: -2px;
+ text-shadow: 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0,
+ 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0,
+ 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0,
+ 0 0 2px #bac6e0, 0 0 2px #bac6e0, 0 0 2px #bac6e0;
}
.sheet-rolltemplate-simple .sheet-faint,
-.sheet-rolltemplate-complex .sheet-faint
-{
- color: rgba(150, 150, 150, 0.8);
- font-size: 0.85em;
- font-family: 'Inknut Antiqua';
- letter-spacing: -1px;
+.sheet-rolltemplate-complex .sheet-faint {
+ color: rgba(150, 150, 150, 0.8);
+ font-size: 0.85em;
+ font-family: "Inknut Antiqua";
+ letter-spacing: -1px;
}
.sheet-rolltemplate-simple .sheet-result,
-.sheet-rolltemplate-complex .sheet-result
-{
- text-align: center;
- font-size: 2em;
+.sheet-rolltemplate-complex .sheet-result {
+ text-align: center;
+ font-size: 2em;
}
.sheet-rolltemplate-simple .sheet-success-footer,
-.sheet-rolltemplate-complex .sheet-success-footer
-{
- font-size: 0.35em;
+.sheet-rolltemplate-complex .sheet-success-footer {
+ font-size: 0.35em;
}
.sheet-rolltemplate-simple .sheet-dead,
-.sheet-rolltemplate-complex .sheet-dead
-{
- font-size: 0.8em;
- line-height: 1;
+.sheet-rolltemplate-complex .sheet-dead {
+ font-size: 0.8em;
+ line-height: 1;
}
.sheet-rolltemplate-simple .sheet-conditions,
-.sheet-rolltemplate-complex .sheet-conditions
-{
- line-height: 10px;
+.sheet-rolltemplate-complex .sheet-conditions {
+ line-height: 10px;
}
.sheet-rolltemplate-simple .sheet-conditions .sheet-handwritten,
-.sheet-rolltemplate-complex .sheet-conditions .sheet-handwritten
-{
- font-size: 0.8em;
- color: rgba(150, 150, 150, 0.8);
- -webkit-text-stroke-color: rgba(150, 150, 150, 0.8);
+.sheet-rolltemplate-complex .sheet-conditions .sheet-handwritten {
+ font-size: 0.8em;
+ color: rgba(150, 150, 150, 0.8);
+ -webkit-text-stroke-color: rgba(150, 150, 150, 0.8);
}
.sheet-rolltemplate-simple .inlinerollresult,
@@ -1272,104 +1379,109 @@ button[type=roll].sheet-complex-roll-button span {
.sheet-rolltemplate-complex .inlinerollresult,
.sheet-rolltemplate-complex .inlinerollresult.fullcrit,
.sheet-rolltemplate-complex .inlinerollresult.fullfail,
-.sheet-rolltemplate-complex .inlinerollresult.importantroll
-{
- background: none;
- border: none;
+.sheet-rolltemplate-complex .inlinerollresult.importantroll {
+ background: none;
+ border: none;
}
.sheet-rolltemplate-simple .sheet-caps,
-.sheet-rolltemplate-complex .sheet-caps
-{
- text-transform: uppercase;
+.sheet-rolltemplate-complex .sheet-caps {
+ text-transform: uppercase;
}
.sheet-rolltemplate-simple .sheet-handwritten,
-.sheet-rolltemplate-complex .sheet-handwritten
-{
- font-family: 'Architects Daughter';
- color: #3155a4;
- font-weight: bold;
- text-transform: uppercase;
- -webkit-text-stroke-width: 0.3px;
- -webkit-text-stroke-color: #3155a4;
- letter-spacing: normal;
+.sheet-rolltemplate-complex .sheet-handwritten {
+ font-family: "Architects Daughter";
+ color: #3155a4;
+ font-weight: bold;
+ text-transform: uppercase;
+ -webkit-text-stroke-width: 0.3px;
+ -webkit-text-stroke-color: #3155a4;
+ letter-spacing: normal;
}
.sheet-rolltemplate-simple .sheet-handwritten.sheet-failure,
-.sheet-rolltemplate-complex .sheet-handwritten.sheet-failure
-{
- color: #a4110e;
- -webkit-text-stroke-color: #a4110e;
+.sheet-rolltemplate-complex .sheet-handwritten.sheet-failure {
+ color: #a4110e;
+ -webkit-text-stroke-color: #a4110e;
}
.sheet-rolltemplate-complex .sheet-comma {
- margin-left: -5px;
+ margin-left: -5px;
}
.sheet-rolltemplate-complex .sheet-column-3 {
- /* width: calc(30% - 5px); */
- display: inline-block;
- vertical-align: top;
- padding-right: 5px;
+ /* width: calc(30% - 5px); */
+ display: inline-block;
+ vertical-align: top;
+ padding-right: 5px;
}
.sheet-rolltemplate-complex .sheet-vs {
- color: rgba(150, 150, 150, 0.8);
