From 94499d87349fe66484e9999fa1ea6a4e02991695 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 20 Sep 2022 12:26:23 -0400 Subject: [PATCH 01/25] New translations translation.json (Spanish) --- The One Ring 2e/translations/es.json | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/The One Ring 2e/translations/es.json b/The One Ring 2e/translations/es.json index 6587d51ce7..3fbcce5393 100644 --- a/The One Ring 2e/translations/es.json +++ b/The One Ring 2e/translations/es.json @@ -59,45 +59,63 @@ "common-skills": "Habilidades comunes", "skill-groups": "Grupos habil.", "awe": "Impresionar", + "awe-short": "Awe", "awe-description": "Esta habilidad mide la capacidad de un héroe para provocar respeto en los presentes, y a menudo determina la impresión que un héroe causa sobre alguien con quien se encuentra por vez primera. Dependiendo de las circunstancias, y de las intenciones o disposición del héroe, se puede utilizar para inspirar asombro, admiración, o incluso temor. Una determinada impresión puede derivar del carisma espontáneo de un personaje, pero puede ser activamente inducida por una entrada dramática o un atuendo impresionante.

Un uso con éxito de la habilidad provoca el efecto elegido. Un fallo puede no tener ningún efecto notable... ¡o llevar al resultado opuesto! Conseguir un gran éxito significa que el héroe se ha ganado los corazones de los presentes, o que les ha intimidado para que permanezcan sumisos y en silencio. Un éxito extraordinario puede producir la reverencia abierta, o el pánico.", "inspire": "Inspirar", + "inspire-short": "Ins", "inspire-description": "Un héroe capaz de inspirar a otros puede instilarles un sentimiento positivo, impulsándoles a actuar en el asunto que se tenga entre manos. Esta es una proeza conseguida sobre todo a través del ejemplo, el carisma, y la convicción personal, más que a través del uso efectivo de las palabras (que entra dentro de la habilidad Persuadir, a la derecha). Puede utilizarse para empujar a la acción a individuos ociosos, pero es especialmente efectiva para influenciar multitudes. Los héroes con niveles elevados de Inspirar pueden ser oradores convincentes, agitadores apasionados, y líderes entrañables.

Una tirada de Inspirar con éxito despierta el sentimiento elegido en el objetivo, mientras no sea lo opuesto a su opinión o disposición actual. Un gran éxito basta para influenciar a individuos que antes no estaban interesados, y un éxito extraordinario puede convertir a rivales en partidarios.", "persuade": "Persuadir", + "persuade-short": "Per", "persuade-description": "Esta habilidad permite a un héroe aplicar su raciocinio para convencer a otro individuo de una idea o curso de acción. Puede utilzarse para influenciar a pequeños grupos de oyentes, pero sólo si se utiliza en un contexto o situación social apropiados (por ejemplo una sala común). Un intento de persuasión requiere más tiempo que otas habilidades de personalidad, porque es una acción más compleja. Un nivel alto de Persuadir denota una elocuencia poco común, amor por las palabras, y un conocimiento de su uso adecuado, y de sus efectos sobre quienes las escuchan. Los hombres sabios, los consejeros de los caudillos y de los reyes, y sus mensajeros, todos ellos comparten esta pasión por la palabra hablada.

El uso con éxito de la habilidad permite al héroe convencer a su audiencia de los fallos de su posición actual. Un gran éxito cocnvence al objetivo de la cualidad de la posición del héroe, mientas que un éxito extraordinario podría convertir al objetivo en un firme creyente.", "personality-description": "La personalidad de un héroe aflora en términos de juego a través de su capacidad para impresionar, animar e influenciar a otros. Un buen nivel de competencia en las tres habilidades de este grupo es la marca de un líder.", "athletics": "Atletismo", + "athletics-short": "Ath", "athletics-description": "El Atletismo es una habilidad amplia, puesto que cubre la mayoría de las actividades físicas que un héroe podría emprender durante sus aventuras, inclyendo correr, saltar, trepar, nadar, y lanzar piedras u otros objetos pequeños. Los héroes que poseen un nivel elevado de Atletismo muestran una combinación ganadora de habilidad física, elegancia y control, obtenidas por lo general a través del ejercicio continuo, y de una vigorosa actividad diaria.

Una tirada con éxito de Atletismo da lugar a un resultado satisfactorio en la actividad física, mientras que una tirada fallida podría incluso dar pie a graves daños, dependiendo de las circunstancias. Un éxito grande o extraordinario sugiere un resultado espectacular.", "travel": "Viajar", + "travel-short": "Tra", "travel-description": "En la Tercera Edad las ciudades, pueblos y aldeas de la Tierra Media están a menudo separados por muchas leguas de zonas salvajes o desérticas. Los camnios que antaño llevaban con seguridad a reinos distantes, a menudo acaban en senderos que no llevan a ninguna parte.

Cuando la compañía precisa cubrir una distancia a través de un territorio incierto, incluyendo cuando va en bote, se requiere que todo compañero lleve a cabo una o más pruebas de la habilidad Viajar para evitar cansarse demasiado pronto. Si bien ciertamente es producto de la experiencia, el uso de Viajar se beneficia sobre todo de la fuerza de espíritu de un héroe.", "stealth": "Sigilo", + "stealth-short": "Ste", "stealth-description": "Un héroe recurre al Sigilo siempre que necesita o se ve obligado a actuar de forma furtiva o secreta. La habilidad incluye ocultarse o moverse en silencio, y seguir de cerca a individuos. Estas actividades se basan a menudo en la rapidez y en la precisión, por lo que un héroe sigiloso combina su precaución practicada con la capacidad de reconocer el momento adecuado para arriesgarse. Cazadores, saqueadores, y guerreros solitarios utilizan el Sigilo para prosperar en sus profesiones.

Una tirada de Sigilo con éxito indica que el personaje ha pasado desapercibido, mientras que un fallo ha atraído casi con certeza una atención no deseada.

Un éxito grande o extraordinario consigue un resultado tan impecable, que podría ser imposible rastrear las acciones del héroe tras el hecho.", "movement-description": "La pasta de la que está hecho un aventurero veterano viene dada por su capacidad de salvar obstáculos, soportar largos viajes, y moverse en secreto.", "awareness": "Alerta", + "awareness-short": "Awa", "awareness-description": "La habilidad Alerta representa la capacidad de un héroe para reacionar, y darse cuenta de algo inesperado, fuera de lo ordinario, o difícil de detectar. Refleja a la vez unos sentidos agudos y la experiencia necesaria para entender lo que ves y oyes.

Un nivel elevado de Alerta expresa una vigilancia extraordinaria, y es mu útil al miembro de la compañía que ocupa el papel de vigía.", "insight": "Perspicacia", + "insight-short": "Ins", "insight-description": "La Perspicacia es la capacidad de un héroe para ver más allá de las apariencias, reconociendo los pensamientos y creencias ocultos de la gente. Con Perspicacia los héroes puede reconocer cuando alguien les miente, y extraer conclusiones útiles acerca de los motivos de la gente. Un héroe con una puntuación elevada de Perspicacia es a menudo reconocido como un individuo sensible y con criterio, y muchos podrían buscar sus consejos.

Una tirada con éxito de Perspicacia proporciona al héroe un retrato fiel, aunque parcial, del personaje observado. Un éxito grande o extraordinario revela verdades acerca de un individuo que él mismo podría ignorar. Las pruebas de Perspicacia se pueden tirar en oposición a un adeversario que use Persuadir o cualquier otra habilidad de personalidad.", "search": "Buscar", + "search-short": "Sea", "search-description": "Buscar se utiliza cuando se intenta encontrar algo examinando de cerca. Esta habilidad puede permitir a un héroe registrar una biblioteca para encontrar una información relevante, buscar puertas secretas o inscripciones ocultas, reconocer un rostro familiar en una multitud, o incluso registrar las ropas de un sospechoso de ser un ladrón. Se requiere una tirada por cada inspección de un área pequeña, como por ejemplo una habitación. Las tiradas de Buscar se llevan a cabo principalmente a instancias del jugador, en vez del Maestro del Saber, porque la percepción pasiva de los personajes se suele determinar mediante la Alerta.

Una tirada con éxito de Buscar permite por lo general a los personajes encontrar lo que están buscando, si se encuentra en la zona registrada. Un éxito grande o extraordinario suele indicar una resolución más rápida. Si el objeto está particularmente bien escondido, el Maestro del saber podría decidir que se requiere un nivel mayor de éxito para descubrirlo.", "perception-description": "La capacidad de ser capaz de darse cuenta de detalles ocultos a menudo vale la pena, ya se trate de oír un ruido extraño que delata una emboscada, ser capaz de ver un leve brillo en los ojos de un mentiroso, o descubrir la grieta en un muro que revela una puerta secreta.", "explore": "Explorar", + "explore-short": "Exp", "explore-description": "Los aventureros confían en su habilidad de Explorar cuando recorren una zona poco familiar del Yermo. Una tirada de Explorar se puede requerir durante un viaje para mantenerse en la dirección correcta, o para volver a la ruta después de un desvío; para soportar unas condiciones climatológicas adversas, u otro tipo de obstáculos naturales; para crear sendas a través de las tierras salvajes que otros puedan seguir; o para elegir un lugar adecuado donde acampar. Un nivel elevado de Explorar es un recurso valiosísimo para el miembro de la compañía que haga de explorador para su grupo aventurero.", "healing": "Curar", + "healing-short": "Hea", "healing-description": "El conocimiento de cómo aliviar el dolor y aplicar remedios para restaurar la salud a los que sufren es antiguo, y los tratamientos difieren de una cultura a otra. Casi todas las tradiciones coinciden en el tratamiento de las heridas graves, que deben ser atendidas de inmediato y así impedir que empeoren.

La habilidad de Curar incluye reducir fracturas y usar hierbas o bálsamos, pero el desenlace se basa en la capacidad del sanador de comprender qué le sucede al doliente y determinar qué se tiene que hacer.", "hunting": "Cazar", + "hunting-short": "Hun", "hunting-description": "Saber cazar es una habilidad fundamental familiar para la mayoría de habitantes de la Tierra Media. Se puede requerir una tirada de Cazar para cualquier tarea relacionada, como por ejemplo perseguir a una criatura por zonas salvajes, encontrar huellas y seguirlas, o identificar a una presa por su rastro.

La habilidad también cubre preparar trampas, y el entrenamiento y uso de los perros o aves de presa. En las áreas más alvajes, los cazadores aprenden a aplicar su oficio a presas más peligrosas, com por ejemplo orcos, arañas, o huargos puesto que si no, se arriesgan a convertirse en presa.", "survival-description": "Las tres habilidades de este grupo, esenciales para un aventurero ambulante, hacen que un héroe se convierta en un miento muy valioso de una compañía.", "song": "Cantar", + "song-short": "Son", "song-description": "Los hobbits y los hombres, los elfos y los enanos, incluso los trasgos y quizá los orcos: todas las criaturas de la Tierra Media demuestran su alegría tocando instrumentos musicales o cantando. Las grandes gestas y las desventuras más amargas se recuerdan en verso, y relatos placenteros o incluso cómicos son repetidos una y otra vez para tranquilizar los espíritus y encontrar la calma. Cantar se utiliza para recitar un poema, cantar una canción, o tocar un instrumento que pertenezca a la cultura del usuario. También puede utilizarse para aprender nuevas obras o crear composiciones originales.", "courtesy": "Cortesía", + "courtesy-short": "Cou", "courtesy-description": "Los Pueblos Libres reconocen normas comunes de decencia, y antiguas convenciones de comportamiento. Observar estas tradiciones demuestra respeto, y es una forma de establecer rápidamente una base amistosa incluso entre completos desconocidos.

Un héroe que consiga una tirada de Cortesía sabe qué decir en el momento oportuno para causar una buena impresión en su anfitrión, o tiene cuidado con sus modales cuando recibe huéspedes.", "riddle": "Acertijos", + "riddle-short": "Rid", "riddle-description": "Debiendo su nombre al antiguo juego, la habilidad Acertijos representa la capacidad de un héroe para sacar conclusiones de informaciones aparentemente inconexas, mediante deducción, razonamiento e intuición.

Un aventurero también confía en los Acertijos cuando se ve obligado a hablar de un tema, pero quiere omitir la mayor parte de lo que sabe, por ejemplo para explicar algo acerca de sí mismo sin revelar su auténtica identidad. Una costumbre aceptada entre muchas criuaturas, hablar en acertijos se suele permitir entre extraños que se encuentran por vez primera, y que quieren comunicarse sopesando mucho sus palabras. Esta habilidad también se utiliza cuando es el turno del héroe de extraer información útil de un acertijo hablado o escrito.", "custom-description": "Si bien la gente común teme a menudo que los héroes sean brutos poco civilizados, las vidas de éstos pueden depender a veces de conocer la canción, la respuesta o las palabras adecuadas. Destacar en estas habilidades se considera un logro notable.", "craft": "Oficio", + "craft-short": "Cra", "craft-description": "La habilidad Oficio no cubre realmente toda la gama de capacidades de herreros, constructores, u otros artesanos, sino que refleja el talento de un personaje para hacer o reparar cosas a mano, aunque hay rasgos como Herrería, Carpintería, que pueden utilizarse para reflejar la competencia en un oficio específico. Oficio puede utilizarse para intentar arreglar la rueda de un carro, construir una almadía improvisada con madera encontrada en la orilla de un río, o incluso para encender una fogata en una colina ventosa.

Un nivel de Oficio elevado podría indicar que el héroe era artesano antes de empezar su vida aventurera. Algunas razas, como los enanos y los elfos noldor, reverencian los oficios como la expresión más elevada de la creatividad de un individuo.", "battle": "Guerrear", + "battle-short": "Bat", "battle-description": "El nivel de competencia de un héroe en esta habilidad muestra su comprensión de las reglas de la batalla, y su capacidad de mantener la calma cuando está envuelto en una confrontación violenta. La habilidad de Guerrear puede utilizarse para obtener ventaja cuando se está envuelto en una lucha contra un grupo de enemigos, o para dirigir a una compañía de hombres en una batalla campal, y mantener el orden en medio del caos (el combate en sí lo cubren las habilidades de armas).", "lore": "Saber", + "lore-short": "Lor", "lore-description": "El Saber expresa el amor de un héroe por los conocimientos, ya sea una fascinación por las descripciones de tierras distantes, o un interés por la genealogía familiar. Cuando una acción implica conocimiento de algún tipo, se requiere una tirada de Saber.

Se considera que los héroes conocen las tradiciones de su propia gente, y por lo tanto el Maestro del saber raramente debería requerir que un jugador hiciera una prueba de Saber sobre información relativa a la cultura, el trasfondo, o la zona de la que originalmente procede su personaje.", "vocation-description": "Antes de que su resolución se endureciera y empujara a un héroe por la senda de la aventura, probablemente llevara una vida muy parecida a la de un individuo ordinario de su pueblo; aprendiendo un oficio, defendiendo a su gente, y absorbiendo su Sabiduría acumulada.", "weapon": "Arma", @@ -186,8 +204,10 @@ "scars": "Cicatr.", "age": "Edad", "scan": "Inspeccionar", + "scan-short": "Sca", "scan-description": "Los aventureros pueden usar la Habilidad INSPECCIONAR cuando examinan algo de cerca o con atención. Esta habilidad le permite a un aventurero hojear un libro para ubicar información relevante, buscar puertas ocultas o inscripciones ocultas, reconocer una cara familiar en una multitud o ubicar un conjunto de huellas en el suelo. Las tiradas de INSPECIONAR son generalmente iniciadas por los jugadores en lugar de por el Mestro del Saber. Se requiere una Tirada para cada inspección de un área pequeña, como una habitación. ALERTA, en lugar de INSPECCIONAR, se usa para ver si un héroe nota algo pasivamente. Una tirada exitosa de EXAMINAR generalmente permite a los héroes encontrar lo que están buscando, si es que lo pueden encontrar. Un éxito superior generalmente significa que el objeto se encuentra más rápidamente.", "enhearten": "Alentar", + "enhearten-short": "Enh", "enhearten-description": "Los aventureros pueden usar la habilidad ALENTAR para inculcar sentimientos positivos en los demás, instándolos a actuar sobre el asunto en cuestión. Lo logran principalmente a través del ejemplo, el carisma y la convicción personal, más que a través del uso eficaz de las palabras (que se incluye en PERSUADIR). Esta Habilidad se puede usar en individuos, pero es particularmente efectiva para influir en multitudes. Los aventureros con alto valor de ALENTAR pueden ser oradores enérgicos, agitadores apasionados y líderes muy queridos. Una tirada exitosa de ALENTAR despierta un sentimiento elegido en el sujeto, siempre que no se oponga a su estado de ánimo actual. Un éxito superior es suficiente para influir en individuos totalmente desinteresados ​​o convertir a los rivales en seguidores.", "combat": "Combate", "axes": "Hachas", @@ -225,5 +245,10 @@ "custom-successdice": "Éxito:", "custom-featdie": "Proeza:", "custom-rollname-placeholder": "[Texto para la tirada]", - "other": "Otro" + "other": "Otro", + "useful-items": "Useful Items", + "marvelous-item": "Marvelous Item", + "marvelous-item-short": "Ma.", + "wondrous-item": "Wondrous Item", + "wondrous-item-short": "Wo." } \ No newline at end of file From 07dcc2f3eac5df11336eafbab52b003a63bd48cd Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 20 Sep 2022 12:26:24 -0400 Subject: [PATCH 02/25] New translations translation.json (Korean) --- The One Ring 2e/translations/ko.json | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/The One Ring 2e/translations/ko.json b/The One Ring 2e/translations/ko.json index 1636177af7..f2f65a0b5c 100644 --- a/The One Ring 2e/translations/ko.json +++ b/The One Ring 2e/translations/ko.json @@ -59,45 +59,63 @@ "common-skills": "Common Skills", "skill-groups": "Skill Groups", "awe": "Awe", + "awe-short": "Awe", "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.