- font-size: 0.55em;
- font-family: 'Inknut Antiqua';
- letter-spacing: -1px;
- margin-left: -15px;
- margin-right: -15px;
+ color: rgba(150, 150, 150, 0.8);
+ font-size: 0.55em;
+ font-family: "Inknut Antiqua";
+ letter-spacing: -1px;
+ margin-left: -15px;
+ margin-right: -15px;
}
.sheet-rolltemplate-complex .sheet-conflict-subtype {
- text-align: center;
+ text-align: center;
+}
+
+.sheet-rolltemplate-complex .sheet-operator {
+ margin-right: -15px;
}
/* INVENTORY STYLING */
.sheet-inventory .sheet-name-header {
- border-bottom: 2px solid rgba(165, 165, 165, 0.8);
+ border-bottom: 2px solid rgba(165, 165, 165, 0.8);
}
.sheet-inventory-row {
- display: inline-block;
- margin-right: 10px;
- vertical-align: top;
- max-height: 450px;
+ display: inline-block;
+ margin-right: 10px;
+ vertical-align: top;
+ max-height: 450px;
}
.sheet-inventory-section {
- width: 190px;
- margin-bottom: 20px;
+ width: 190px;
+ margin-bottom: 20px;
}
.sheet-inventory-container {
- min-height: 30px;
- width: 100%;
+ min-height: 30px;
+ width: 100%;
}
.sheet-inventory-container .sheet-status-container {
- position: relative;
+ position: relative;
}
-input[type=radio].sheet-editing:not(:checked) ~ .sheet-tabcontainer .sheet-inventory-container .sheet-status-container input[type="checkbox"]:checked ~ span.sheet-status {
- display: inline-block;
- position: absolute;
- left: 55px;
- top: -5px;
+input[type="radio"].sheet-editing:not(:checked)
+ ~ .sheet-tabcontainer
+ .sheet-inventory-container
+ .sheet-status-container
+ input[type="checkbox"]:checked
+ ~ span.sheet-status {
+ display: inline-block;
+ position: absolute;
+ left: 55px;
+ top: -5px;
}
.sheet-inventory-container .sheet-textinput {
- width: 140px;
+ width: 140px;
}
.sheet-status {
- background: none;
+ background: none;
}
.sheet-worn {
- margin-right: 5px;
+ margin-right: 5px;
}
input.sheet-backpack-flag[value="none"] ~ .sheet-none,
@@ -1377,150 +1489,142 @@ input.sheet-backpack-flag[value="satchel"] ~ .sheet-satchel,
input.sheet-backpack-flag[value="backpack"] ~ .sheet-backpack,
input.sheet-container-flag[value="small"] ~ .sheet-small,
input.sheet-container-flag[value="large"] ~ .sheet-large,
-input.sheet-container-flag[value="cache"] ~ .sheet-cache
-{
- display: inline-block;
+input.sheet-container-flag[value="cache"] ~ .sheet-cache {
+ display: inline-block;
}
.sheet-inventory .repitem {
- display: inline-block;
- vertical-align: top;
- margin-right: 10px;
+ display: inline-block;
+ vertical-align: top;
+ margin-right: 10px;
}
.sheet-inventory-row.sheet-end {
- max-width: 400px;
+ max-width: 400px;
}
.sheet-carried-options div {
- display: inline-block;
- position: relative;
+ display: inline-block;
+ position: relative;
}
.sheet-carried-options input.sheet-underlined,
-.sheet-carried-options input.sheet-underlined + span
-{
- width: 15px !important;
+.sheet-carried-options input.sheet-underlined + span {
+ width: 15px !important;
}
-.sheet-carried-options input[type="radio"].sheet-underlined:checked + span::before {
- left: 3px;
+.sheet-carried-options
+ input[type="radio"].sheet-underlined:checked
+ + span::before {
+ left: 3px;
}
.sheet-inventory-row .itemcontrol {
- z-index: 99;
+ z-index: 99;
}
/* MAGIC STYLING */
.sheet-relic-name,
.sheet-relic-inventory,
-.sheet-relic-invocation
-{
- display: inline-block;
- min-height: 25px;
- position: relative;
+.sheet-relic-invocation {
+ display: inline-block;
+ min-height: 25px;
+ position: relative;
}
.sheet-relic-name span,
.sheet-relic-inventory span,
-.sheet-relic-invocation span
-{
- position: absolute;
- bottom: 0px;
+.sheet-relic-invocation span {
+ position: absolute;
+ bottom: 0px;
}
.sheet-relic-name input,
.sheet-relic-inventory input,
-.sheet-relic-invocation input
-{
- position: absolute;
- bottom: -3px;
+.sheet-relic-invocation input {
+ position: absolute;
+ bottom: -3px;
}
.sheet-relic-name,
-.sheet-relic-name input
-{
- width: 200px;
+.sheet-relic-name input {
+ width: 200px;
}
.sheet-relic-inventory,
-.sheet-relic-inventory input
-{
- width: 200px;
+.sheet-relic-inventory input {
+ width: 200px;
}
.sheet-relic-invocation,
-.sheet-relic-invocation input
-{
- width: 300px;
+.sheet-relic-invocation input {
+ width: 300px;
}
.sheet-relics .sheet-row {
- border-bottom: 1px solid rgba(165, 165, 165, 0.8);
+ border-bottom: 1px solid rgba(165, 165, 165, 0.8);
}
.sheet-relic-section {
- margin-right: 25px;
- display: inline-block;
+ margin-right: 25px;
+ display: inline-block;
}
.sheet-urdr-burden-section {
- display: inline-block;
- vertical-align: top;
+ display: inline-block;
+ vertical-align: top;
}
.sheet-urdr-burden-section,
-.sheet-urdr-burden-section .sheet-row
-{
- width: 250px;
+.sheet-urdr-burden-section .sheet-row {
+ width: 250px;
}
.sheet-urdr-burden-section span.sheet-faint,
.sheet-urdr-burden-section span.sheet-handwritten {
- padding-left: 15px;
+ padding-left: 15px;
}
span.sheet-handwritten.sheet-danger {
- color: red;
- -webkit-text-stroke-color:red;
+ color: red;
+ -webkit-text-stroke-color: red;
}
.sheet-relics {
- width: 100%;
+ width: 100%;
}
.sheet-relics .sheet-header {
- width: 100%;
+ width: 100%;
}
-input.sheet-stigmata-flag[value="1"] ~ .sheet-stigmata
-{
- display: inline-block;
+input.sheet-stigmata-flag[value="1"] ~ .sheet-stigmata {
+ display: inline-block;
}
.sheet-spells {
- position: relative;
+ position: relative;
}
.sheet-spells .sheet-header {
- width: 100%;
+ width: 100%;
}
.sheet-spells .sheet-memory-palace {
- position: absolute;
- top: 0px;
- right: 45px;
+ position: absolute;
+ top: 0px;
+ right: 45px;
}
.sheet-spell-name {
- width: 200px;
- min-height: 25px;
- position: relative;
- vertical-align: top;
+ width: 200px;
+ min-height: 25px;
+ position: relative;
+ vertical-align: top;
}
.sheet-spell-name input {
- width: 200px;
+ width: 200px;
}
.sheet-spell-ob,
@@ -1530,152 +1634,144 @@ input.sheet-stigmata-flag[value="1"] ~ .sheet-stigmata
.sheet-spell-cast,
.sheet-spell-scroll,
.sheet-spell-supplies {
- width: 70px;
- min-height: 25px;
- position: relative;
- text-align: center;
- vertical-align: top;
+ width: 70px;
+ min-height: 25px;
+ position: relative;
+ text-align: center;
+ vertical-align: top;
}
.sheet-spell-effect {
- width: 355px;
- min-height: 25px;
- position: relative;
- vertical-align: top;
- padding-left: 5px;
+ width: 355px;
+ min-height: 25px;
+ position: relative;
+ vertical-align: top;
+ padding-left: 5px;
}
.sheet-spell-effect.sheet-title {
- text-align: center;
+ text-align: center;
}
.sheet-spell-effect span {
- margin-left: 15px;
+ margin-left: 15px;
}
.sheet-spell-effect input {
- width: 355px;
+ width: 355px;
}
.sheet-spell-ob,
.sheet-spell-book,
.sheet-spell-cast,
-.sheet-spell-supplies
-{
- background-color: rgba(165, 165, 165, 0.3);
+.sheet-spell-supplies {
+ background-color: rgba(165, 165, 165, 0.3);
}
.sheet-spells .sheet-underlined {
- border-bottom: 1px solid rgba(165, 165, 165, 0.8);
- padding-left: 15px;
+ border-bottom: 1px solid rgba(165, 165, 165, 0.8);
+ padding-left: 15px;
}
.sheet-memory-palace span.sheet-faint {
- width: 250px;
+ width: 250px;
}
.sheet-spells input[type="checkbox"].sheet-underlined:checked + span::before {
- left: 30px;
+ left: 30px;
}
.sheet-spells .sheet-row {
- display: flex;
- border-bottom: 1px solid rgba(165, 165, 165, 0.8);
+ display: flex;
+ border-bottom: 1px solid rgba(165, 165, 165, 0.8);
}
.sheet-spells-section {
- width: 1060px;
+ width: 1060px;
}
/* RELATIONSHIP STYLING */
.sheet-relationships .sheet-row {
- display: flex;
- width: 1060px;
- border-bottom: 1px solid rgba(165, 165, 165, 0.8);