A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.", "inspire": "Inspire", + "inspire-short": "Ins", "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men

A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.", "persuade": "Persuade", + "persuade-short": "Per", "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.

The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.", "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.", "athletics": "Athletics", + "athletics-short": "Ath", "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.

A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.", "travel": "Travel", + "travel-short": "Tra", "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.

When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.", "stealth": "Stealth", + "stealth-short": "Ste", "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.

A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.

A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.", "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.", "awareness": "Awareness", + "awareness-short": "Awa", "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.

A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.", "insight": "Insight", + "insight-short": "Ins", "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.", "search": "Search", + "search-short": "Sea", "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.", "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.", "explore": "Explore", + "explore-short": "Exp", "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.", "healing": "Healing", + "healing-short": "Hea", "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.

The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.", "hunting": "Hunting", + "hunting-short": "Hun", "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.", "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.", "song": "Song", + "song-short": "Son", "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.

Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.", "courtesy": "Courtesy", + "courtesy-short": "Cou", "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.

A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.", "riddle": "Riddle", + "riddle-short": "Rid", "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.

An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.

An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.", "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.", "craft": "Craft", + "craft-short": "Cra", "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.

A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.", "battle": "Battle", + "battle-short": "Bat", "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).", "lore": "Lore", + "lore-short": "Lor", "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.", "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.", "weapon": "Weapon", @@ -186,8 +204,10 @@ "scars": "Scars", "age": "Age", "scan": "Scan", + "scan-short": "Sca", "scan-description": "Player-heroes can use the SCAN Skill when examining something closely or attentively. This Skill allows a Player-hero to skim through a book to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd, or locate a set of tracks on the ground. SCAN rolls are generally initiated by the players rather than the Loremaster. One roll is required for each inspection of a small area, such as a room. AWARENESS, rather than SCAN, is used to see if a hero passively notices something. A successful SCAN roll generally lets Player-heroes find what they are looking for — if it is to be found at all. A superior success usually means the object is found more quickly.", "enhearten": "Enhearten", + "enhearten-short": "Enh", "enhearten-description": "Player-heroes can use the ENHEARTEN skill to instil positive feelings in others, urging them to act on the matter at hand. They achieve this mainly through example, charisma, and personal conviction, rather than through the effective use of words (which falls under PERSUADE below). This Skill can be used on individuals, but is particularly effective in influencing crowds. Player-heroes with high ENHEARTEN ratings can be forceful orators, passionate agitators, and well-loved leaders. A successful ENHEARTEN roll awakens a chosen feeling in the subject, as long as it is not in opposition to their current mood. A superior success is enough to influence wholly disinterested individuals, or turn rivals into supporters.", "combat": "Combat", "axes": "Axes", @@ -225,5 +245,10 @@ "custom-successdice": "Success:", "custom-featdie": "Feat:", "custom-rollname-placeholder": "[Roll Text]", - "other": "Other" + "other": "Other", + "useful-items": "Useful Items", + "marvelous-item": "Marvelous Item", + "marvelous-item-short": "Ma.", + "wondrous-item": "Wondrous Item", + "wondrous-item-short": "Wo." } \ No newline at end of file From d07e299aea8ded33e3a37f66522b72e221409313 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 20 Sep 2022 12:26:25 -0400 Subject: [PATCH 03/25] New translations translation.json (English) --- The One Ring 2e/translations/en.json | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/The One Ring 2e/translations/en.json b/The One Ring 2e/translations/en.json index 0bc3a851f9..79fb1f47ce 100644 --- a/The One Ring 2e/translations/en.json +++ b/The One Ring 2e/translations/en.json @@ -59,45 +59,63 @@ "common-skills": "Common Skills", "skill-groups": "Skill Groups", "awe": "Awe", + "awe-short": "Awe", "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.

A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.", "inspire": "Inspire", + "inspire-short": "Ins", "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men

A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.", "persuade": "Persuade", + "persuade-short": "Per", "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.

The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.", "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.", "athletics": "Athletics", + "athletics-short": "Ath", "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.

A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.", "travel": "Travel", + "travel-short": "Tra", "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.

When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.", "stealth": "Stealth", + "stealth-short": "Ste", "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.

A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.

A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.", "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.", "awareness": "Awareness", + "awareness-short": "Awa", "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.

A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.", "insight": "Insight", + "insight-short": "Ins", "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.", "search": "Search", + "search-short": "Sea", "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.", "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.", "explore": "Explore", + "explore-short": "Exp", "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.", "healing": "Healing", + "healing-short": "Hea", "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.

The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.", "hunting": "Hunting", + "hunting-short": "Hun", "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.", "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.", "song": "Song", + "song-short": "Son", "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.

Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.", "courtesy": "Courtesy", + "courtesy-short": "Cou", "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.

A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.", "riddle": "Riddle", + "riddle-short": "Rid", "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.

An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.

An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.", "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.", "craft": "Craft", + "craft-short": "Cra", "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.

A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.", "battle": "Battle", + "battle-short": "Bat", "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).", "lore": "Lore", + "lore-short": "Lor", "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.", "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.", "weapon": "Weapon", @@ -186,8 +204,10 @@ "scars": "Scars", "age": "Age", "scan": "Scan", + "scan-short": "Sca", "scan-description": "Player-heroes can use the SCAN Skill when examining something closely or attentively. This Skill allows a Player-hero to skim through a book to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd, or locate a set of tracks on the ground. SCAN rolls are generally initiated by the players rather than the Loremaster. One roll is required for each inspection of a small area, such as a room. AWARENESS, rather than SCAN, is used to see if a hero passively notices something. A successful SCAN roll generally lets Player-heroes find what they are looking for — if it is to be found at all. A superior success usually means the object is found more quickly.", "enhearten": "Enhearten", + "enhearten-short": "Enh", "enhearten-description": "Player-heroes can use the ENHEARTEN skill to instil positive feelings in others, urging them to act on the matter at hand. They achieve this mainly through example, charisma, and personal conviction, rather than through the effective use of words (which falls under PERSUADE below). This Skill can be used on individuals, but is particularly effective in influencing crowds. Player-heroes with high ENHEARTEN ratings can be forceful orators, passionate agitators, and well-loved leaders. A successful ENHEARTEN roll awakens a chosen feeling in the subject, as long as it is not in opposition to their current mood. A superior success is enough to influence wholly disinterested individuals, or turn rivals into supporters.", "combat": "Combat", "axes": "Axes", @@ -225,5 +245,10 @@ "custom-successdice": "Success:", "custom-featdie": "Feat:", "custom-rollname-placeholder": "[Roll Text]", - "other": "Other" + "other": "Other", + "useful-items": "Useful Items", + "marvelous-item": "Marvelous Item", + "marvelous-item-short": "Ma.", + "wondrous-item": "Wondrous Item", + "wondrous-item-short": "Wo." } \ No newline at end of file From 089a4bc2dfe642fc92753a85c537821813d56901 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 20 Sep 2022 12:26:26 -0400 Subject: [PATCH 04/25] New translations translation.json (Chinese Traditional) --- The One Ring 2e/translations/zh.json | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/The One Ring 2e/translations/zh.json b/The One Ring 2e/translations/zh.json index c3b78253ce..12807f562c 100644 --- a/The One Ring 2e/translations/zh.json +++ b/The One Ring 2e/translations/zh.json @@ -59,45 +59,63 @@ "common-skills": "Common Skills", "skill-groups": "Skill Groups", "awe": "氣勢", + "awe-short": "Awe", "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.

A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.", "inspire": "鼓舞", + "inspire-short": "Ins", "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men

A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.", "persuade": "說服", + "persuade-short": "Per", "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.

The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.", "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.", "athletics": "運動", + "athletics-short": "Ath", "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.

A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.", "travel": "旅行", + "travel-short": "Tra", "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.

When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.", "stealth": "隱匿", + "stealth-short": "Ste", "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.

A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.

A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.", "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.", "awareness": "察覺", + "awareness-short": "Awa", "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.

A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.", "insight": "洞悉", + "insight-short": "Ins", "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.", "search": "偵察", + "search-short": "Sea", "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.", "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.", "explore": "探勘", + "explore-short": "Exp", "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.", "healing": "醫療", + "healing-short": "Hea", "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.

The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.", "hunting": "狩獵", + "hunting-short": "Hun", "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.", "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.", "song": "歌唱", + "song-short": "Son", "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.

Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.", "courtesy": "禮儀", + "courtesy-short": "Cou", "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.

A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.", "riddle": "謎語", + "riddle-short": "Rid", "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.

An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.

An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.", "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.", "craft": "工藝", + "craft-short": "Cra", "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.

A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.", "battle": "戰術", + "battle-short": "Bat", "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).", "lore": "學識", + "lore-short": "Lor", "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.", "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.", "weapon": "武器", @@ -186,8 +204,10 @@ "scars": "疤痕", "age": "年齡", "scan": "偵察", + "scan-short": "Sca", "scan-description": "Player-heroes can use the SCAN Skill when examining something closely or attentively. This Skill allows a Player-hero to skim through a book to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd, or locate a set of tracks on the ground. SCAN rolls are generally initiated by the players rather than the Loremaster. One roll is required for each inspection of a small area, such as a room. AWARENESS, rather than SCAN, is used to see if a hero passively notices something. A successful SCAN roll generally lets Player-heroes find what they are looking for — if it is to be found at all. A superior success usually means the object is found more quickly.", "enhearten": "鼓舞", + "enhearten-short": "Enh", "enhearten-description": "Player-heroes can use the ENHEARTEN skill to instil positive feelings in others, urging them to act on the matter at hand. They achieve this mainly through example, charisma, and personal conviction, rather than through the effective use of words (which falls under PERSUADE below). This Skill can be used on individuals, but is particularly effective in influencing crowds. Player-heroes with high ENHEARTEN ratings can be forceful orators, passionate agitators, and well-loved leaders. A successful ENHEARTEN roll awakens a chosen feeling in the subject, as long as it is not in opposition to their current mood. A superior success is enough to influence wholly disinterested individuals, or turn rivals into supporters.", "combat": "戰鬥", "axes": "斧", @@ -225,5 +245,10 @@ "custom-successdice": "成功骰:", "custom-featdie": "英雄骰:", "custom-rollname-placeholder": "[Roll Text]", - "other": "Other" + "other": "Other", + "useful-items": "Useful Items", + "marvelous-item": "Marvelous Item", + "marvelous-item-short": "Ma.", + "wondrous-item": "Wondrous Item", + "wondrous-item-short": "Wo." } \ No newline at end of file From 5f50e925516f65750317f004660a00919584df83 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 20 Sep 2022 12:26:27 -0400 Subject: [PATCH 05/25] New translations translation.json (Ukrainian) --- The One Ring 2e/translations/uk.json | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/The One Ring 2e/translations/uk.json b/The One Ring 2e/translations/uk.json index 1636177af7..f2f65a0b5c 100644 --- a/The One Ring 2e/translations/uk.json +++ b/The One Ring 2e/translations/uk.json @@ -59,45 +59,63 @@ "common-skills": "Common Skills", "skill-groups": "Skill Groups", "awe": "Awe", + "awe-short": "Awe", "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.

A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.", "inspire": "Inspire", + "inspire-short": "Ins", "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men

A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.", "persuade": "Persuade", + "persuade-short": "Per", "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.

The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.", "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.", "athletics": "Athletics", + "athletics-short": "Ath", "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.

A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.", "travel": "Travel", + "travel-short": "Tra", "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.

When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.", "stealth": "Stealth", + "stealth-short": "Ste", "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.

A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.

A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.", "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.", "awareness": "Awareness", + "awareness-short": "Awa", "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.

A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.", "insight": "Insight", + "insight-short": "Ins", "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.", "search": "Search", + "search-short": "Sea", "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.", "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.", "explore": "Explore", + "explore-short": "Exp", "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.", "healing": "Healing", + "healing-short": "Hea", "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.

The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.", "hunting": "Hunting", + "hunting-short": "Hun", "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.", "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.", "song": "Song", + "song-short": "Son", "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.

Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.", "courtesy": "Courtesy", + "courtesy-short": "Cou", "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.

A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.", "riddle": "Riddle", + "riddle-short": "Rid", "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.

An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.

An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.", "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.", "craft": "Craft", + "craft-short": "Cra", "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.

A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.", "battle": "Battle", + "battle-short": "Bat", "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).", "lore": "Lore", + "lore-short": "Lor", "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.", "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.", "weapon": "Weapon", @@ -186,8 +204,10 @@ "scars": "Scars", "age": "Age", "scan": "Scan", + "scan-short": "Sca", "scan-description": "Player-heroes can use the SCAN Skill when examining something closely or attentively. This Skill allows a Player-hero to skim through a book to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd, or locate a set of tracks on the ground. SCAN rolls are generally initiated by the players rather than the Loremaster. One roll is required for each inspection of a small area, such as a room. AWARENESS, rather than SCAN, is used to see if a hero passively notices something. A successful SCAN roll generally lets Player-heroes find what they are looking for — if it is to be found at all. A superior success usually means the object is found more quickly.", "enhearten": "Enhearten", + "enhearten-short": "Enh", "enhearten-description": "Player-heroes can use the ENHEARTEN skill to instil positive feelings in others, urging them to act on the matter at hand. They achieve this mainly through example, charisma, and personal conviction, rather than through the effective use of words (which falls under PERSUADE below). This Skill can be used on individuals, but is particularly effective in influencing crowds. Player-heroes with high ENHEARTEN ratings can be forceful orators, passionate agitators, and well-loved leaders. A successful ENHEARTEN roll awakens a chosen feeling in the subject, as long as it is not in opposition to their current mood. A superior success is enough to influence wholly disinterested individuals, or turn rivals into supporters.", "combat": "Combat", "axes": "Axes", @@ -225,5 +245,10 @@ "custom-successdice": "Success:", "custom-featdie": "Feat:", "custom-rollname-placeholder": "[Roll Text]", - "other": "Other" + "other": "Other", + "useful-items": "Useful Items", + "marvelous-item": "Marvelous Item", + "marvelous-item-short": "Ma.", + "wondrous-item": "Wondrous Item", + "wondrous-item-short": "Wo." } \ No newline at end of file From a28ae13fcc1d24d543bcdcffc87f1086cdbb6c42 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 20 Sep 2022 12:26:28 -0400 Subject: [PATCH 06/25] New translations translation.json (Turkish) --- The One Ring 2e/translations/tr.json | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/The One Ring 2e/translations/tr.json b/The One Ring 2e/translations/tr.json index 1636177af7..f2f65a0b5c 100644 --- a/The One Ring 2e/translations/tr.json +++ b/The One Ring 2e/translations/tr.json @@ -59,45 +59,63 @@ "common-skills": "Common Skills", "skill-groups": "Skill Groups", "awe": "Awe", + "awe-short": "Awe", "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.

A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.", "inspire": "Inspire", + "inspire-short": "Ins", "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men

A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.", "persuade": "Persuade", + "persuade-short": "Per", "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.

The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.", "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.", "athletics": "Athletics", + "athletics-short": "Ath", "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.

A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.", "travel": "Travel", + "travel-short": "Tra", "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.

When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.", "stealth": "Stealth", + "stealth-short": "Ste", "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.

A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.

A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.", "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.", "awareness": "Awareness", + "awareness-short": "Awa", "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.

A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.", "insight": "Insight", + "insight-short": "Ins", "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.", "search": "Search", + "search-short": "Sea", "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.", "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.", "explore": "Explore", + "explore-short": "Exp", "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.", "healing": "Healing", + "healing-short": "Hea", "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.

The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.", "hunting": "Hunting", + "hunting-short": "Hun", "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.", "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.", "song": "Song", + "song-short": "Son", "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.

Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.", "courtesy": "Courtesy", + "courtesy-short": "Cou", "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.

A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.", "riddle": "Riddle", + "riddle-short": "Rid", "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.

An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.

An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.", "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.", "craft": "Craft", + "craft-short": "Cra", "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.

A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.", "battle": "Battle", + "battle-short": "Bat", "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).", "lore": "Lore", + "lore-short": "Lor", "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.", "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.", "weapon": "Weapon", @@ -186,8 +204,10 @@ "scars": "Scars", "age": "Age", "scan": "Scan", + "scan-short": "Sca", "scan-description": "Player-heroes can use the SCAN Skill when examining something closely or attentively. This Skill allows a Player-hero to skim through a book to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd, or locate a set of tracks on the ground. SCAN rolls are generally initiated by the players rather than the Loremaster. One roll is required for each inspection of a small area, such as a room. AWARENESS, rather than SCAN, is used to see if a hero passively notices something. A successful SCAN roll generally lets Player-heroes find what they are looking for — if it is to be found at all. A superior success usually means the object is found more quickly.", "enhearten": "Enhearten", + "enhearten-short": "Enh", "enhearten-description": "Player-heroes can use the ENHEARTEN skill to instil positive feelings in others, urging them to act on the matter at hand. They achieve this mainly through example, charisma, and personal conviction, rather than through the effective use of words (which falls under PERSUADE below). This Skill can be used on individuals, but is particularly effective in influencing crowds. Player-heroes with high ENHEARTEN ratings can be forceful orators, passionate agitators, and well-loved leaders. A successful ENHEARTEN roll awakens a chosen feeling in the subject, as long as it is not in opposition to their current mood. A superior success is enough to influence wholly disinterested individuals, or turn rivals into supporters.", "combat": "Combat", "axes": "Axes", @@ -225,5 +245,10 @@ "custom-successdice": "Success:", "custom-featdie": "Feat:", "custom-rollname-placeholder": "[Roll Text]", - "other": "Other" + "other": "Other", + "useful-items": "Useful Items", + "marvelous-item": "Marvelous Item", + "marvelous-item-short": "Ma.", + "wondrous-item": "Wondrous Item", + "wondrous-item-short": "Wo." } \ No newline at end of file From dd2a6410c7992e7c13177096f636e9d9d187ce54 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 20 Sep 2022 12:26:30 -0400 Subject: [PATCH 07/25] New translations translation.json (Swedish) --- The One Ring 2e/translations/sv.json | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/The One Ring 2e/translations/sv.json b/The One Ring 2e/translations/sv.json index e88cdf2283..1f7474be14 100644 --- a/The One Ring 2e/translations/sv.json +++ b/The One Ring 2e/translations/sv.json @@ -59,45 +59,63 @@ "common-skills": "Vanliga färdigheter", "skill-groups": "Färdighetsgrupper", "awe": "Respekt", + "awe-short": "Awe", "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.

A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.", "inspire": "Inspirera", + "inspire-short": "Ins", "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men

A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.", "persuade": "Övertyga", + "persuade-short": "Per", "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.

The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.", "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.", "athletics": "Kraftprov", + "athletics-short": "Ath", "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.

A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.", "travel": "Resa", + "travel-short": "Tra", "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.

When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.", "stealth": "Lönndom", + "stealth-short": "Ste", "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.

A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.

A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.", "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.", "awareness": "Uppmärksamhet", + "awareness-short": "Awa", "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.

A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.", "insight": "Genomskåda", + "insight-short": "Ins", "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.", "search": "Söka", + "search-short": "Sea", "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.", "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.", "explore": "Utforska", + "explore-short": "Exp", "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.", "healing": "Läkekonst", + "healing-short": "Hea", "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.

The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.", "hunting": "Jakt", + "hunting-short": "Hun", "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.", "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.", "song": "Sång", + "song-short": "Son", "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.

Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.", "courtesy": "Artighet", + "courtesy-short": "Cou", "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.

A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.", "riddle": "Gåtkonst", + "riddle-short": "Rid", "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.

An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.

An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.", "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.", "craft": "Hantverk", + "craft-short": "Cra", "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.

A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.", "battle": "Krigskonst", + "battle-short": "Bat", "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).", "lore": "Bildning", + "lore-short": "Lor", "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.", "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.", "weapon": "Vapen", @@ -186,8 +204,10 @@ "scars": "Ärr", "age": "Ålder", "scan": "Avsöka", + "scan-short": "Sca", "scan-description": "Player-heroes can use the SCAN Skill when examining something closely or attentively. This Skill allows a Player-hero to skim through a book to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd, or locate a set of tracks on the ground. SCAN rolls are generally initiated by the players rather than the Loremaster. One roll is required for each inspection of a small area, such as a room. AWARENESS, rather than SCAN, is used to see if a hero passively notices something. A successful SCAN roll generally lets Player-heroes find what they are looking for — if it is to be found at all. A superior success usually means the object is found more quickly.", "enhearten": "Uppmuntra", + "enhearten-short": "Enh", "enhearten-description": "Player-heroes can use the ENHEARTEN skill to instil positive feelings in others, urging them to act on the matter at hand. They achieve this mainly through example, charisma, and personal conviction, rather than through the effective use of words (which falls under PERSUADE below). This Skill can be used on individuals, but is particularly effective in influencing crowds. Player-heroes with high ENHEARTEN ratings can be forceful orators, passionate agitators, and well-loved leaders. A successful ENHEARTEN roll awakens a chosen feeling in the subject, as long as it is not in opposition to their current mood. A superior success is enough to influence wholly disinterested individuals, or turn rivals into supporters.", "combat": "Strid", "axes": "Yxor", @@ -225,5 +245,10 @@ "custom-successdice": "Success:", "custom-featdie": "Feat:", "custom-rollname-placeholder": "[Roll Text]", - "other": "Other" + "other": "Other", + "useful-items": "Useful Items", + "marvelous-item": "Marvelous Item", + "marvelous-item-short": "Ma.", + "wondrous-item": "Wondrous Item", + "wondrous-item-short": "Wo." } \ No newline at end of file From e222f5fbca837a3b2a74efe123f902b522f58811 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 20 Sep 2022 12:26:31 -0400 Subject: [PATCH 08/25] New translations translation.json (Slovenian) --- The One Ring 2e/translations/sl.json | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/The One Ring 2e/translations/sl.json b/The One Ring 2e/translations/sl.json index 1636177af7..f2f65a0b5c 100644 --- a/The One Ring 2e/translations/sl.json +++ b/The One Ring 2e/translations/sl.json @@ -59,45 +59,63 @@ "common-skills": "Common Skills", "skill-groups": "Skill Groups", "awe": "Awe", + "awe-short": "Awe", "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.

A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.", "inspire": "Inspire", + "inspire-short": "Ins", "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men

A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.", "persuade": "Persuade", + "persuade-short": "Per", "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.

The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.", "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.", "athletics": "Athletics", + "athletics-short": "Ath", "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.

A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.", "travel": "Travel", + "travel-short": "Tra", "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.

When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.", "stealth": "Stealth", + "stealth-short": "Ste", "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.

A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.

A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.", "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.", "awareness": "Awareness", + "awareness-short": "Awa", "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.

A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.", "insight": "Insight", + "insight-short": "Ins", "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.", "search": "Search", + "search-short": "Sea", "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.", "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.", "explore": "Explore", + "explore-short": "Exp", "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.", "healing": "Healing", + "healing-short": "Hea", "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.

The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.", "hunting": "Hunting", + "hunting-short": "Hun", "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.", "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.", "song": "Song", + "song-short": "Son", "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.

Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.", "courtesy": "Courtesy", + "courtesy-short": "Cou", "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.

A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.", "riddle": "Riddle", + "riddle-short": "Rid", "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.

An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.

An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.", "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.", "craft": "Craft", + "craft-short": "Cra", "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.

A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.", "battle": "Battle", + "battle-short": "Bat", "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).", "lore": "Lore", + "lore-short": "Lor", "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.", "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.", "weapon": "Weapon", @@ -186,8 +204,10 @@ "scars": "Scars", "age": "Age", "scan": "Scan", + "scan-short": "Sca", "scan-description": "Player-heroes can use the SCAN Skill when examining something closely or attentively. This Skill allows a Player-hero to skim through a book to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd, or locate a set of tracks on the ground. SCAN rolls are generally initiated by the players rather than the Loremaster. One roll is required for each inspection of a small area, such as a room. AWARENESS, rather than SCAN, is used to see if a hero passively notices something. A successful SCAN roll generally lets Player-heroes find what they are looking for — if it is to be found at all. A superior success usually means the object is found more quickly.", "enhearten": "Enhearten", + "enhearten-short": "Enh", "enhearten-description": "Player-heroes can use the ENHEARTEN skill to instil positive feelings in others, urging them to act on the matter at hand. They achieve this mainly through example, charisma, and personal conviction, rather than through the effective use of words (which falls under PERSUADE below). This Skill can be used on individuals, but is particularly effective in influencing crowds. Player-heroes with high ENHEARTEN ratings can be forceful orators, passionate agitators, and well-loved leaders. A successful ENHEARTEN roll awakens a chosen feeling in the subject, as long as it is not in opposition to their current mood. A superior success is enough to influence wholly disinterested individuals, or turn rivals into supporters.", "combat": "Combat", "axes": "Axes", @@ -225,5 +245,10 @@ "custom-successdice": "Success:", "custom-featdie": "Feat:", "custom-rollname-placeholder": "[Roll Text]", - "other": "Other" + "other": "Other", + "useful-items": "Useful Items", + "marvelous-item": "Marvelous Item", + "marvelous-item-short": "Ma.", + "wondrous-item": "Wondrous Item", + "wondrous-item-short": "Wo." } \ No newline at end of file From 19863fb59f0a09b52d00af85896097d79d520bd8 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 20 Sep 2022 12:26:32 -0400 Subject: [PATCH 09/25] New translations translation.json (Russian) --- The One Ring 2e/translations/ru.json | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/The One Ring 2e/translations/ru.json b/The One Ring 2e/translations/ru.json index 1636177af7..f2f65a0b5c 100644 --- a/The One Ring 2e/translations/ru.json +++ b/The One Ring 2e/translations/ru.json @@ -59,45 +59,63 @@ "common-skills": "Common Skills", "skill-groups": "Skill Groups", "awe": "Awe", + "awe-short": "Awe", "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.

A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.", "inspire": "Inspire", + "inspire-short": "Ins", "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men

A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.", "persuade": "Persuade", + "persuade-short": "Per", "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.

The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.", "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.", "athletics": "Athletics", + "athletics-short": "Ath", "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.

A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.", "travel": "Travel", + "travel-short": "Tra", "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.

When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.", "stealth": "Stealth", + "stealth-short": "Ste", "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.

A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.

A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.", "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.", "awareness": "Awareness", + "awareness-short": "Awa", "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.

A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.", "insight": "Insight", + "insight-short": "Ins", "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.", "search": "Search", + "search-short": "Sea", "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.", "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.", "explore": "Explore", + "explore-short": "Exp", "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.", "healing": "Healing", + "healing-short": "Hea", "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.

The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.", "hunting": "Hunting", + "hunting-short": "Hun", "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.", "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.", "song": "Song", + "song-short": "Son", "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.

Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.", "courtesy": "Courtesy", + "courtesy-short": "Cou", "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.

A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.", "riddle": "Riddle", + "riddle-short": "Rid", "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.

An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.

An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.", "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.", "craft": "Craft", + "craft-short": "Cra", "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.

A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.", "battle": "Battle", + "battle-short": "Bat", "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).", "lore": "Lore", + "lore-short": "Lor", "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.", "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.", "weapon": "Weapon", @@ -186,8 +204,10 @@ "scars": "Scars", "age": "Age", "scan": "Scan", + "scan-short": "Sca", "scan-description": "Player-heroes can use the SCAN Skill when examining something closely or attentively. This Skill allows a Player-hero to skim through a book to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd, or locate a set of tracks on the ground. SCAN rolls are generally initiated by the players rather than the Loremaster. One roll is required for each inspection of a small area, such as a room. AWARENESS, rather than SCAN, is used to see if a hero passively notices something. A successful SCAN roll generally lets Player-heroes find what they are looking for — if it is to be found at all. A superior success usually means the object is found more quickly.", "enhearten": "Enhearten", + "enhearten-short": "Enh", "enhearten-description": "Player-heroes can use the ENHEARTEN skill to instil positive feelings in others, urging them to act on the matter at hand. They achieve this mainly through example, charisma, and personal conviction, rather than through the effective use of words (which falls under PERSUADE below). This Skill can be used on individuals, but is particularly effective in influencing crowds. Player-heroes with high ENHEARTEN ratings can be forceful orators, passionate agitators, and well-loved leaders. A successful ENHEARTEN roll awakens a chosen feeling in the subject, as long as it is not in opposition to their current mood. A superior success is enough to influence wholly disinterested individuals, or turn rivals into supporters.", "combat": "Combat", "axes": "Axes", @@ -225,5 +245,10 @@ "custom-successdice": "Success:", "custom-featdie": "Feat:", "custom-rollname-placeholder": "[Roll Text]", - "other": "Other" + "other": "Other", + "useful-items": "Useful Items", + "marvelous-item": "Marvelous Item", + "marvelous-item-short": "Ma.", + "wondrous-item": "Wondrous Item", + "wondrous-item-short": "Wo." } \ No newline at end of file From feee427cbcdfbdb70a139d4547d11e499b462632 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 20 Sep 2022 12:26:34 -0400 Subject: [PATCH 10/25] New translations translation.json (Portuguese) --- The One Ring 2e/translations/pt.json | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/The One Ring 2e/translations/pt.json b/The One Ring 2e/translations/pt.json index 1636177af7..f2f65a0b5c 100644 --- a/The One Ring 2e/translations/pt.json +++ b/The One Ring 2e/translations/pt.json @@ -59,45 +59,63 @@ "common-skills": "Common Skills", "skill-groups": "Skill Groups", "awe": "Awe", + "awe-short": "Awe", "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.

A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.", "inspire": "Inspire", + "inspire-short": "Ins", "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men

A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.", "persuade": "Persuade", + "persuade-short": "Per", "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.

The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.", "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.", "athletics": "Athletics", + "athletics-short": "Ath", "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.

A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.", "travel": "Travel", + "travel-short": "Tra", "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.

When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.", "stealth": "Stealth", + "stealth-short": "Ste", "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.

A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.

A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.", "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.", "awareness": "Awareness", + "awareness-short": "Awa", "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.

A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.", "insight": "Insight", + "insight-short": "Ins", "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.", "search": "Search", + "search-short": "Sea", "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.", "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.", "explore": "Explore", + "explore-short": "Exp", "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.", "healing": "Healing", + "healing-short": "Hea", "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.

The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.", "hunting": "Hunting", + "hunting-short": "Hun", "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.", "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.", "song": "Song", + "song-short": "Son", "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.

Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.", "courtesy": "Courtesy", + "courtesy-short": "Cou", "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.

A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.", "riddle": "Riddle", + "riddle-short": "Rid", "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.

An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.

An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.", "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.", "craft": "Craft", + "craft-short": "Cra", "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.

A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.", "battle": "Battle", + "battle-short": "Bat", "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).", "lore": "Lore", + "lore-short": "Lor", "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.", "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.", "weapon": "Weapon", @@ -186,8 +204,10 @@ "scars": "Scars", "age": "Age", "scan": "Scan", + "scan-short": "Sca", "scan-description": "Player-heroes can use the SCAN Skill when examining something closely or attentively. This Skill allows a Player-hero to skim through a book to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd, or locate a set of tracks on the ground. SCAN rolls are generally initiated by the players rather than the Loremaster. One roll is required for each inspection of a small area, such as a room. AWARENESS, rather than SCAN, is used to see if a hero passively notices something. A successful SCAN roll generally lets Player-heroes find what they are looking for — if it is to be found at all. A superior success usually means the object is found more quickly.", "enhearten": "Enhearten", + "enhearten-short": "Enh", "enhearten-description": "Player-heroes can use the ENHEARTEN skill to instil positive feelings in others, urging them to act on the matter at hand. They achieve this mainly through example, charisma, and personal conviction, rather than through the effective use of words (which falls under PERSUADE below). This Skill can be used on individuals, but is particularly effective in influencing crowds. Player-heroes with high ENHEARTEN ratings can be forceful orators, passionate agitators, and well-loved leaders. A successful ENHEARTEN roll awakens a chosen feeling in the subject, as long as it is not in opposition to their current mood. A superior success is enough to influence wholly disinterested individuals, or turn rivals into supporters.", "combat": "Combat", "axes": "Axes", @@ -225,5 +245,10 @@ "custom-successdice": "Success:", "custom-featdie": "Feat:", "custom-rollname-placeholder": "[Roll Text]", - "other": "Other" + "other": "Other", + "useful-items": "Useful Items", + "marvelous-item": "Marvelous Item", + "marvelous-item-short": "Ma.", + "wondrous-item": "Wondrous Item", + "wondrous-item-short": "Wo." } \ No newline at end of file From 26cd7349b5eb80db0ded99200f6aaafe9de256ca Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 20 Sep 2022 12:26:35 -0400 Subject: [PATCH 11/25] New translations translation.json (Polish) --- The One Ring 2e/translations/pl.json | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/The One Ring 2e/translations/pl.json b/The One Ring 2e/translations/pl.json index c0e5b23d5b..2463356787 100644 --- a/The One Ring 2e/translations/pl.json +++ b/The One Ring 2e/translations/pl.json @@ -59,45 +59,63 @@ "common-skills": "Common Skills", "skill-groups": "Grupy Umiejętności", "awe": "Respekt", + "awe-short": "Awe", "awe-description": "To miara szacunku, jaki Bohater potrafi wzbudzić u innych, Umiejętność odpowiedzialna za wrażenie, które postać wywiera przy pierwszym spotkaniu. Zależnie od okoliczności oraz zamiarów gracza, może posłużyć do wywołania zdziwienia, zachwytu, a nawet przestrachu u innych. Rzecz polega nie tylko na naturalnej charyzmie postaci, ale i wyczuciu dramatyzmu lub upodobaniu do imponujących strojów.