+ display: flex;
+ width: 1060px;
+ border-bottom: 1px solid rgba(165, 165, 165, 0.8);
}
.sheet-relationship-name,
-.sheet-relationship-name input
-{
- width: 200px;
+.sheet-relationship-name input {
+ width: 200px;
}
.sheet-relationship-location,
-.sheet-relationship-location input
-{
- width: 150px;
+.sheet-relationship-location input {
+ width: 150px;
}
.sheet-relationship-status,
-.sheet-relationship-status input
-{
- width: 150px;
+.sheet-relationship-status input {
+ width: 150px;
}
.sheet-relationship-notes,
-.sheet-relationship-notes input
-{
- width: 560px;
+.sheet-relationship-notes input {
+ width: 560px;
}
.sheet-relationship-notes span {
- margin-left: 15px;
+ margin-left: 15px;
}
/* LEVELS STYLING */
.sheet-level-number,
.sheet-level-f,
-.sheet-level-p
-{
- display: inline-block;
- text-align: center;
- border-bottom: 1px solid rgba(165, 165, 165, 0.8);
+.sheet-level-p {
+ display: inline-block;
+ text-align: center;
+ border-bottom: 1px solid rgba(165, 165, 165, 0.8);
}
.sheet-level-benefits {
- display: inline-block;
+ display: inline-block;
- border-bottom: 1px solid rgba(165, 165, 165, 0.8);
+ border-bottom: 1px solid rgba(165, 165, 165, 0.8);
}
.sheet-level-row:not(:first-child) .sheet-level-number,
.sheet-level-row:not(:first-child) .sheet-level-f,
.sheet-level-row:not(:first-child) .sheet-level-p,
-.sheet-level-row:not(:first-child) .sheet-level-benefits
-{
- padding-top: 15px;
- padding-bottom: 15px;
+.sheet-level-row:not(:first-child) .sheet-level-benefits {
+ padding-top: 15px;
+ padding-bottom: 15px;
}
.sheet-level-number {
- width: 50px;
- font-weight: bold;
+ width: 50px;
+ font-weight: bold;
}
.sheet-level-f {
- width: 30px;
+ width: 30px;
}
.sheet-level-p {
- width: 30px;
+ width: 30px;
}
.sheet-level-benefits {
- width: 930px;
- padding-left: 10px;
+ width: 930px;
+ padding-left: 10px;
}
.sheet-levels .sheet-row:first-child,
.sheet-row.sheet-level-row {
- display: flex;
+ display: flex;
}
.sheet-level-row.sheet-shaded {
- background-color: rgba(165, 165, 165, 0.3);
+ background-color: rgba(165, 165, 165, 0.3);
}
.sheet-level-row:not(:first-child) .sheet-level-f,
.sheet-level-row:not(:first-child) .sheet-level-p,
-.sheet-level-row:not(:first-child) .sheet-level-benefits
-{
- border-left: 1px solid rgba(165, 165, 165, 0.8);
+.sheet-level-row:not(:first-child) .sheet-level-benefits {
+ border-left: 1px solid rgba(165, 165, 165, 0.8);
}
.sheet-levels textarea {
- height: 18px;
- margin: 0px;
- width: 920px;
- resize: vertical;
-}
\ No newline at end of file
+ height: 18px;
+ margin: 0px;
+ width: 920px;
+ resize: vertical;
+}
diff --git a/Torchbearer 2E/torchbearer.html b/Torchbearer 2E/torchbearer.html
index c8fbda74f9..fb82df14c0 100644
--- a/Torchbearer 2E/torchbearer.html
+++ b/Torchbearer 2E/torchbearer.html
@@ -1,3891 +1,11589 @@
-
Edit Mode
-
Play Mode
+
Edit Mode
+
Play Mode
-
Anatomy
-
Kit
-
Magic
-
Relationships
-
Level
-
Options
+
Anatomy
+
Kit
+
Magic
+
Relationships
+
Level
+
Options
-
-
-
-
-
-
-
-
-
-
- Belief
- Uphold your belief in your actions and earn a fate point
-
-
-
-
- Creed
- Endure a moral test driven by your creed and earn a persona point
-
-
-
-
- Goal
- Accomplish a goal to earn a persona point
-
-
-
-
- Instinct
- Use an instinct to aid the group and earn a fate point
-
- Exhausted: May not use instinct for free.
-
-
-
-
-
-
-
-
-
-
-
- Trait name
-
-
- Trait level
-
-
- Beneficial uses
-
-
- Checks
-
-
-
-
Angry: No beneficial traits.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Current Total / Total Spent
-
-
-
- Spend one point to reroll all 6s as new dice, use a wise or learn from help.
-
-
-
-
Current Total / Total Spent
-
-
-
- Spend one point to add 1D, tap nature, or use a wise. You may spend up to three points to add up to 3D per roll.