Pomyślne użycie RESPEKTU wywołuje zamierzony efekt, porażka może natomiast prowadzić do zgoła przeciwnych rezultatów. Sukces wyższej jakości oznacza, że Bohater podbił serca widzów albo zmusił ich do posłuchu.", "inspire": "Inspiracja", + "inspire-short": "Ins", "inspire-description": "Bohaterowie używają INSPIRACJI, by wzbudzić emocje słuchaczy i w rezultacie skłonić ich do jakiegoś działania. Rzecz osiąga się świecąc przykładem, charyzmą i osobistym zaangażowaniem, a nie za pomocą chytrze dobranych słów (za to odpowiada PRZEKONYWANIE). Wprawdzie INSPIRACJA sprawdza się wobec pojedynczych osób, ale szczególnie dobrze działa na grupy – posiadacze wysokiego poziomu tej Umiejętności to skuteczni, pełni pasji mówcy oraz ukochani przez podwładnych przywódcy.

Udany test INSPIRACJI wywołuje u innych określone uczucia, o ile nie są sprzeczne z ich obecnym nastawieniem. Wyższe stopnie sukcesu pozwalają porwać za sobą początkowo zupełnie obojętny tłum albo zmienić rywala w sojusznika.", "persuade": "Przekonywanie", + "persuade-short": "Per", "persuade-description": "Dzięki tej Umiejętności Bohater potrafi przekonująco przedstawić swoje rozumowanie i skłonić innych, by działali wedle jego planu. Z jej pomocą można wpływać na decyzje niewielkich grup, ale tylko w odpowiedniej sytuacji, na przykład w czasie oficjalnej narady. Sam akt PRZEKONYWANIA jest wprawdzie dłuższy niż użycie innych Umiejętności Osobowości, ale ma najtrwalsze efekty.

Wysokie PRZEKONYWANIE oznacza niecodzienną elokwencję, talent oratorski i umiejętność jego wykorzystywania tak, by trafić do słuchaczy. To Umiejętność wspólna dla mędrców, królewskich doradców oraz emisariuszy. Udany test PRZEKONYWANIA pozwala udowodnić rozmówcom, że ich dotychczasowe stanowisko jest błędne. Wyższe rodzaje sukcesu przedstawiają pomysł Bohatera jako iście opatrznościowy i mogą nawet zmienić słuchaczy w jego żarliwych zwolenników.", "personality-description": "Osobowość postaci objawia się we wrażeniu, jakie wywiera na innych, zdolności porywania ich za sobą i wpływania na cudzy osąd. Wysoki poziom tych Umiejętności to pewny znak dobrego przywódcy.", "athletics": "Zwinność", + "athletics-short": "Ath", "athletics-description": "To Umiejętność o szerokim zastosowaniu: odpowiada za wszelkie popisy sprawności fizycznej na szlaku przygody, w tym bieganie, skakanie, wspinanie się czy pływanie. Bohaterowie o wysokiej ZWINNOŚCI odznaczają się krzepą, gracją i precyzją ruchów, zdobytym dzięki częstym ćwiczeniom oraz codziennym trudom.

Udany test ZWINNOŚCI zapewnia satysfakcjonujący rezultat aktywności fizycznej, porażka może natomiast w pewnych okolicznościach skutkować urazem. Wyższe poziomy sukcesu gwarantują spektakularne osiągnięcia.", "travel": "Wędrówka", + "travel-short": "Tra", "travel-description": "W Trzeciej Erze miasta, wsie i osady Śródziemia rozdzielają ciągnące się na wiele mil dzikie pustkowia. Drogi, którymi kiedyś można było bezpiecznie podróżować do odległych krajów, urywają niespodziewanie, a dokądkolwiek Drużyna postanowi się udać, czeka ją długa i znojna podróż.

Udany test WĘDRÓWKI pozwala postaci określić długość podróży, zrozumieć mapę, a nawet ocenić, czy napotkaną na szlaku grupę nieznajomych można zagadnąć, czy lepiej obejść szerokim łukiem. Wysoka WĘDRÓWKA to najważniejsza zdolność przewodnika, wiodącego Drużynę w Podróż.", "stealth": "Skradanie", + "stealth-short": "Ste", "stealth-description": "Z umiejętności SKRADANIA Bohaterowie korzystają zawsze, gdy trzeba działać potajemnie albo niezauważenie. Pozwala kryć się, przemieszczać ukradkiem, czy kogoś śledzić. Wszystkie te czynności wymagają szybkości i dokładności – biegły w sztuce SKRADANIA Bohater łączy ostrożność z umiejętnością precyzyjnego działania oraz wykorzystania nadarzającej się sposobności. Dlatego ta Umjętność na równi przydaje się myśliwym, włamywaczom oraz samotnym wojownikom.

Udany test SKRADANIA oznacza, że postać uniknęła wykrycia, porażka natomiast prawie zawsze zwraca niepożądaną uwagę.

Sukces wyższego poziomu może wywołać działanie tak bezbłędne, że jego skutki trudno wykryć nawet po fakcie.", "movement-description": "Prawdziwy poszukiwacz przygód potrafi pokonywać wielkie odległości, nawet gdy na drodze piętrzą się przeszkody albo trzeba poruszać się bezszelestnie.", "awareness": "Czujność", + "awareness-short": "Awa", "awareness-description": "Ta Umiejętność mierzy, jak szybko Bohater potrafi reagować i czy dostrzega, że w okolicy dzieje się coś niespodziewanego, niezwykłego albo potajemnego. Wysoki poziom CZUJNOŚCI oznacza, że postać ma czułe zmysły i potrafi właściwie zrozumieć rzeczy, które widzi i słyszy – nic dziwnego, że Bohater wyszkolony w tej Umiejętności świetnie nadaje się na wartownika.", "insight": "Przenikliwość", + "insight-short": "Ins", "insight-description": "PRZENIKLIWOŚĆ to zdolność rozumienia, co czai się za fasadą ludzkich zachowań, przenikania ukrytych myśli i przekonań. Nie pozwala wprawdzie bezbłędnie rozpoznawać wprawnego kłamstwa, odsłania jednak dość, by Bohater spróbował odgadnąć prawdziwe intencje rozmówcy. Postaci o wysokiej PRZENIKLIWOŚCI uchodzą często za rozsądne i wnikliwe, a ich rady ceni się wysoko.

Udany test PRZENIKLIWOŚCI zapewnia Bohaterowi trafne, ale częściowe wnioski o obserwowanej osobie. Wyższe poziomy sukcesu ujawniają kolejne szczegóły na temat jej stanu ducha. Tę Umiejętność testuje się również, kiedy rozmówca próbuje postać do czegoś skłonić.", "search": "Szukanie", + "search-short": "Sea", "search-description": "Bohaterowie używają SZUKANIA, kiedy przyglądają się czemuś pilnie i z wielką uwagą. Ta Umiejętność pozwala odnaleźć właściwy passus w opasłym tomie, znaleźć ukryte wejście albo tajemną inskrypcję, dostrzec znajomą twarz w tłumie, czy wykryć odciśnięte w ziemi ślady. Jeden test pozwala przeszukać dokładnie niewielki obszar, na przykład pokój – a wykonuje się go zwykle z inicjatywy graczy, a nie Mistrzyni Wiedzy. Jeżeli bowiem Bohaterowie mogą dostrzec coś przypadkiem, należy skorzystać z CZUJNOŚCI.

Udany test SZUKANIA pozwala odnaleźć, czego poszukiwano – oczywiście, o ile rzecz znajduje się w tym miejscu. Miara sukcesu określa zwykle jak długo trwało poszukiwanie.", "perception-description": "Trudno przecenić zdolność dostrzegania ważnych szczegółów – Obserwacja pozwala usłyszeć trzask gałązki pod butem czającego się w zasadzce wroga, zauważyć błysk w oku kłamcy i szczelinę w murze, kryjącą tajemne wejście.", "explore": "Rekonesans", + "explore-short": "Exp", "explore-description": "Ta umiejętność jest nieoceniona, gdy Drużyna wędruje przez nieznane i dzikie regiony Śródziemia. Jej test pozwala określić, dokąd kompania zmierza, zawrócić na właściwą ścieżkę, gdy zboczyło się z drogi, radzić sobie wobec niepogody albo innych kaprysów natury, wytyczyć w dzikich ostępach szlak, którym podążać mogą inni, czy wybrać miejsce na obozowisko. Wysoki REKONESANS przyda się Bohaterowi, który pełni w Drużynie rolę zwiadowcy.", "healing": "Uzdrawianie", + "healing-short": "Hea", "healing-description": "Pradawna wiedza o tym, jak ulżyć w bólu i w jaki sposób sporządzać leki pomocne na rozmaite przypadłości, różni się bardzo w zależności od kultury. Wszyscy jednak twierdzą zgodnie, że poważne rany trzeba natychmiast opatrzeć, inaczej stan pacjenta szybko się pogorszy.

UZDRAWIANIE pozwala nastawiać kości, sporządzać ziołowe napary i kataplazmy – a przede wszystkim zro- zumieć, co dolega choremu i w jaki sposób można mu dopomóc.", "hunting": "Polowanie", + "hunting-short": "Hun", "hunting-description": "Ta fundamentalna Umiejętność rozpowszechniona jest szeroko wśród wszystkich ludów Śródziemia: jej posiadacze potrafią odnaleźć zwierzynę idąc jej śladem i rozpoznać zwierzę po kształcie tropów. POLOWANIE pozwala też zastawiać pułapki oraz szkolić psy i ptaki używane w czasie łowów.

W niebezpiecznych regionach Śródziemia dobry myśliwy wie, jak zapolować na bardziej niebezpieczną zwierzynę – orków, pająki czy wargów – i samemu nie paść jej łupem.", "survival-description": "Posiadacz tych trzech wielce przydatnych Umiejętności jest nieocenionym członkiem każdej drużyny poszukiwaczy przygód.", "song": "Pieśni", + "song-short": "Son", "song-description": "Każda istota zamieszkująca Śródziemie ceni muzykę – śpiewają hobbici i ludzie, elfowie i krasnoludowie, nawet gobliny, a może i – któż to wie – orkowie. Podniosłe bal- lady przechowują pamięć wielkich czynów i straszliwych nieszczęść, a wesołe śpiewki budzą śmiech i przynoszą ukojenie skołatanym sercom.

Pieśni używa się, by recytować poezję, śpiewać i grać na instrumentach powszechnych w kulturze postaci. Może też posłużyć do nauki nowych pieśni, a nawet układania własnych.", "courtesy": "Uprzejmość", + "courtesy-short": "Cou", "courtesy-description": "Wolne Ludy mają wspólne pojęcie o tym, co komu przystoi oraz liczne a pradawne reguły właściwego zachowania. Kto ich przestrzega, ten okazuje szacunek rozmówcy i niechybnie zdobędzie sympatię innych, choćby i spotkał ich pierwszy raz w życiu.

Udany test UPRZEJMOŚCI oznacza, że Bohater powiedział, co należy we właściwej chwili, więc wywarł dobre wrażenie na gospodarzu – albo że sam z uwagą przestrzega odwiecznych zasad gościnności.", "riddle": "Zagadki", + "riddle-short": "Rid", "riddle-description": "Chociaż ta Umiejętność zawdzięcza nazwę starodawnej grze, odpowiada w istocie za wyciąganie wniosków na podstawie strzępów informacji – dzięki żelaznej logice, zdrowemu rozsądkowi albo nieomylnej intuicji. Poszukiwacze przygód mogą użyć ZAGADEK, kiedy prowadzą rozmowę, w której nie chcą zdradzić się ze swoją wiedzą – na przykład opowiedzieć coś o sobie, ale nie ujawnić swej tożsamości.

Jest bowiem przyjętym powszechnie zwyczajem, że pośród nieznajomych, których spotyka się po raz pierwszy, należy zachować ostrożność i wyrażać się oględnie. Oczywiście Umiejętność służy też do rozwiązywania prawdziwych zagadek i rebusów!", "custom-description": "Choć prości ludzie uważają niekiedy poszukiwaczy przygód za nieokrzesanych brutali, życie Bohatera może czasem zależeć od odpowiednio dobranych słów, tekstu prastarej pieśni albo właściwej odpowiedzi. To zacna rzecz, doskonalić się w tej mierze!", "craft": "Rzemiosło", + "craft-short": "Cra", "craft-description": "Ta Umiejętność nie tyle odpowiada za tajniki fachu kowala, szkutnika czy innego wytwórcy, co mierzy, jak skutecznie postać reperuje uszkodzone przedmioty i radzi sobie z narzędziami. Przydaje się więc, kiedy trzeba naprawić koło u wozu, skonstruować naprędce tratwę z drewna wyrzuconego na brzeg rzeki albo rozpalić ogień na szczycie wietrznego wzgórza.

Wysokie RZEMIOSŁO może znaczyć, że Bohater praktykował jakiś fach, nim zaczął poszukiwać przygód. Wiele kultur, przede wszystkim krasnoludowie i elfowie ze szczepu Noldorów, cenią rzemieślników wyżej niż jakichkolwiek artystów.", "battle": "Wojaczka", + "battle-short": "Bat", "battle-description": "Poziomy tej Umiejętności mierzą, jak dobrze Bohater rozumie pole walki i radzi sobie w sytuacji, gdy miecze opuszczają pochwy. WOJACZKI można użyć, by zyskać przewagę nad nieprzyjaciółmi, poprowadzić wojsko do bitwy w otwartym polu albo zaprowadzić porządek, gdy w trakcie walki wybucha zamieszanie (nie służy jednak do wymiany ciosów – za to odpowiadają Biegłości Bojowe).", "lore": "Wiedza", + "lore-short": "Lor", "lore-description": "WIEDZA to miara miłości do nauki, która niekiedy przybiera postać fascynacji odległymi krajami albo zainteresowaniem historią rodziny. Testuje się ją zawsze, gdy sytuacja wymaga szczególnej znajomości rzeczy.

Wszyscy Bohaterowie znają tradycje własnego ludu, więc Mistrzyni Wiedzy powinna z rzadka zarządzać testy, kiedy w grę wchodzi lud, przeszłość albo obszar, z którego ktoś się wywodzi.", "vocation-description": "Niejeden przyszły poszukiwacz przygód żył sobie przez lata spokojnie i zwyczajnie: uczył się fachu, bronił swoich bliskich i powoli poznawał mądrość swego ludu.", "weapon": "Broń", @@ -186,8 +204,10 @@ "scars": "Piętno Cienia", "age": "Wiek", "scan": "Szukanie", + "scan-short": "Sca", "scan-description": "Bohaterowie używają SZUKANIA, kiedy przyglądają się czemuś pilnie i z wielką uwagą. Ta Umiejętność pozwala odnaleźć właściwy passus w opasłym tomie, znaleźć ukryte wejście albo tajemną inskrypcję, dostrzec znajomą twarz w tłumie, czy wykryć odciśnięte w ziemi ślady. Jeden test pozwala przeszukać dokładnie niewielki obszar, na przykład pokój – a wykonuje się go zwykle z inicjatywy graczy, a nie Mistrzyni Wiedzy. Jeżeli bowiem Bohaterowie mogą dostrzec coś przypadkiem, należy skorzystać z CZUJNOŚCI.

Udany test SZUKANIA pozwala odnaleźć, czego poszukiwano – oczywiście, o ile rzecz znajduje się w tym miejscu. Miara sukcesu określa zwykle jak długo trwało poszukiwanie.", "enhearten": "Inspiracja", + "enhearten-short": "Enh", "enhearten-description": "Bohaterowie używają INSPIRACJI, by wzbudzić emocje słuchaczy i w rezultacie skłonić ich do jakiegoś działania. Rzecz osiąga się świecąc przykładem, charyzmą i osobistym zaangażowaniem, a nie za pomocą chytrze dobranych słów (za to odpowiada PRZEKONYWANIE). Wprawdzie INSPIRACJA sprawdza się wobec pojedynczych osób, ale szczególnie dobrze działa na grupy – posiadacze wysokiego poziomu tej Umiejętności to skuteczni, pełni pasji mówcy oraz ukochani przez podwładnych przywódcy.

Udany test INSPIRACJI wywołuje u innych określone uczucia, o ile nie są sprzeczne z ich obecnym nastawieniem. Wyższe stopnie sukcesu pozwalają porwać za sobą początkowo zupełnie obojętny tłum albo zmienić rywala w sojusznika.", "combat": "Biegłości Bojowe", "axes": "Topory", @@ -225,5 +245,10 @@ "custom-successdice": "Sukces:", "custom-featdie": "Dział:", "custom-rollname-placeholder": "[Nazwa Rzutu]", - "other": "Inne" + "other": "Inne", + "useful-items": "Useful Items", + "marvelous-item": "Marvelous Item", + "marvelous-item-short": "Ma.", + "wondrous-item": "Wondrous Item", + "wondrous-item-short": "Wo." } \ No newline at end of file From 5fca3aafd8c76b86125deac409e8d2b844ba440c Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 20 Sep 2022 12:26:36 -0400 Subject: [PATCH 12/25] New translations translation.json (Dutch) --- The One Ring 2e/translations/nl.json | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/The One Ring 2e/translations/nl.json b/The One Ring 2e/translations/nl.json index 1636177af7..f2f65a0b5c 100644 --- a/The One Ring 2e/translations/nl.json +++ b/The One Ring 2e/translations/nl.json @@ -59,45 +59,63 @@ "common-skills": "Common Skills", "skill-groups": "Skill Groups", "awe": "Awe", + "awe-short": "Awe", "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.