-
-
-
-
-
-
-
-
-
-
- Condition
-
-
-
-
- Recovery
-
-
-
-
-
- Fresh
-
-
- +1D all tests until other condition.
-
-
-
-
-
- Hungry and Thirsty
-
-
- -1S to disposition to any conflict.
-
-
-
-
-
- Angry
- Will Ob 2
-
-
- No wises or beneficial traits.
-
-
-
-
-
- Afraid
- Will Ob 3
-
-
- No help or use Beginner's Luck
-
-
-
-
-
- Exhausted
- Health Ob 3
-
-
- -1S to disposition to any conflict; may not use instinct for free.
-
-
-
-
-
- Injured
- Health Ob 4
-
-
- -1D to skills, Nature, Will, and Health (but not recovery)
-
-
-
-
-
- Sick
- Will Ob 3
-
-
- -1D to skills, Nature, Will, and Health (but not recovery); can not practice, learn, or advance.
-
-
-
-
-
- Dead
-
-
- May not test, help, or use wises.
-
-
-
-
-
-
- Earning Checks
-
-
- 1: -1D to your ind. or versus test
-
-
- 2: +2D to opponent's versus test
-
-
- 2: Break versus test tie in opponent's favor
-
-
- Spending Checks
-
-
- 1: One test or conflict during camp phase
-
-
- 1: Recover when entering town
-
-
-
-
-
-
-
-
-
-
-
-
- Raw Abilities
-
-
-
- Advancement
-
-
- Town Abilities
-
-
-
- Advancement
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Afraid: No help or Beginner's Luck.
-
-
Sick: Can not practice, learn, or advance.
+
+
+
+
+
+
+
+
+
+
+ Belief
+ Uphold your belief in your actions and earn a fate point
+
+
+
+
+ Creed
+ Endure a moral test driven by your creed and earn a persona
+ point
+
+
+
+
+ Goal
+ Accomplish a goal to earn a persona point
+
+
+
+
+ Instinct
+ Use an instinct to aid the group and earn a fate point
+
+ Exhausted: May not use instinct for free.
+
+
+
+
+
+
+
+
+
+
+
+ Trait name
+
+
+ Trait level
+
+
+ Beneficial uses
+
+
+ Checks
+
+
+
+
Angry: No beneficial traits.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Current Total / Total Spent
+
+
+
+ Spend one point to reroll all 6s as new dice, use a wise or learn
+ from help.
+
+
+
+
Current Total / Total Spent
+
+
+
+ Spend one point to add 1D, tap nature, or use a wise. You may
+ spend up to three points to add up to 3D per roll.
+
+
+
+
+
+
+
+
+
+
+ Condition
+
+
+ Recovery
+
+
+
+
+
+ Fresh
+
+
+ +1D all tests until other condition.
+
+
+
+
+
+ Hungry and Thirsty
+
+
+ -1S to disposition to any conflict.
+
+
+
+
+
+ No wises or beneficial traits.
+
+
+
+
+
+ No help or use Beginner's Luck
+
+
+
+
+
+ -1S to disposition to any conflict; may not use instinct for
+ free.
+
+
+
+
+
+ -1D to skills, Nature, Will, and Health (but not
+ recovery)
+
+
+
+
+
+ -1D to skills, Nature, Will, and Health (but not recovery); can
+ not practice, learn, or advance.
+
+
+
+
+
+ Dead
+
+
+ May not test, help, or use wises.
+
+
+
+
+
+
+ Earning Checks
+
+
+ 1: -1D to your ind. or versus test
+
+
+ 2: +2D to opponent's versus test
+
+
+ 2: Break versus test tie in opponent's favor
+
+
+ Spending Checks
+
+
+ 1: One test or conflict during camp phase
+
+
+ 1: Recover when entering town
+
+
+
+
+
+
+
+
+
+
+
+
+ Raw Abilities
+
+
+
+ Advancement
+
+
+ Town Abilities
+
+
+
+ Advancement
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Afraid: No help or Beginner's Luck.
+
+
Sick: Can not practice, learn, or advance.
-
-
- Skill
-
-
-
- Advancement
-
-
-
-
+
+
+ Advancement
+
+
+
-
-
- Skill
-
-
-
- Advancement
-
-
+
+
+ Skill
+
+
+
+ Advancement
+
+
-
-
-
-
-
-
-
-
-
-
-
Angry: No wises.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Worn
-
-
-
-
- Damaged
-
-
-
-
-
-
-
Worn
-
-
-
-
- Damaged
-
-
-
-
-
-
-
Worn
-
-
-
-
- Damaged
-
-
-
-
Worn
-
-
-
-
- Damaged
-
-
-
-
Carried
-
-
-
-
- Damaged
-
-
-
-
Carried
-
-
-
-
- Damaged
-
-
-
-
-
-
-
Worn
-
-
-
-
- Damaged
-
-
-
-
-
-
-
-
-
-
Worn
-
Satchel
-
-
- Damaged
-
-
-
-
Worn
-
Backpack
-
-
- Damaged
-
-
-
-
Worn
-
Backpack
-
-
- Damaged
-
-
-
-
Worn
-
-
-
-
- Damaged
-
-
-
-
Worn
-
-
-
-
- Damaged
-
-
-
-
Worn
-
-
-
-
- Damaged
-
-
-
-
-
-
-
1
-
-
-
-
- Damaged
-
-
-
-
2
-
-
-
-
- Damaged
-
-
-
-
3
-
-
-
-
- Damaged
-
-
-
- Belt items: belt 1, pack 1, or weapon 1. Bundled pack items must be kept in a purse or pouch.
-
-
-
-
-
-
Trinkets
-
-
-
-
- Damaged
-
-
-
-
-
-
-
-
-
-
- Satchel: Torso/Worn 1
-
-
-
1
-
-
-
-
- Damaged
-
-
-
-
2
-
-
-
-
- Damaged
-
-
-
-
3
-
-
-
-
- Damaged
-
-
-
-
-
-
- Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter.
-
-
-
1
-
-
-
-
- Damaged
-
-
-
-
2
-
-
-
-
- Damaged
-
-
-
-
3
-
-
-
-
- Damaged
-
-
-
-
4
-
-
-
-
- Damaged
-
-
-
-
5
-
-
-
-
- Damaged
-
-
-
-
6
-
-
-
-
- Damaged
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Relic
-
-
- Inventory
-
-
- Invocation/Patron/Circle
-
-
-
-
-
-
-
-
-
-
-
-
-
- Spell
-
-
- Ob
-
-
- known
-
-
- spell book
-
-
- mem.
-
-
- cast
-
-
- scroll
-
-
- supplies
-
-
- effect
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Name
-
-
- Location
-
-
- Status
-
-
- Notes
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Level
-
-
- F
-
-
- P
-
-
- Level Benefits
-
-
-
-
- 1
-
-
- 0
-
-
- 0
-
-
-
- +1D to Resources in your home town,
-
-
-
-
-
- 2
-
-
- 3
-
-
- 3
-
-
-
-
-
-
-
-
- 3
-
-
- 7
-
-
- 6
-
-
-
- +1D to Circles in your home town,
-
-
-
-
-
- 4
-
-
- 14
-
-
- 12
-
-
-
-
-
-
-
-
- 5
-
-
- 22
-
-
- 20
-
-
-
-
-
-
-
-
- 6
-
-
- 31
-
-
- 30
-
-
-
-
-
-
-
-
- 7
-
-
- 41
-
-
- 42
-
-
-
-
-
-
-
-
- 8
-
-
- 52
-
-
- 56
-
-
-
-
-
-
-
-
- 9
-
-
- 64
-
-
- 72
-
-
-
-
-
-
-
-
- 10
-
-
- 78
-
-
- 98
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Roll Style
-
-
- Complex
- - Uses advanced roll modal
-
-
-
- Simple
- - Roll directly to chat
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
Angry: No wises.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Worn
+
+
+
+
+ Damaged
+
+
+
+
+
+
+
Worn
+
+
+
+
+ Damaged
+
+
+
+
+
+
+
Worn
+
+
+
+
+ Damaged
+
+
+
+
Worn
+
+
+
+
+ Damaged
+
+
+
+
Carried
+
+
+
+
+ Damaged
+
+
+
+
Carried
+
+
+
+
+ Damaged
+
+
+
+
+
+
+
Worn
+
+
+
+
+ Damaged
+
+
+
+
+
+
+
+
+
+
Worn
+
Satchel
+
+
+ Damaged
+
+
+
+
Worn
+
Backpack
+
+
+ Damaged
+
+
+
+
Worn
+
Backpack
+
+
+ Damaged
+
+
+
+
Worn
+
+
+
+
+ Damaged
+
+
+
+
Worn
+
+
+
+
+ Damaged
+
+
+
+
Worn
+
+
+
+
+ Damaged
+
+
+
+
+
+
+
1
+
+
+
+
+ Damaged
+
+
+
+
2
+
+
+
+
+ Damaged
+
+
+
+
3
+
+
+
+
+ Damaged
+
+
+
+ Belt items:
+ belt 1, pack 1, or weapon 1. Bundled pack items must be kept in a
+ purse or pouch.
+
+
+
+
+
+
Trinkets
+
+
+
+
+ Damaged
+
+
+
+
+
+
+
+
+
+
+ Satchel: Torso/Worn 1
+
+
+
1
+
+
+
+
+ Damaged
+
+
+
+
2
+
+
+
+
+ Damaged
+
+
+
+
3
+
+
+
+
+ Damaged
+
+
+
+
+
+
+ Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter.