A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.", "inspire": "Inspire", + "inspire-short": "Ins", "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men

A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.", "persuade": "Persuade", + "persuade-short": "Per", "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.

The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.", "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.", "athletics": "Athletics", + "athletics-short": "Ath", "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.

A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.", "travel": "Travel", + "travel-short": "Tra", "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.

When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.", "stealth": "Stealth", + "stealth-short": "Ste", "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.

A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.

A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.", "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.", "awareness": "Awareness", + "awareness-short": "Awa", "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.

A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.", "insight": "Insight", + "insight-short": "Ins", "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.", "search": "Search", + "search-short": "Sea", "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.", "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.", "explore": "Explore", + "explore-short": "Exp", "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.", "healing": "Healing", + "healing-short": "Hea", "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.

The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.", "hunting": "Hunting", + "hunting-short": "Hun", "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.", "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.", "song": "Song", + "song-short": "Son", "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.

Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.", "courtesy": "Courtesy", + "courtesy-short": "Cou", "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.

A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.", "riddle": "Riddle", + "riddle-short": "Rid", "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.

An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.

An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.", "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.", "craft": "Craft", + "craft-short": "Cra", "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.

A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.", "battle": "Battle", + "battle-short": "Bat", "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).", "lore": "Lore", + "lore-short": "Lor", "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.", "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.", "weapon": "Weapon", @@ -186,8 +204,10 @@ "scars": "Scars", "age": "Age", "scan": "Scan", + "scan-short": "Sca", "scan-description": "Player-heroes can use the SCAN Skill when examining something closely or attentively. This Skill allows a Player-hero to skim through a book to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd, or locate a set of tracks on the ground. SCAN rolls are generally initiated by the players rather than the Loremaster. One roll is required for each inspection of a small area, such as a room. AWARENESS, rather than SCAN, is used to see if a hero passively notices something. A successful SCAN roll generally lets Player-heroes find what they are looking for — if it is to be found at all. A superior success usually means the object is found more quickly.", "enhearten": "Enhearten", + "enhearten-short": "Enh", "enhearten-description": "Player-heroes can use the ENHEARTEN skill to instil positive feelings in others, urging them to act on the matter at hand. They achieve this mainly through example, charisma, and personal conviction, rather than through the effective use of words (which falls under PERSUADE below). This Skill can be used on individuals, but is particularly effective in influencing crowds. Player-heroes with high ENHEARTEN ratings can be forceful orators, passionate agitators, and well-loved leaders. A successful ENHEARTEN roll awakens a chosen feeling in the subject, as long as it is not in opposition to their current mood. A superior success is enough to influence wholly disinterested individuals, or turn rivals into supporters.", "combat": "Combat", "axes": "Axes", @@ -225,5 +245,10 @@ "custom-successdice": "Success:", "custom-featdie": "Feat:", "custom-rollname-placeholder": "[Roll Text]", - "other": "Other" + "other": "Other", + "useful-items": "Useful Items", + "marvelous-item": "Marvelous Item", + "marvelous-item-short": "Ma.", + "wondrous-item": "Wondrous Item", + "wondrous-item-short": "Wo." } \ No newline at end of file From 201218bbf1e6662ae7f117aa8a751bf96d2a686a Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 20 Sep 2022 12:26:37 -0400 Subject: [PATCH 13/25] New translations translation.json (Japanese) --- The One Ring 2e/translations/ja.json | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/The One Ring 2e/translations/ja.json b/The One Ring 2e/translations/ja.json index 1636177af7..f2f65a0b5c 100644 --- a/The One Ring 2e/translations/ja.json +++ b/The One Ring 2e/translations/ja.json @@ -59,45 +59,63 @@ "common-skills": "Common Skills", "skill-groups": "Skill Groups", "awe": "Awe", + "awe-short": "Awe", "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.

A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.", "inspire": "Inspire", + "inspire-short": "Ins", "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men

A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.", "persuade": "Persuade", + "persuade-short": "Per", "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.

The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.", "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.", "athletics": "Athletics", + "athletics-short": "Ath", "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.

A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.", "travel": "Travel", + "travel-short": "Tra", "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.

When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.", "stealth": "Stealth", + "stealth-short": "Ste", "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.

A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.

A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.", "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.", "awareness": "Awareness", + "awareness-short": "Awa", "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.

A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.", "insight": "Insight", + "insight-short": "Ins", "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.", "search": "Search", + "search-short": "Sea", "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.", "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.", "explore": "Explore", + "explore-short": "Exp", "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.", "healing": "Healing", + "healing-short": "Hea", "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.

The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.", "hunting": "Hunting", + "hunting-short": "Hun", "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.", "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.", "song": "Song", + "song-short": "Son", "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.

Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.", "courtesy": "Courtesy", + "courtesy-short": "Cou", "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.

A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.", "riddle": "Riddle", + "riddle-short": "Rid", "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.

An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.

An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.", "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.", "craft": "Craft", + "craft-short": "Cra", "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.

A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.", "battle": "Battle", + "battle-short": "Bat", "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).", "lore": "Lore", + "lore-short": "Lor", "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.", "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.", "weapon": "Weapon", @@ -186,8 +204,10 @@ "scars": "Scars", "age": "Age", "scan": "Scan", + "scan-short": "Sca", "scan-description": "Player-heroes can use the SCAN Skill when examining something closely or attentively. This Skill allows a Player-hero to skim through a book to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd, or locate a set of tracks on the ground. SCAN rolls are generally initiated by the players rather than the Loremaster. One roll is required for each inspection of a small area, such as a room. AWARENESS, rather than SCAN, is used to see if a hero passively notices something. A successful SCAN roll generally lets Player-heroes find what they are looking for — if it is to be found at all. A superior success usually means the object is found more quickly.", "enhearten": "Enhearten", + "enhearten-short": "Enh", "enhearten-description": "Player-heroes can use the ENHEARTEN skill to instil positive feelings in others, urging them to act on the matter at hand. They achieve this mainly through example, charisma, and personal conviction, rather than through the effective use of words (which falls under PERSUADE below). This Skill can be used on individuals, but is particularly effective in influencing crowds. Player-heroes with high ENHEARTEN ratings can be forceful orators, passionate agitators, and well-loved leaders. A successful ENHEARTEN roll awakens a chosen feeling in the subject, as long as it is not in opposition to their current mood. A superior success is enough to influence wholly disinterested individuals, or turn rivals into supporters.", "combat": "Combat", "axes": "Axes", @@ -225,5 +245,10 @@ "custom-successdice": "Success:", "custom-featdie": "Feat:", "custom-rollname-placeholder": "[Roll Text]", - "other": "Other" + "other": "Other", + "useful-items": "Useful Items", + "marvelous-item": "Marvelous Item", + "marvelous-item-short": "Ma.", + "wondrous-item": "Wondrous Item", + "wondrous-item-short": "Wo." } \ No newline at end of file From 4793e2c19a188ef5b4188562f9d01c1e1bf42b4e Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 20 Sep 2022 12:26:39 -0400 Subject: [PATCH 14/25] New translations translation.json (French) --- The One Ring 2e/translations/fr.json | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/The One Ring 2e/translations/fr.json b/The One Ring 2e/translations/fr.json index 1636177af7..f2f65a0b5c 100644 --- a/The One Ring 2e/translations/fr.json +++ b/The One Ring 2e/translations/fr.json @@ -59,45 +59,63 @@ "common-skills": "Common Skills", "skill-groups": "Skill Groups", "awe": "Awe", + "awe-short": "Awe", "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.

A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.", "inspire": "Inspire", + "inspire-short": "Ins", "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men

A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.", "persuade": "Persuade", + "persuade-short": "Per", "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.

The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.", "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.", "athletics": "Athletics", + "athletics-short": "Ath", "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.

A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.", "travel": "Travel", + "travel-short": "Tra", "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.

When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.", "stealth": "Stealth", + "stealth-short": "Ste", "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.

A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.

A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.", "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.", "awareness": "Awareness", + "awareness-short": "Awa", "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.

A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.", "insight": "Insight", + "insight-short": "Ins", "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.", "search": "Search", + "search-short": "Sea", "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.", "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.", "explore": "Explore", + "explore-short": "Exp", "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.", "healing": "Healing", + "healing-short": "Hea", "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.

The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.", "hunting": "Hunting", + "hunting-short": "Hun", "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.", "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.", "song": "Song", + "song-short": "Son", "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.

Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.", "courtesy": "Courtesy", + "courtesy-short": "Cou", "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.

A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.", "riddle": "Riddle", + "riddle-short": "Rid", "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.

An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.

An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.", "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.", "craft": "Craft", + "craft-short": "Cra", "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.

A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.", "battle": "Battle", + "battle-short": "Bat", "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).", "lore": "Lore", + "lore-short": "Lor", "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.", "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.", "weapon": "Weapon", @@ -186,8 +204,10 @@ "scars": "Scars", "age": "Age", "scan": "Scan", + "scan-short": "Sca", "scan-description": "Player-heroes can use the SCAN Skill when examining something closely or attentively. This Skill allows a Player-hero to skim through a book to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd, or locate a set of tracks on the ground. SCAN rolls are generally initiated by the players rather than the Loremaster. One roll is required for each inspection of a small area, such as a room. AWARENESS, rather than SCAN, is used to see if a hero passively notices something. A successful SCAN roll generally lets Player-heroes find what they are looking for — if it is to be found at all. A superior success usually means the object is found more quickly.", "enhearten": "Enhearten", + "enhearten-short": "Enh", "enhearten-description": "Player-heroes can use the ENHEARTEN skill to instil positive feelings in others, urging them to act on the matter at hand. They achieve this mainly through example, charisma, and personal conviction, rather than through the effective use of words (which falls under PERSUADE below). This Skill can be used on individuals, but is particularly effective in influencing crowds. Player-heroes with high ENHEARTEN ratings can be forceful orators, passionate agitators, and well-loved leaders. A successful ENHEARTEN roll awakens a chosen feeling in the subject, as long as it is not in opposition to their current mood. A superior success is enough to influence wholly disinterested individuals, or turn rivals into supporters.", "combat": "Combat", "axes": "Axes", @@ -225,5 +245,10 @@ "custom-successdice": "Success:", "custom-featdie": "Feat:", "custom-rollname-placeholder": "[Roll Text]", - "other": "Other" + "other": "Other", + "useful-items": "Useful Items", + "marvelous-item": "Marvelous Item", + "marvelous-item-short": "Ma.", + "wondrous-item": "Wondrous Item", + "wondrous-item-short": "Wo." } \ No newline at end of file From 4effdcdc326eab668d66e034fabc6799031960d7 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 20 Sep 2022 12:26:41 -0400 Subject: [PATCH 15/25] New translations translation.json (Italian) --- The One Ring 2e/translations/it.json | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/The One Ring 2e/translations/it.json b/The One Ring 2e/translations/it.json index 62a4e5e0c3..01bf7acab3 100644 --- a/The One Ring 2e/translations/it.json +++ b/The One Ring 2e/translations/it.json @@ -59,45 +59,63 @@ "common-skills": "Abilità comuni", "skill-groups": "Abilità Gruppi", "awe": "Intimorire", + "awe-short": "Awe", "awe-description": "Questa abilità misura la capacità di un Eroe di incutere rispetto negli astanti e determina l’impressione che fa su qualcuno che lo incontra per la prima volta. A seconda delle circostanze e le intenzioni dell’Eroe, può essere usata per suscitare meraviglia, ammirazione o persino paura. La capacità di INTIMORIRE deriva dal carisma innato di un personaggio, ma può anche essere ricreata artificialmente tramite un ingresso teatrale o abiti adatti.

Usare con successo INTIMORIRE provoca l’effetto che si è scelto; un fallimento potrebbe provocare il risultato opposto. Raggiungere un successo superiore significa che l’Eroe ha conquistato i cuori degli astanti o li ha intimiditi fino a una silenziosa sottomissione.", "inspire": "Incoraggiare", + "inspire-short": "Ins", "inspire-description": "Un Eroe capace di INCORAGGIARE gli altri può suscitare sentimenti positivi nel prossimo, spronandolo a reagire alla situazione del momento. Per riuscirsi, si affida a dare il buon esempio, piuttosto che all’uso efficace delle parole (che ricade sotto CONVINCERE). L’abilità può essere usata sugli individui, ma risulta particolarmente efficace nell’influenzare i gruppi numerosi. Gli Eroi dotati di elevati punteggi di INCORAGGIARE possono essere oratori energici, agitatori appassionati e beneamati comandanti.

Un successo in un tiro di INCORAGGIARE risveglia nel soggetto il sentimento desiderato dall’oratore, a patto che non sia troppo in contrasto con il suo umore attuale. Un successo superiore è sufficiente per influenzare individui del tutto disinteressati o addirittura trasformare dei rivali in sostenitori.", "persuade": "Convincere", + "persuade-short": "Per", "persuade-description": "Questa abilità consente a un Eroe di servirsi della dialettica al fine di persuadere un altro individuo di una sua idea o linea di azione. Può essere usata per influenzare piccoli gruppi di ascoltatori, ma solo se impiegata nel contesto appropriato, ad esempio in una sala comune. Un tentativo di persuasione richiede più tempo rispetto ad altre abilità di personalità, ma può avere un impatto di più lunga durata sulle azioni degli altri personaggi. Un elevato punteggio di CONVINCERE denota un’eloquenza fuori dal comune, un amore per l’oratoria e la conoscenza del suo uso appropriato e dei suoi effetti sugli ascoltatori. Sapienti, consiglieri di re e comandanti e i loro messaggeri condividono tutti questa passione per la lingua parlata. Usare con successo questa abilità consente a un Eroe di convincere l’interlocutore dei difetti insiti nella posizione da egli presa.

Un successo superiore lo convince della qualità del punto di vista dell’Eroe, e può persino trasformarlo in un fervido seguace.", "personality-description": "La personalità di un Eroe si esprime nella sua capacità di impressionare, incoraggiare e influenzare gli altri. Un buon livello di competenza in tutte e tre le abilità di questo gruppo è la misura di un buon capo.", "athletics": "Atletica", + "athletics-short": "Ath", "athletics-description": "ATLETICA è un’abilità piuttosto generica, che comprende la maggior parte delle attività fisiche che un Eroe potrebbe intraprendere durante un’avventura, come correre, saltare, scalare e nuotare. Gli Eroi dotati di elevati punteggi di ATLETICA mostrano una combinazione vincente di prestanza, grazia e controllo del loro corpo, in genere ottenuti tramite un costante allenamento e un esercizio quotidiano.

Un successo in un tiro di ATLETICA produce un risultato soddisfacente nell’attività fisica intrapresa, mentre un fallimento può provocare lesioni gravi a seconda delle circostanze. Un risultato superiore suggerisce invece una prestazione spettacolare.", "travel": "Viaggio", + "travel-short": "Tra", "travel-description": "Nella Terza Era, le città, i villaggi e le cittadine della Terra di Mezzo sono spesso separati da molte leghe di terreno deserto o selvaggio. Le strade che un tempo portavano senza pericoli a regni lontani ora finiscono su sentieri interrotti che non conducono da nessuna parte.

Quando la compagnia deve coprire una distanza attraverso un territorio incerto, anche in barca, ogni avventuriero è tenuto a eseguire uno o più test utilizzando l'abilità VIAGGIO per evitare di stancarsi troppo presto. Sebbene sia certamente il prodotto dell'esperienza, l'uso di Viaggio trae giovamento principalmente dalla forza d'animo di un eroe.", "stealth": "Furtività", + "stealth-short": "Ste", "stealth-description": "Un Eroe può ricorrere alla FURTIVITÀ ogni volta che deve agire in modo segreto o nascosto. L’abilità comprende nascondersi, muoversi in silenzio e pedinare qualcuno. Queste attività si basano sovente su rapidità e precisione, perciò un Eroe furtivo unisce una prudenza ben coltivata alla capacità di scegliere il momento giusto per correre un rischio. Cacciatori, scassinatori e combattenti solitari si affidano alla FURTIVITÀ per avere successo nel loro mestiere.

Un successo in un tiro di FURTIVITÀ indica che il personaggio non si è fatto notare, mentre un fallimento comporta quasi certamente l’attirare attenzioni non desiderate.

Un successo superiore produce un’azione così perfetta da rendere addirittura impossibile accorgersene se non molto tempo dopo.", "movement-description": "Superare ostacoli, sopportare lunghi viaggi e muoversi senza farsi vedere sono il pane quotidiano di ogni avventuriero che si rispetti.", "awareness": "Allerta", + "awareness-short": "Awa", "awareness-description": "L’abilità ALLERTA rappresenta la rapidità di reazione di un personaggio e la sua capacità di notare qualcosa di inatteso, fuori dall’ordinario o difficile da percepire. Punteggi alti in questa abilità denotano sia dei sensi particolarmente acuti sia l’esperienza per capire ciò che si vede e sente.