+
+
+
1
+
+
+
+
+ Damaged
+
+
+
+
2
+
+
+
+
+ Damaged
+
+
+
+
3
+
+
+
+
+ Damaged
+
+
+
+
4
+
+
+
+
+ Damaged
+
+
+
+
5
+
+
+
+
+ Damaged
+
+
+
+
6
+
+
+
+
+ Damaged
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Relic
+
+
+ Inventory
+
+
+ Invocation/Patron/Circle
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Spell
+
+
+ Ob
+
+
+ known
+
+
+ spell book
+
+
+ mem.
+
+
+ cast
+
+
+ scroll
+
+
+ supplies
+
+
+ effect
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Name
+
+
+ Location
+
+
+ Status
+
+
+ Notes
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Level
+
+
+ F
+
+
+ P
+
+
+ Level Benefits
+
+
+
+
+ 1
+
+
+ 0
+
+
+ 0
+
+
+
+ +1D to Resources in your home town,
+
+
+
+
+
+
+ 2
+
+
+ 3
+
+
+ 3
+
+
+
+
+
+
+
+
+ 3
+
+
+ 7
+
+
+ 6
+
+
+
+ +1D to Circles in your home town,
+
+
+
+
+
+
+ 4
+
+
+ 14
+
+
+ 12
+
+
+
+
+
+
+
+
+ 5
+
+
+ 22
+
+
+ 20
+
+
+
+
+
+
+
+
+ 6
+
+
+ 31
+
+
+ 30
+
+
+
+
+
+
+
+
+ 7
+
+
+ 41
+
+
+ 42
+
+
+
+
+
+
+
+
+ 8
+
+
+ 52
+
+
+ 56
+
+
+
+
+
+
+
+
+ 9
+
+
+ 64
+
+
+ 72
+
+
+
+
+
+
+
+
+ 10
+
+
+ 78
+
+
+ 98
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Roll Style
+
+
+ Complex
+
+ - Uses advanced roll modal
+
+
+
+ Simple
+
+ - Roll directly to chat
+
+
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
- You're Rolling
-
-
-
-
-
Versus
-
Disposition
-
Obstacle #
-
Opponent's # of Dice
-
-
- Will
-
-
- Health
-
-
- Nature
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Options
-
-
-
-
Using Trait
-
-
-
-
-
-
-
-
Use Nature (+D)
-
-
-
-
-
-
-
-
- Party is Hungry and Thirsty (-1S)
-
-
-
-
- Home Town (+1D)
-
-
-
- Enchanted Item Effect (+1D)
-
-
-
- Invocation Effect (+1D)
-
-
-
- Spell Effect (+1D)
-
-
-
- Level Benefit (+1D)
-
-
-
- Dim Light (-1S)
-
-
-
- Evil GM Factor (-1S)
-
-
-
-
-
-
Active Modifiers
-
-
- (+D)
-
-
-
-
-
- Fresh (+1D)
-
-
-
-
-
-
- Injured (-1D)
-
-
-
-
-
-
- Sick (-1D)
-
-
-
-
-
- Exhausted (-1S)
-
-
-
-
-
- Hungry and Thirsty (-1S)
-
-
-
-
-
- Party is Hungry and Thirsty (-1S)
-
-
-
-
-
- Wearing a Backpack (+1 Ob)
-
-
-
-
-
- Trait (+D)
-
-
-
-
-
- Persona (+D)
-
- Spending Persona
-
-
-
-
-
-
- Nature (+D)
-
-
-
- Outside Taxes Nature
-
-
-
-
-
- Help or Aid (+D)
-
-
-
-
-
- Gear or Supplies (+D)
-
-
-
-
-
-
- Home Town (+1D)
-
-
-
-
-
- Enchanted Item Effect (+1D)
-
-
-
-
-
- Invocation Effect (+1D)
-
-
-
-
-
- Spell Effect (+1D)
-
-
-
-
-
- Level Benefit (+1D)
-
-
-
-
-
- Dim Light (-1S)
-
-
-
-
-
- Evil GM Factor (-1S)
-
-
-
-
-
- Other Modifiers (+D) (+S)
-
-
-
-
-
-
- Beginner's Luck (Total Halved)
-
-
-
-
+
+
+
+
+
+ You're Rolling
+
+
+
+
+
Against
+
Disposition
+
Obstacle #
+
Opponent's # of Dice
+
+
+ Will
+
+
+ Health
+
+
+ Nature
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Options
+
+
+
+
Using Trait
+
+
+
+
+
+
+
+
Use Nature (+D)
+
+
+
+
+
+
+
+
+ Party is Hungry and Thirsty (-1S)
+
+
+
+
+ Home Town (+1D)
+
+
+
+ Enchanted Item Effect (+1D)
+
+
+
+ Invocation Effect (+1D)
+
+
+
+ Spell Effect (+1D)
+
+
+
+ Level Benefit (+1D)
+
+
+
+ Dim Light (-1S)
+
+
+
+ Evil GM Factor (-1S)
+
+
+
+
+
+
Active Modifiers
+
+
+ (+D)
+
+
+
+
+
+ Fresh (+1D)
+
+
+
+
+
+
+ Injured (-1D)
+
+
+
+
+
+
+ Sick (-1D)
+
+
+
+
+
+ Exhausted (-1S)
+
+
+
+
+
+ Hungry and Thirsty (-1S)
+
+
+
+
+
+ Party is Hungry and Thirsty (-1S)
+
+
+
+
+
+ Wearing a Backpack (-1S)
+
+
+
+
+
+ Trait (+D)
+
+
+
+
+
+ Persona (+D)
+
+ Spending Persona
+
+
+
+
+
+
+ Nature (+D)
+
+
+
+ Outside Taxes Nature
+
+
+
+
+
+ Help or Aid (+D)
+
+
+
+
+
+ Gear or Supplies (+D)
+
+
+
+
+
+
+ Home Town (+1D)
+
+
+
+
+
+ Enchanted Item Effect (+1D)
+
+
+
+
+
+ Invocation Effect (+1D)
+
+
+
+
+
+ Spell Effect (+1D)
+
+
+
+
+
+ Level Benefit (+1D)
+
+
+
+
+
+ Dim Light (-1S)
+
+
+
+
+
+ Evil GM Factor (-1S)
+
+
+
+
+
+ Other Modifiers (D) (S)
+
+
+
+
+
+
+ Beginner's Luck (Total Halved)
+
+
+
+
-
-
-
-
-
+
+
+ {{#conditions}}
+ {{conditions}}
+ {{/conditions}}
+
+
+
-
-
-
-
- {{#dead}}
-
- You're dead, seems unlikely
-
+
+
+
+
+ {{#dead}}
+
+ You're dead, seems unlikely
+
{{/dead}}
{{^dead}}
{{#simple}}
@@ -3956,13 +11654,13 @@
{{/rollGreater() result 1}}
{{#rollTotal() result 1}}
-
- {{result}}
-
-
- Success
-
- {{/rollTotal() result 1}}
+
+ {{result}}
+
+
+ Success
+
+ {{/rollTotal() result 1}}
{{#rollTotal() result 0}}
{{result}}
@@ -3981,8 +11679,7 @@
{{#rollTotal() result 1}}
Success
- {{/rollTotal() result 1}}
- {{#^rollTotal() result 1}}
+ {{/rollTotal() result 1}} {{#^rollTotal() result 1}}
Successes
{{/^rollTotal() result 1}}
@@ -3999,6 +11696,39 @@
Successes
{{/^rollTotal() result 1}}
+
+ {{#success_mod}}
+ {{#^rollTotal() success_mod 0}}
+ {{#^rollLess() success_mod 0}}
+
+ +
+ {{success_mod}}
+
+
+ {{#rollTotal() success_mod 1}}
+ Success
+ {{/rollTotal() success_mod 1}}
+ {{#^rollTotal() success_mod 1}}
+ Successes
+ {{/^rollTotal() success_mod 1}}
+
+ {{/^rollLess() success_mod 0}}
+ {{#rollLess() success_mod 0}}
+
+ {{success_mod}}
+
+
+ {{#rollTotal() success_mod 1}}
+ Success
+ {{/rollTotal() success_mod 1}}
+ {{#^rollTotal() success_mod 1}}
+ Successes
+ {{/^rollTotal() success_mod 1}}
+
+ {{/rollLess() success_mod 0}}
+ {{/^rollTotal() success_mod 0}}
+ {{/success_mod}}
+
{{/^rollLess() result ob}}
{{#conflict}}
@@ -4024,67 +11754,62 @@
{{#rollLess() ob result}}
-
- {{ob}}
-
-
- {{#independent}}
- Obstacle
- {{/independent}}
- {{#versus}}
- Opponent
- {{/versus}}
-
- {{/rollLess() ob result}}
- {{#^rollLess() ob result}}
-
- {{ob}}
-
-
- {{#independent}}
- Obstacle
- {{/independent}}
- {{#versus}}
- Opponent
- {{/versus}}
-
+
+ {{ob}}
+
+
+ {{#independent}}
+ Obstacle
+ {{/independent}} {{#versus}}
+ Opponent
+ {{/versus}}
+
+ {{/rollLess() ob result}} {{#^rollLess() ob result}}
+
+ {{ob}}
+
+
+ {{#independent}}
+ Obstacle
+ {{/independent}} {{#versus}}
+ Opponent
+ {{/versus}}
+
{{/^rollLess() ob result}}
{{/conflict}}
{{/simple}}
{{/dead}}
-
- {{#conflict}}
+
+ {{#conflict}}