Un grado di ALLERTA straordinario risulta estremamente utile all’Eroe che funge da vedetta per la compagnia.", "insight": "Perspicacia", + "insight-short": "Ins", "insight-description": "La PERSPICACIA è la capacità di un Eroe di vedere al di là delle apparenze, di riconoscere i pensieri e le convinzioni nascoste della gente: non serve a capire se qualcuno sta mentendo, ma può fornire utili intuizioni riguardo le motivazioni delle persone. Un Eroe con un elevato punteggio di PERSPICACIA è spesso considerato un individuo sensibile e intuitivo, e i suoi consigli sono ricercati da molti. Un successo in un tiro di PERSPICACIA fornisce a un Eroe un ritratto fedele, anche se parziale, della persona che sta osservando. Un successo superiore gli consente di indovinare dettagli aggiuntivi sullo stato mentale dell’individuo osservato. Un tiro di PERSPICACIA può anche essere effettuato per contrastare un avversario che cerca di influenzare o persuadere l’Eroe di qualcosa.", "search": "Scrutare", + "search-short": "Sea", "search-description": "Un Eroe può usare SCRUTARE quando tenta di trovare qualcosa tramite un esame accurato. Questa abilità può consentirgli di esaminare un libro in cerca di qualche informazione importante, individuare porte segrete o iscrizioni nascoste, riconoscere un volto familiare tra la folla o localizzare una serie di impronte sul terreno. I tiri di SCRUTARE sono generalmente proposti da un giocatore anziché richiesti dal Maestro del Sapere; per vedere se un personaggio nota qualcosa in modo passivo si ricorre ad ALLERTA. Un successo in un tiro di SCRUTARE permette in genere a un personaggio di reperire quello che cercava, a patto naturalmente che si trovi nell’area perlustrata. Un successo superiore di solito significa che l’oggetto viene trovato più in fretta del previsto.", "perception-description": "La capacità di cogliere i dettagli nascosti è spesso essenziale, che si tratti di notare uno strano rumore che svela un agguato incombente, captare il lampo della menzogna negli occhi di un bugiardo o individuare la crepa nel muro che indica una porta segreta.", "explore": "Esplorare", + "explore-short": "Exp", "explore-description": "Gli Eroi si affidano alla loro abilità di ESPLORAZIONE quando attraversano un’area sconosciuta nella natura selvaggia. Un tiro di ESPLORAZIONE può essere richiesto durante un viaggio per trovare la direzione giusta da seguire o per tornare sul sentiero principale dopo una deviazione; per affrontare le avverse condizioni climatiche o altri pericoli naturali; per aprire passaggi attraverso la vegetazione intricata in modo che tutti possano passarvi; o per scegliere un luogo adatto dove accamparsi. Un valore elevato in ESPLORAZIONE è una risorsa inestimabile per un Eroe che agisce come esploratore per la sua compagnia.", "healing": "Guarigione", + "healing-short": "Hea", "healing-description": "La conoscenza di come alleviare il dolore e applicare rimedi per risanare i sofferenti è molto antica, e le modalità di trattamento variano da una Cultura all’altra. Quasi tutte le tradizioni sono tuttavia d’accordo su come curare le ferite più gravi, che devono essere trattate immediatamente per evitare che peggiorino.

L’abilità GUARIGIONE include la capacità di sistemare ossa rotte e l’uso di erbe o linimenti, ma il risultato dipende dalla perizia del guaritore nel capire cosa tormenta il malato e decidere cosa bisogna fare per curarlo.", "hunting": "Caccia", + "hunting-short": "Hun", "hunting-description": "Sapere come cacciare è una capacità fondamentale, comune in gran parte della Terra di Mezzo. Un tiro di CACCIA può essere richiesto quando si insegue una creatura in zone selvagge, per localizzare tracce e seguirle o per identificare una preda dalle sue impronte. L’abilità comprende anche l’allestimento di trappole e l’addestramento e l’impiego di cani o rapaci da caccia. Nelle aree meno civilizzate, i cacciatori imparano ad applicare i principi della loro arte anche a prede più pericolose come Orchi, Ragni o Warg… o rischiano di diventare essi stessi le prede.", "survival-description": "Le tre abilità di questo gruppo, fondamentali per un avventuriero girovago, rendono chi le possiede un membro inestimabile in qualsiasi compagnia.", "song": "Canzoni", + "song-short": "Son", "song-description": "Hobbit e Uomini, Elfi e Nani, persino i goblin e forse gli Orchi: tutte le creature della Terra di Mezzo festeggiano suonando musica e cantando canzoni. Grandi gesta e tristi sventure sono ricordate nei versi, e storie piacevoli o divertenti sono narrate per alleviare lo spirito e portare conforto.

CANZONI si usa per recitare poesie, cantare o suonare strumenti musicali adatti alla Cultura di un personaggio. L'abilità può anche essere utilizzata per imparare nuove opere o per creare composizioni originali.", "courtesy": "Cortesia", + "courtesy-short": "Cou", "courtesy-description": "I Popoli Liberi conoscono le comuni norme della buona educazione e le antiche convenzioni del comportamento. Osservare queste tradizioni è segno di rispetto e può servire a stabilire interazioni amichevoli anche con dei perfetti sconosciuti.

Un Eroe che ottiene un successo in un tiro di CORTESIA sa che cosa dire al momento giusto per fare buona impressione al suo ospite, o è attento a comportarsi correttamente quando riceve altre persone.", "riddle": "Indovinelli", + "riddle-short": "Rid", "riddle-description": "Omonimo dell’antico gioco, INDOVINELLI rappresenta la capacità di un Eroe di trarre conclusioni da informazioni apparentemente prive di connessione, usando deduzione, ragionamento e intuito.

Un avventuriero, inoltre, si affida a INDOVINELLI ogni volta che è costretto a parlare di un argomento ma desidera nascondere parte di ciò che conosce, ad esempio per spiegare qualcosa di sé stesso senza rivelare la propria vera identità.

Parlare per enigmi è un’usanza diffusa in molte culture della Terra di Mezzo, in genere quando degli sconosciuti si incontrano per la prima volta e vogliono conversare in modo circospetto. Questa abilità è usata anche per ricavare utili intuizioni da un enigma scritto o enunciato.", "custom-description": "Anche se gli Eroi sono spesso considerati dei bruti incivili dalla gente comune, a volte le loro vite possono dipendere dal conoscere la canzone più arguta, le parole giuste o la risposta più intelligente. Raggiungere l’eccellenza in queste abilità è considerato un nobile risultato.", "craft": "Manualità", + "craft-short": "Cra", "craft-description": "L’abilità MANUALITÀ non comprende effettivamente l’intera gamma di specializzazioni di fabbri, costruttori e altri artigiani, ma rispecchia il talento di un personaggio per la fabbricazione o la riparazione di oggetti con le proprie mani. MANUALITÀ si può usare per riparare la ruota di un carro o costruire una zattera improvvisata con il legno trovato sulla riva di un fiume, o persino per tentare di accendere un fuoco su un colle ventoso. Un elevato punteggio di MANUALITÀ può indicare che l’Eroe era un artigiano prima di iniziare la sua carriera di avventuriero. Alcune Culture, come i Nani e gli Elfi Noldor, rispettano l’artigianato come massima espressione della creatività", "battle": "Battaglia", + "battle-short": "Bat", "battle-description": "La competenza in questa abilità misura la conoscenza delle regole della battaglia e la capacità di affrontare uno scontro violento. L’abilità BATTAGLIA si può usare per ottenere un vantaggio durante una mischia contro un gruppo di nemici o per guidare una compagnia di soldati in uno scontro campale e mantenere l’ordine in mezzo al caos (i combattimenti individuali sono regolati dalle competenze di combattimento).", "lore": "Sapienza", + "lore-short": "Lor", "lore-description": "La SAPIENZA esprime l’amore per l’apprendimento, che si tratti del fascino esercitato dalle descrizioni di terre remote o di un interesse per la genealogia di famiglia. Ogni volta che un’azione richiede una conoscenza di qualche tipo, si effettua un tiro di SAPIENZA. Si presuppone che gli Eroi siano versati nelle tradizioni dei rispettivi popoli, pertanto il Maestro del Sapere dovrebbe richiedere di rado dei tiri di SAPIENZA riguardanti informazioni sulla Cultura o la regione di origine di un personaggio.", "vocation-description": "Prima che la sua risolutezza si consolidasse e lo spingesse sulla via dell’avventura, ogni Eroe ha probabilmente condotto una vita molto simile a quella di un individuo comune: ha imparato un mestiere, ha difeso la sua gente e ne ha assimilato la saggezza.", "weapon": "Armi", @@ -186,8 +204,10 @@ "scars": "Cicatrici", "age": "Età ", "scan": "Scrutare", + "scan-short": "Sca", "scan-description": "Un Eroe può usare SCRUTARE quando tenta di trovare qualcosa tramite un esame accurato. Questa abilità può consentirgli di esaminare un libro in cerca di qualche informazione importante, individuare porte segrete o iscrizioni nascoste, riconoscere un volto familiare tra la folla o localizzare una serie di impronte sul terreno. I tiri di SCRUTARE sono generalmente proposti da un giocatore anziché richiesti dal Maestro del Sapere; per vedere se un personaggio nota qualcosa in modo passivo si ricorre ad ALLERTA. Un successo in un tiro di SCRUTARE permette in genere ad un personaggio di reperire quello che cercava, a patto naturalmente che si trovi nell’area perlustrata. Un successo superiore di solito significa che l’oggetto viene trovato più in fretta del previsto.\n", "enhearten": "Incoraggiare", + "enhearten-short": "Enh", "enhearten-description": "Un Eroe capace di INCORAGGIARE gli altri può suscitare sentimenti positivi nel prossimo, spronandolo a reagire alla situazione del momento. Per riuscirsi, si affida a dare il buon esempio, piuttosto che all’uso efficace delle parole (che ricade sotto CONVINCERE). L’abilità può essere usata sugli individui, ma risulta particolarmente efficace nell’influenzare i gruppi numerosi. Gli Eroi dotati di elevati punteggi di INCORAGGIARE possono essere oratori energici, agitatori appassionati e beneamati comandanti.

Un successo in un tiro di INCORAGGIARE risveglia nel soggetto il sentimento desiderato dall’oratore, a patto che non sia troppo in contrasto con il suo umore attuale. Un successo superiore è sufficiente per influenzare individui del tutto disinteressati o addirittura trasformare dei rivali in sostenitori.", "combat": "Combattimento", "axes": "Asce", @@ -225,5 +245,10 @@ "custom-successdice": "Successo:", "custom-featdie": "Impresa:", "custom-rollname-placeholder": "[Nome del tiro]", - "other": "Altro" + "other": "Altro", + "useful-items": "Useful Items", + "marvelous-item": "Marvelous Item", + "marvelous-item-short": "Ma.", + "wondrous-item": "Wondrous Item", + "wondrous-item-short": "Wo." } \ No newline at end of file From d4fa82d6c83b5481ba702d0b6fa1c6b23b023731 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 20 Sep 2022 12:26:42 -0400 Subject: [PATCH 16/25] New translations translation.json (Hungarian) --- The One Ring 2e/translations/hu.json | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/The One Ring 2e/translations/hu.json b/The One Ring 2e/translations/hu.json index 1636177af7..f2f65a0b5c 100644 --- a/The One Ring 2e/translations/hu.json +++ b/The One Ring 2e/translations/hu.json @@ -59,45 +59,63 @@ "common-skills": "Common Skills", "skill-groups": "Skill Groups", "awe": "Awe", + "awe-short": "Awe", "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.

A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.", "inspire": "Inspire", + "inspire-short": "Ins", "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men

A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.", "persuade": "Persuade", + "persuade-short": "Per", "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.

The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.", "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.", "athletics": "Athletics", + "athletics-short": "Ath", "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.

A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.", "travel": "Travel", + "travel-short": "Tra", "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.

When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.", "stealth": "Stealth", + "stealth-short": "Ste", "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.

A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.

A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.", "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.", "awareness": "Awareness", + "awareness-short": "Awa", "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.

A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.", "insight": "Insight", + "insight-short": "Ins", "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.", "search": "Search", + "search-short": "Sea", "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.", "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.", "explore": "Explore", + "explore-short": "Exp", "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.", "healing": "Healing", + "healing-short": "Hea", "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.

The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.", "hunting": "Hunting", + "hunting-short": "Hun", "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.", "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.", "song": "Song", + "song-short": "Son", "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.

Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.", "courtesy": "Courtesy", + "courtesy-short": "Cou", "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.

A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.", "riddle": "Riddle", + "riddle-short": "Rid", "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.

An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.

An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.", "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.", "craft": "Craft", + "craft-short": "Cra", "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.

A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.", "battle": "Battle", + "battle-short": "Bat", "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).", "lore": "Lore", + "lore-short": "Lor", "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.", "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.", "weapon": "Weapon", @@ -186,8 +204,10 @@ "scars": "Scars", "age": "Age", "scan": "Scan", + "scan-short": "Sca", "scan-description": "Player-heroes can use the SCAN Skill when examining something closely or attentively. This Skill allows a Player-hero to skim through a book to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd, or locate a set of tracks on the ground. SCAN rolls are generally initiated by the players rather than the Loremaster. One roll is required for each inspection of a small area, such as a room. AWARENESS, rather than SCAN, is used to see if a hero passively notices something. A successful SCAN roll generally lets Player-heroes find what they are looking for — if it is to be found at all. A superior success usually means the object is found more quickly.", "enhearten": "Enhearten", + "enhearten-short": "Enh", "enhearten-description": "Player-heroes can use the ENHEARTEN skill to instil positive feelings in others, urging them to act on the matter at hand. They achieve this mainly through example, charisma, and personal conviction, rather than through the effective use of words (which falls under PERSUADE below). This Skill can be used on individuals, but is particularly effective in influencing crowds. Player-heroes with high ENHEARTEN ratings can be forceful orators, passionate agitators, and well-loved leaders. A successful ENHEARTEN roll awakens a chosen feeling in the subject, as long as it is not in opposition to their current mood. A superior success is enough to influence wholly disinterested individuals, or turn rivals into supporters.", "combat": "Combat", "axes": "Axes", @@ -225,5 +245,10 @@ "custom-successdice": "Success:", "custom-featdie": "Feat:", "custom-rollname-placeholder": "[Roll Text]", - "other": "Other" + "other": "Other", + "useful-items": "Useful Items", + "marvelous-item": "Marvelous Item", + "marvelous-item-short": "Ma.", + "wondrous-item": "Wondrous Item", + "wondrous-item-short": "Wo." } \ No newline at end of file From f990d8066741c821042135c2f10ee7fc99116011 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 20 Sep 2022 12:26:43 -0400 Subject: [PATCH 17/25] New translations translation.json (Hebrew) --- The One Ring 2e/translations/he.json | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/The One Ring 2e/translations/he.json b/The One Ring 2e/translations/he.json index 1636177af7..f2f65a0b5c 100644 --- a/The One Ring 2e/translations/he.json +++ b/The One Ring 2e/translations/he.json @@ -59,45 +59,63 @@ "common-skills": "Common Skills", "skill-groups": "Skill Groups", "awe": "Awe", + "awe-short": "Awe", "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.

A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.", "inspire": "Inspire", + "inspire-short": "Ins", "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men

A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.", "persuade": "Persuade", + "persuade-short": "Per", "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.

The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.", "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.", "athletics": "Athletics", + "athletics-short": "Ath", "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.

A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.", "travel": "Travel", + "travel-short": "Tra", "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.

When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.", "stealth": "Stealth", + "stealth-short": "Ste", "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.

A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.

A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.", "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.", "awareness": "Awareness", + "awareness-short": "Awa", "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.

A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.", "insight": "Insight", + "insight-short": "Ins", "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.", "search": "Search", + "search-short": "Sea", "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.", "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.", "explore": "Explore", + "explore-short": "Exp", "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.", "healing": "Healing", + "healing-short": "Hea", "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.

The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.", "hunting": "Hunting", + "hunting-short": "Hun", "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.", "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.", "song": "Song", + "song-short": "Son", "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.

Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.", "courtesy": "Courtesy", + "courtesy-short": "Cou", "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.

A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.", "riddle": "Riddle", + "riddle-short": "Rid", "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.

An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.

An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.", "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.", "craft": "Craft", + "craft-short": "Cra", "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.

A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.", "battle": "Battle", + "battle-short": "Bat", "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).", "lore": "Lore", + "lore-short": "Lor", "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.", "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.", "weapon": "Weapon", @@ -186,8 +204,10 @@ "scars": "Scars", "age": "Age", "scan": "Scan", + "scan-short": "Sca", "scan-description": "Player-heroes can use the SCAN Skill when examining something closely or attentively. This Skill allows a Player-hero to skim through a book to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd, or locate a set of tracks on the ground. SCAN rolls are generally initiated by the players rather than the Loremaster. One roll is required for each inspection of a small area, such as a room. AWARENESS, rather than SCAN, is used to see if a hero passively notices something. A successful SCAN roll generally lets Player-heroes find what they are looking for — if it is to be found at all. A superior success usually means the object is found more quickly.", "enhearten": "Enhearten", + "enhearten-short": "Enh", "enhearten-description": "Player-heroes can use the ENHEARTEN skill to instil positive feelings in others, urging them to act on the matter at hand. They achieve this mainly through example, charisma, and personal conviction, rather than through the effective use of words (which falls under PERSUADE below). This Skill can be used on individuals, but is particularly effective in influencing crowds. Player-heroes with high ENHEARTEN ratings can be forceful orators, passionate agitators, and well-loved leaders. A successful ENHEARTEN roll awakens a chosen feeling in the subject, as long as it is not in opposition to their current mood. A superior success is enough to influence wholly disinterested individuals, or turn rivals into supporters.", "combat": "Combat", "axes": "Axes", @@ -225,5 +245,10 @@ "custom-successdice": "Success:", "custom-featdie": "Feat:", "custom-rollname-placeholder": "[Roll Text]", - "other": "Other" + "other": "Other", + "useful-items": "Useful Items", + "marvelous-item": "Marvelous Item", + "marvelous-item-short": "Ma.", + "wondrous-item": "Wondrous Item", + "wondrous-item-short": "Wo." } \ No newline at end of file From d40b89ae1658eb3347b20d633228473171717514 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 20 Sep 2022 12:26:44 -0400 Subject: [PATCH 18/25] New translations translation.json (Finnish) --- The One Ring 2e/translations/fi.json | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/The One Ring 2e/translations/fi.json b/The One Ring 2e/translations/fi.json index 1636177af7..f2f65a0b5c 100644 --- a/The One Ring 2e/translations/fi.json +++ b/The One Ring 2e/translations/fi.json @@ -59,45 +59,63 @@ "common-skills": "Common Skills", "skill-groups": "Skill Groups", "awe": "Awe", + "awe-short": "Awe", "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.

A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.", "inspire": "Inspire", + "inspire-short": "Ins", "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men

A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.", "persuade": "Persuade", + "persuade-short": "Per", "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.

The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.", "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.", "athletics": "Athletics", + "athletics-short": "Ath", "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.

A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.", "travel": "Travel", + "travel-short": "Tra", "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.

When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.", "stealth": "Stealth", + "stealth-short": "Ste", "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.

A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.

A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.", "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.", "awareness": "Awareness", + "awareness-short": "Awa", "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.

A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.", "insight": "Insight", + "insight-short": "Ins", "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.", "search": "Search", + "search-short": "Sea", "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.", "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.", "explore": "Explore", + "explore-short": "Exp", "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.", "healing": "Healing", + "healing-short": "Hea", "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.

The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.", "hunting": "Hunting", + "hunting-short": "Hun", "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.", "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.", "song": "Song", + "song-short": "Son", "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.

Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.", "courtesy": "Courtesy", + "courtesy-short": "Cou", "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.

A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.", "riddle": "Riddle", + "riddle-short": "Rid", "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.

An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.

An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.", "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.", "craft": "Craft", + "craft-short": "Cra", "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.

A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.", "battle": "Battle", + "battle-short": "Bat", "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).", "lore": "Lore", + "lore-short": "Lor", "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.", "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.", "weapon": "Weapon", @@ -186,8 +204,10 @@ "scars": "Scars", "age": "Age", "scan": "Scan", + "scan-short": "Sca", "scan-description": "Player-heroes can use the SCAN Skill when examining something closely or attentively. This Skill allows a Player-hero to skim through a book to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd, or locate a set of tracks on the ground. SCAN rolls are generally initiated by the players rather than the Loremaster. One roll is required for each inspection of a small area, such as a room. AWARENESS, rather than SCAN, is used to see if a hero passively notices something. A successful SCAN roll generally lets Player-heroes find what they are looking for — if it is to be found at all. A superior success usually means the object is found more quickly.", "enhearten": "Enhearten", + "enhearten-short": "Enh", "enhearten-description": "Player-heroes can use the ENHEARTEN skill to instil positive feelings in others, urging them to act on the matter at hand. They achieve this mainly through example, charisma, and personal conviction, rather than through the effective use of words (which falls under PERSUADE below). This Skill can be used on individuals, but is particularly effective in influencing crowds. Player-heroes with high ENHEARTEN ratings can be forceful orators, passionate agitators, and well-loved leaders. A successful ENHEARTEN roll awakens a chosen feeling in the subject, as long as it is not in opposition to their current mood. A superior success is enough to influence wholly disinterested individuals, or turn rivals into supporters.", "combat": "Combat", "axes": "Axes", @@ -225,5 +245,10 @@ "custom-successdice": "Success:", "custom-featdie": "Feat:", "custom-rollname-placeholder": "[Roll Text]", - "other": "Other" + "other": "Other", + "useful-items": "Useful Items", + "marvelous-item": "Marvelous Item", + "marvelous-item-short": "Ma.", + "wondrous-item": "Wondrous Item", + "wondrous-item-short": "Wo." } \ No newline at end of file From a7933a1eb1b4ecaa0e09b99eeb3210f813a33689 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 20 Sep 2022 12:26:45 -0400 Subject: [PATCH 19/25] New translations translation.json (Greek) --- The One Ring 2e/translations/el.json | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/The One Ring 2e/translations/el.json b/The One Ring 2e/translations/el.json index 1636177af7..f2f65a0b5c 100644 --- a/The One Ring 2e/translations/el.json +++ b/The One Ring 2e/translations/el.json @@ -59,45 +59,63 @@ "common-skills": "Common Skills", "skill-groups": "Skill Groups", "awe": "Awe", + "awe-short": "Awe", "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.

A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.", "inspire": "Inspire", + "inspire-short": "Ins", "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men

A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.", "persuade": "Persuade", + "persuade-short": "Per", "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.

The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.", "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.", "athletics": "Athletics", + "athletics-short": "Ath", "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.

A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.", "travel": "Travel", + "travel-short": "Tra", "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.

When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.", "stealth": "Stealth", + "stealth-short": "Ste", "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.

A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.

A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.", "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.", "awareness": "Awareness", + "awareness-short": "Awa", "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.

A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.", "insight": "Insight", + "insight-short": "Ins", "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.", "search": "Search", + "search-short": "Sea", "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.", "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.", "explore": "Explore", + "explore-short": "Exp", "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.", "healing": "Healing", + "healing-short": "Hea", "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.

The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.", "hunting": "Hunting", + "hunting-short": "Hun", "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.", "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.", "song": "Song", + "song-short": "Son", "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.

Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.", "courtesy": "Courtesy", + "courtesy-short": "Cou", "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.

A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.", "riddle": "Riddle", + "riddle-short": "Rid", "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.

An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.

An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.", "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.", "craft": "Craft", + "craft-short": "Cra", "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.

A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.", "battle": "Battle", + "battle-short": "Bat", "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).", "lore": "Lore", + "lore-short": "Lor", "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.", "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.", "weapon": "Weapon", @@ -186,8 +204,10 @@ "scars": "Scars", "age": "Age", "scan": "Scan", + "scan-short": "Sca", "scan-description": "Player-heroes can use the SCAN Skill when examining something closely or attentively. This Skill allows a Player-hero to skim through a book to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd, or locate a set of tracks on the ground. SCAN rolls are generally initiated by the players rather than the Loremaster. One roll is required for each inspection of a small area, such as a room. AWARENESS, rather than SCAN, is used to see if a hero passively notices something. A successful SCAN roll generally lets Player-heroes find what they are looking for — if it is to be found at all. A superior success usually means the object is found more quickly.", "enhearten": "Enhearten", + "enhearten-short": "Enh", "enhearten-description": "Player-heroes can use the ENHEARTEN skill to instil positive feelings in others, urging them to act on the matter at hand. They achieve this mainly through example, charisma, and personal conviction, rather than through the effective use of words (which falls under PERSUADE below). This Skill can be used on individuals, but is particularly effective in influencing crowds. Player-heroes with high ENHEARTEN ratings can be forceful orators, passionate agitators, and well-loved leaders. A successful ENHEARTEN roll awakens a chosen feeling in the subject, as long as it is not in opposition to their current mood. A superior success is enough to influence wholly disinterested individuals, or turn rivals into supporters.", "combat": "Combat", "axes": "Axes", @@ -225,5 +245,10 @@ "custom-successdice": "Success:", "custom-featdie": "Feat:", "custom-rollname-placeholder": "[Roll Text]", - "other": "Other" + "other": "Other", + "useful-items": "Useful Items", + "marvelous-item": "Marvelous Item", + "marvelous-item-short": "Ma.", + "wondrous-item": "Wondrous Item", + "wondrous-item-short": "Wo." } \ No newline at end of file From b4795bdd9b92891f3f284f71f5b32e61817a38da Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 20 Sep 2022 12:26:46 -0400 Subject: [PATCH 20/25] New translations translation.json (German) --- The One Ring 2e/translations/de.json | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/The One Ring 2e/translations/de.json b/The One Ring 2e/translations/de.json index b758b9e4f9..8965da109d 100644 --- a/The One Ring 2e/translations/de.json +++ b/The One Ring 2e/translations/de.json @@ -59,45 +59,63 @@ "common-skills": "Allgemeine Fähigkeiten", "skill-groups": "Fertigkeitsgruppe", "awe": "Beeindrucken", + "awe-short": "Awe", "awe-description": "Diese Fertigkeit misst die Fähigkeit einer Person, Respekt bei Zuschauern hervorzurufen und bestimmt den Eindruck, den sie auf jemanden beim ersten Treffen macht. Abhängig von den Umständen und den Absichten oder dem Naturell des Charakters, kann die Fähigkeit verwendet werden, um Verwunderung, Bewunderung oder gar Furcht auszulösen. Eine beeindruckende Wirkung rührt vom natürlichen Charisma einer Person her, kann aber auch durch einen dramatischen Auftritt oder imponierende Garderobe erzeugt werden.

Eine erfolgreiche Anwendung der Beeindrucken-Fertigkeit löst den gewünschten Effekt aus. Ein Misserfolg erzeugt entweder gar keine Wirkung oder kann sogar zum gegenteiligen Effekt führen! Ein guter Erfolg bedeutet, dass der Charakter die Herzen der Zuschauer erobert hat oder sie zu stiller Unterwürfigkeit eingeschüchtert hat. Ein herausragender Erfolg kann zu offen gezeigter Ehrerbietung oder Panik führen.", "inspire": "Anführen", + "inspire-short": "Ins", "inspire-description": "Ein Charakter, der andere Anführen kann, ruft positive Gefühle in ihnen hervor und spornt sie zu einer Handlung an. Dies wird vorwiegend durch ein vorgelebtes Beispiel, durch Charisma oder persönliche Überzeugung erreicht, weniger durch den Einsatz von wohlgewählten Worten (das würde unter Überreden fallen). Anführen kann auf Individuen angewendet werden, ist aber besonders effektiv, um Gruppen zu beeinflussen. Personen mit hohen Werten in dieser Fertigkeit können kraftvolle Redner, leidenschaftliche Anstifter und beliebte Anführer sein.

Ein erfolgreicher Wurf auf Anführen erweckt ein ausgewähltes Gefühl in der Zielperson, solange das Gefühl nicht im Widerspruch zur aktuellen Stimmung steht. Ein guter Erfolg kann auch zuvor gänzlich desinteressierte Individuen beeinflussen, während ein außergewöhnlicher Erfolg sogar Rivalen zu Unterstützern machen kann.", "persuade": "Überreden", + "persuade-short": "Per", "persuade-description": "Diese Fertigkeit erlaubt es einem Charakter, andere mit Argumenten von einer Idee oder Vorgehensweise zu überzeugen. Sie kann dazu verwendet werden, kleine Gruppen von Zuhörern zu beeinflussen, allerdings müssen die Umstände dazu passen, z.B. an einem Versammlungsort. Ein Versuch, jemanden zu Überreden, benötigt mehr Zeit als andere Fertigkeiten der Gruppe Persönlichkeit, kann aber einen längerdauernden Effekt auf andere haben. Ein hoher Wert in Überreden deutet auf ungewöhnliche Eloquenz, eine Liebe zur Sprache und das Wissen um ihre Anwendung und ihre Auswirkungen auf Zuhörer hin. Vor allem Weise, Berater von Häuptlingen und Königen und die Boten derselben teilen sich die Vorliebe für das gesprochene Wort.

Ein erfolgreicher Einsatz der Fertigkeit überzeugt die Zuhörer des Charakters von den Fehlern in ihrer aktuellen Überzeugung. Ein guter Erfolg überzeugt die Zielperson von der Qualität der Haltung des Charakters, während ein außergewöhnlicher Erfolg den Zuhörer in einen begeisterten Anhänger verwandelt.", "personality-description": "Die Persönlichkeit eines Charakters spiegelt sich in der Fähigkeit wider, anderen zu imponieren, sie zu animieren oder zu beeinflussen. Hohe Kenntnisse in allen drei Fertigkeiten dieser Gruppe sind ein Merkmal von Anführern.", "athletics": "Athletik", + "athletics-short": "Ath", "athletics-description": "Athletik ist eine breitgefächerte Fertigkeit, die die meisten körperlichen Aktivitäten abdeckt, die Charaktere auf Abenteuerreise unternehmen, wozu das Laufen, Springen, Klettern, Schwimmen und das Werfen von Steinen oder anderen kleinen Gegenständen gehören. Personen mit hohen Werten in Athletik zeigen eine starke Kombination von physischem Können, Anmut und Körperbeherrschung, die sie üblicherweise durch kontinuierliches Üben und tägliche Strapazen erworben haben.

Ein erfolgreicher Wurf auf Athletik erzeugt ein zufriedenstellendes Ergebnis einer körperlichen Aktivität, während ein Misserfolg je nach Situation zu ernsthaften Verletzungen führen kann. Ein guter oder außergewöhnlicher Erfolg deutet auf eine spektakuläre Leistung hin.", "travel": "Reisen", + "travel-short": "Tra", "travel-description": "Im Dritten Zeitalter sind die Städte, Dörfer und Siedlungen von Mittelerde oft durch viele Meilen an wilden und menschenleeren Gebieten getrennt. Die Straßen, die einst sicher in ferne Lande führten, sind nun verlassene Pfade ins Nirgendwo.

Immer, wenn die Gemeinschaft eine Strecke über unbekanntes Terrain zurücklegen muss (auch per Boot oder Schiff), muss jeder Gefährte eine oder mehr Fertigkeitsproben auf Reisen bestehen, um Erschöpfung zu vermeiden. ", "stealth": "Heimlichkeit", + "stealth-short": "Ste", "stealth-description": "Immer wenn ein Charakter besonders verstohlen und geheim agieren will oder muss, kann er auf Heimlichkeit zurückgreifen. Die Fertigkeit umfasst Verstecken, Schleichen und unbemerktes Beschatten von anderen Personen. Derartige Handlungen verlangen oft Schnelligkeit und Präzision. Darum sind heimliche Charaktere geübt darin, ein behutsames Vorgehen mit dem Wissen um den richtigen Moment zum Zuschlagen zu verbinden. Jäger, Einbrecher und Einzelkämpfer verwenden Heimlichkeit, um in ihrem Fach Erfolg zu haben.

Ein erfolgreicher Wurf auf Heimlichkeit besagt, dass der Charakter unbemerkt bleibt, während ein MIsserfolg mit großer Wahrscheinlichkeit zu ungewollter Aufmerksamkeit führt. Ein guter oder außerordentlicher Erfolg erzeugt ein so makelloses Ergebnis, dass es sogar unmöglich ist, im nachhinein noch irgendwelche Spuren zu entdecken.", "movement-description": "Hindernisse überwinden, lange Reisen ertragen und sich heimlich fortbewegen, das ist der Stoff aus dem Abenteurer gemacht sind.", "awareness": "Wahrnehmung", + "awareness-short": "Awa", "awareness-description": "Wahrnehmung bildet die Reaktionsfähigkeit eines Charakters ab, sowie seine Fähigkeit, Unerwartetes, Ungewöhnliches oder gut Verborgenes zu entdecken. Ein hoher Wert zeugt sowohl von scharfen Sinnen als auch der nötigen Erfahrung, um das Gesehene oder Gehörte einordnen zu können.

Gute Wahrnehmung drückt auch außergewöhnliche Wachsamkeit aus und ist daher sehr nützlich für Gefährten, die ihre Gemeinschaft als Wächter unterstützen.", "insight": "Empathie", + "insight-short": "Ins", "insight-description": "Empathie ist die Fähigkeit eines Charakters, hinter Äußerlichkeiten zu blicken und die verborgenen Gedanken und Überzeugungen von Personen aufzudecken. Charaktere mit Empathie erkennen, wenn jemand lügt und können hilfreiche Schlüsse zu den Motiven anderer ziehen. Jemand mit hoher Empathie wird oft als verständiges und scharfsichtiges Individuum wahrgenommen und von vielen um Rat gefragt.

Eine erfolgreiche Probe auf Empathie verschafft dem Charakter ein wirklichkeitsgetreues (wenn auch unvollständiges) Porträt der Zielperson. Ein gutes oder außergewöhnliches Ergebnis enthüllt Wahrheiten über ein Individuum, von denen es selbst nichts ahnt. Empathie-Proben können auch gewürfelt werden, um Überreden- oder anderen Persönlichkeits-Proben von Gegenspielern Widerstand entgegenzusetzen.", "search": "Suchen", + "search-short": "Sea", "search-description": "Suchen wird verwendet, wenn man etwas durch genaue Untersuchung finden will. Mit dieser Fertigkeit kann man in einer Bibliothek relevante Information aufspüren, verborgene Türen oder versteckte Inschriften finden, ein bekanntes Gesicht in einer Menge ausmachen oder die Kleidung eines mutmaßlichen Diebes filzen. Für jede Untersuchung eines kleinen Gebietes, zum Beispiel eines Raumes, ist eine Probe nötig. Suchen-Proben werden üblicherweise von den Spielern aktiv verlangt und seltener vom Spielleiter eingefordert; Wahrnehmungs-Proben hingegen werden eher verwendet, um passive Aufmerksamkeit zu testen.

Eine erfolgreiche Probe bringt das Gesuchte in der Regel zum Vorschein, wenn es denn gefunden werden kann. Ein guter oder außergewöhnlicher Erfolg bedeutet für gewöhnlich einen rascheren Erfolg. Wenn ein Gegenstand besonders sorgfältig verborgen wurde, können Spielleiter einen höheren Erfolgsgrad verlangen, um ihn überhaupt zu finden.", "perception-description": "Die Fähigkeit, versteckte Details zu bemerken zahlt sich oft aus - sei es ein merkwürdiges Geräusch zu hören, das einen Hinterhalt auffliegen lässt, das Funkeln in den Augen eines Lügners zu erkennen oder den Riss in der Wand zu finden, der eine Geheimtür offenbart.", "explore": "Erkunden", + "explore-short": "Exp", "explore-description": "Abenteurer verlassen sich auf ihre Fertigkeit in Erkunden, wenn sie sich durch unbekanntes Terrain in der Wildnis bewegen. Eine Erkunden-Probe kann während einer Reise nötig werden, um die Richtung zu bestimmen oder den Weg nach einem Abstecher wiederzufinden, um mit widrigen Wetterverhältnissen oder anderen Gefahrenquellen fertig zu werden, um begehbare Pfade für die Gefährten zu finden oder um einen geeigneten Lagerplatz auszuwählen. Ein hoher Wert in Erkunden ist von unschätzbarem Wert für Gefährten, die in ihrer Gruppe als Kundschafter eingesetzt werden.", "healing": "Heilen", + "healing-short": "Hea", "healing-description": "Das Wissen darum, wie man Schmerzen lindert und mit Arzneimitteln die Gesundheit wieder herstellt, ist alt, und die Methoden unterscheiden sich von Kultur zu Kultur. In der Behandlung von schweren Verletzungen sind sich jedoch alle Traditionen einig: diese müssen sofort versorgt werden, um Schlimmeres zu verhindern.

Die Heilen-Fertigkeit umfasst das Einrichten von Knochen und die Anwendung von Kräutern und Salben, das Ergebnis beruht jedoch auf der Fähigkeit der Heiler zu erkennen, was die leidende Person plagt, und zu bestimmen, was getan werden muss.", "hunting": "Jagen", + "hunting-short": "Hun", "hunting-description": "Jagen ist eine weit verbreitete und lebensnotwendige Fähigkeit in ganz Mittelerde. Eine Jagen-Probe mag nötig sein, um eine Kreatur durch die Wildnis zu verfolgen, um Spuren zu entdecken und ihnen zu folgen oder um eine Beute anhand ihrer Fährte zu identifizieren. Die Fertigkeit deckt auch das Fallenstellen oder die Ausbildung von Jagdhunden oder Greifvögeln ab. In raueren Landen lernen Jäger, ihre Fähigkeiten auch für gefährlichere Ziele wie Orks, Spinnen oder Warge anzuwenden, um nicht zu riskieren, selbst zur Beute zu werden.", "survival-description": "Die drei Fertigkeiten dieser Gruppe sind essentiell für umherziehende Abenteurer und machen einen Charakter zu einem wertvollen Mitglied der Gemeinschaft.", "song": "Musizieren", + "song-short": "Son", "song-description": "Hobbits und Menschen, Elben und Zwerge, sogar Goblins und vielleicht Orks: alle Kreaturen in Mittelerde feiern mit Liedern und Musik. Glanzvolle Taten und schlimmes Unheil werden in Versen überliefert, erfreuliche und lustige Geschichten werden zur Zerstreuung und Erheiterung erzählt.

Musizieren wird verwendet, um Gedichte zu rezitieren, Lieder zu singen oder Instrumente zu spielen, die der Kultur eines Charakters entsprechen. Die Fertigkeit kann auch verwendet werden, um neue Werke zu lernen oder zu erschaffen.", "courtesy": "Auftreten", + "courtesy-short": "Cou", "courtesy-description": "Die Freien Völker haben einen allgemeingültigen Begriff von Anstand und folgen sehr alten Verhaltenskonventionen. Diese Regeln und Traditionen einzuhalten, zeugt von Respekt und ist eine Möglichkeit, auch mit völlig Fremden schnell eine freundliche Gesprächsbasis herzustellen.

Nach einer erfolgreichen Auftreten-Probe weiß ein Charakter, was er in welchem Moment sagen muss, um bei seinem Gastgeber einen guten Eindruck zu hinterlassen oder achtet auf seine Umgangsformen, wenn er selbst Gäste empfängt.", "riddle": "Rätseln", + "riddle-short": "Rid", "riddle-description": "Die Fertigkeit Rätseln verdankt ihren Namen dem althergebrachten gleichnamigen Spiel und repräsentiert die Fähigkeit eines Charakters, Schlussfolgerungen aus scheinbar unzusammenhängenden Informationsfetzen zu ziehen und zwar durch Ableitungen, logisches Denken und Intuition.

Abenteurer verlassen sich auch auf Rätseln, wenn sie gezwungen sind, über etwas zu reden, von dem sie Teile geheim halten wollen, wie zum Beispiel, wenn sie etwas über sich selbst aussagen wollen ohne ihre wahre Identität zu enthüllen.

Da es sich beim \"Sprechen in Rätseln\" um einen bei vielen Kreaturen akzeptierten Brauch handelt, ist diese Methode unter Fremden gebräuchlich, die sich zum ersten Mal begegnen und die im Gespräch erst einmal Vorsicht walten lassen wollen. Natürlich wird diese Fertigkeit auch eingesetzt, um hilfreiche Erkenntnisse aus einem gesprochenen oder niedergeschriebenen Rätsel zu gewinnen.", "custom-description": "Auch wenn Abenteurer in den Augen des gemeinen Volkes oft als unzivilisierte Rohlinge angesehen werden, hängen ihre Leben doch manchmal von ihrem Wissen über die gewähltesten Worte, die weisesten Lieder und Legenden oder von der schlauesten Antwort ab. Sich in diesen Fertigkeiten auszuzeichnen gilt als noble Errungenschaft.", "craft": "Handwerk", + "craft-short": "Cra", "craft-description": "Handwerk bildet weniger die ganze Bandbreite der Fertigkeiten von Schmieden, Stellmachern oder anderen Handwerkern ab, sondern stellt vielmehr das allgemeine Talent eines Charakters dar, Dinge von Hand zu fertigen oder zu reparieren. Spezialisierungen wie Schmiedekunst oder Holzbearbeitung dienen wiederum dazu, das Können in einem bestimmten Handwerk zu repräsentieren. Handwerk kann verwendet werden, um ein Rad an einem Wagen zu reparieren, oder um ein improvisiertes Floß aus Treibholz zu bauen, oder sogar um ein Feuer auf einem windigen Hügel zu entfachen.

Ein hoher Wert in Handwerk könnte bedeuten, dass ein Charakter vor seinem Abenteuerleben ein Handwerker war. Einige Kulturen, wie die Zwerge oder die Noldor-Elben, verehren das Handwerk als die höchste Ausdrucksform der Kreativität.", "battle": "Kriegskunst", + "battle-short": "Bat", "battle-description": "Kenntnisse in dieser Fertigkeit zeigen das Verständnis eines Charakters für die Regeln einer Schlacht und seine Fähigkeit, in gewalttätigen Auseinandersetzungen einen kühlen Kopf zu bewahren. Kriegskunst kann dazu verwendet werden, um Vorteile im Kampf gegen eine Gruppe von Feinden zu erhalten oder um einen Trupp Krieger in die offene Feldschlacht zu führen und inmitten des Chaos für Ordnung zu sorgen (der Schlagabtausch selbst wird über Waffenfertigkeiten abgehandelt).", "lore": "Wissen", + "lore-short": "Lor", "lore-description": "Wissen drückt die Liebe eines Charakters zum Lernen aus, sei es eine Faszination für Reiseberichte aus fernen Ländern oder ein Interesse an Ahnenforschung. Wann immer eine Aktion ein bestimmtes Wissen erfordert, ist eine Probe auf diese Fertigkeit erforderlich. Charaktere sind üblicherweise in der Tradition ihres eigenen Volkes bewandert, weshalb Spielleiter eher keine Proben für Informationen verlangen sollten, die die Kultur, den Hintergrund oder das Herkunftsgebiet des Charakters betreffen.", "vocation-description": "Vermutlich führte der Charakter ein gewöhnliches Leben als ein Individuum seines Volkes, bevor das Abenteuer nach ihm rief und sein Entschluss sich festigte, dem Ruf nachzugeben; so mag der Charakter ein Handwerk erlernt haben, die Seinen beschützt oder das gesammelte Wissen seines Volkes in sich aufgenommen haben.", "weapon": "Waffe", @@ -186,8 +204,10 @@ "scars": "Narben", "age": "Alter", "scan": "Scannen", + "scan-short": "Sca", "scan-description": "Charaktere können die SCANNEN-Fähigkeit verwenden, wenn sie etwas genau oder aufmerksam untersuchen. Diese Fähigkeit ermöglicht es einem Charaktere , ein Buch zu überfliegen, um relevante Informationen zu finden, nach verborgenen Türen oder versteckten Inschriften zu suchen, ein bekanntes Gesicht in einer Menschenmenge zu erkennen oder eine Reihe von Spuren auf dem Boden zu finden. Würfelproben auf Scannen werden im Allgemeinen eher von den Spielern als vom Spielleiter initiiert. Für jede Inspektion eines kleinen Bereichs, z. B. eines Raums, wird eine Würfelprobe benötigt. Wahrnehmung wird eher als Scannen verwendet, um zu sehen, ob ein Held etwas passiv bemerkt. Ein erfolgreicher SCANNEN-Wurf lässt Charaktere im Allgemeinen finden, wonach sie suchen – wenn es überhaupt zu finden ist. Ein überragender Erfolg bedeutet in der Regel, dass das Objekt schneller gefunden wird.", "enhearten": "Ermutigen", + "enhearten-short": "Enh", "enhearten-description": "Spielerhelden können die ERMUTIGEN-Fähigkeit verwenden, um bei anderen positive Gefühle zu wecken und sie dazu zu bringen, in der Sache zu handeln. Sie erreichen dies hauptsächlich durch ihr Vorbild, Charisma und ihre Überzeugungskraft und nicht durch den effektiven Einsatz von Worten (was weiter unten unter ÜBERREDEN fällt). Diese Fertigkeit kann auf Einzelpersonen angewendet werden, ist aber besonders effektiv bei der Beeinflussung von Menschenmengen. Spielerhelden mit einem hohen ERMUTIGEN-Wert können kraftvolle Redner, leidenschaftliche Agitatoren und beliebte Anführer sein. Eine gelungene ERMUTIGEN-Würfelprobe weckt eine passende Emotion zum Kontext, solange es nicht der aktuellen Stimmung widerspricht. Ein überragender Erfolg reicht aus, um völlig desinteressierte Personen zu beeinflussen oder Rivalen zu Unterstützern zu machen.", "combat": "Kampf", "axes": "Äxte", @@ -225,5 +245,10 @@ "custom-successdice": "Erfolg:", "custom-featdie": "Heldenw.:", "custom-rollname-placeholder": "[Wurf Text]", - "other": "Other" + "other": "Other", + "useful-items": "Useful Items", + "marvelous-item": "Marvelous Item", + "marvelous-item-short": "Ma.", + "wondrous-item": "Wondrous Item", + "wondrous-item-short": "Wo." } \ No newline at end of file From e363c92e26b762a3e90a30c61b8c0af2dad42e17 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 20 Sep 2022 12:26:47 -0400 Subject: [PATCH 21/25] New translations translation.json (Danish) --- The One Ring 2e/translations/da.json | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/The One Ring 2e/translations/da.json b/The One Ring 2e/translations/da.json index 1636177af7..f2f65a0b5c 100644 --- a/The One Ring 2e/translations/da.json +++ b/The One Ring 2e/translations/da.json @@ -59,45 +59,63 @@ "common-skills": "Common Skills", "skill-groups": "Skill Groups", "awe": "Awe", + "awe-short": "Awe", "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.

A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.", "inspire": "Inspire", + "inspire-short": "Ins", "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men

A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.", "persuade": "Persuade", + "persuade-short": "Per", "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.

The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.", "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.", "athletics": "Athletics", + "athletics-short": "Ath", "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.

A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.", "travel": "Travel", + "travel-short": "Tra", "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.

When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.", "stealth": "Stealth", + "stealth-short": "Ste", "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.

A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.

A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.", "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.", "awareness": "Awareness", + "awareness-short": "Awa", "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.

A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.", "insight": "Insight", + "insight-short": "Ins", "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.", "search": "Search", + "search-short": "Sea", "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.", "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.", "explore": "Explore", + "explore-short": "Exp", "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.", "healing": "Healing", + "healing-short": "Hea", "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.

The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.", "hunting": "Hunting", + "hunting-short": "Hun", "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.", "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.", "song": "Song", + "song-short": "Son", "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.

Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.", "courtesy": "Courtesy", + "courtesy-short": "Cou", "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.

A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.", "riddle": "Riddle", + "riddle-short": "Rid", "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.

An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.

An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.", "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.", "craft": "Craft", + "craft-short": "Cra", "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.

A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.", "battle": "Battle", + "battle-short": "Bat", "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).", "lore": "Lore", + "lore-short": "Lor", "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.", "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.", "weapon": "Weapon", @@ -186,8 +204,10 @@ "scars": "Scars", "age": "Age", "scan": "Scan", + "scan-short": "Sca", "scan-description": "Player-heroes can use the SCAN Skill when examining something closely or attentively. This Skill allows a Player-hero to skim through a book to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd, or locate a set of tracks on the ground. SCAN rolls are generally initiated by the players rather than the Loremaster. One roll is required for each inspection of a small area, such as a room. AWARENESS, rather than SCAN, is used to see if a hero passively notices something. A successful SCAN roll generally lets Player-heroes find what they are looking for — if it is to be found at all. A superior success usually means the object is found more quickly.", "enhearten": "Enhearten", + "enhearten-short": "Enh", "enhearten-description": "Player-heroes can use the ENHEARTEN skill to instil positive feelings in others, urging them to act on the matter at hand. They achieve this mainly through example, charisma, and personal conviction, rather than through the effective use of words (which falls under PERSUADE below). This Skill can be used on individuals, but is particularly effective in influencing crowds. Player-heroes with high ENHEARTEN ratings can be forceful orators, passionate agitators, and well-loved leaders. A successful ENHEARTEN roll awakens a chosen feeling in the subject, as long as it is not in opposition to their current mood. A superior success is enough to influence wholly disinterested individuals, or turn rivals into supporters.", "combat": "Combat", "axes": "Axes", @@ -225,5 +245,10 @@ "custom-successdice": "Success:", "custom-featdie": "Feat:", "custom-rollname-placeholder": "[Roll Text]", - "other": "Other" + "other": "Other", + "useful-items": "Useful Items", + "marvelous-item": "Marvelous Item", + "marvelous-item-short": "Ma.", + "wondrous-item": "Wondrous Item", + "wondrous-item-short": "Wo." } \ No newline at end of file From 472b3d6f0597969d0a9b98c9ecf5138f4156949e Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 20 Sep 2022 12:26:48 -0400 Subject: [PATCH 22/25] New translations translation.json (Czech) --- The One Ring 2e/translations/cs.json | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/The One Ring 2e/translations/cs.json b/The One Ring 2e/translations/cs.json index 1636177af7..f2f65a0b5c 100644 --- a/The One Ring 2e/translations/cs.json +++ b/The One Ring 2e/translations/cs.json @@ -59,45 +59,63 @@ "common-skills": "Common Skills", "skill-groups": "Skill Groups", "awe": "Awe", + "awe-short": "Awe", "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.

A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.", "inspire": "Inspire", + "inspire-short": "Ins", "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men

A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.", "persuade": "Persuade", + "persuade-short": "Per", "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.

The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.", "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.", "athletics": "Athletics", + "athletics-short": "Ath", "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.

A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.", "travel": "Travel", + "travel-short": "Tra", "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.

When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.", "stealth": "Stealth", + "stealth-short": "Ste", "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.

A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.

A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.", "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.", "awareness": "Awareness", + "awareness-short": "Awa", "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.

A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.", "insight": "Insight", + "insight-short": "Ins", "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.", "search": "Search", + "search-short": "Sea", "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.", "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.", "explore": "Explore", + "explore-short": "Exp", "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.", "healing": "Healing", + "healing-short": "Hea", "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.

The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.", "hunting": "Hunting", + "hunting-short": "Hun", "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.", "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.", "song": "Song", + "song-short": "Son", "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.

Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.", "courtesy": "Courtesy", + "courtesy-short": "Cou", "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.

A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.", "riddle": "Riddle", + "riddle-short": "Rid", "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.

An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.

An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.", "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.", "craft": "Craft", + "craft-short": "Cra", "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.

A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.", "battle": "Battle", + "battle-short": "Bat", "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).", "lore": "Lore", + "lore-short": "Lor", "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.", "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.", "weapon": "Weapon", @@ -186,8 +204,10 @@ "scars": "Scars", "age": "Age", "scan": "Scan", + "scan-short": "Sca", "scan-description": "Player-heroes can use the SCAN Skill when examining something closely or attentively. This Skill allows a Player-hero to skim through a book to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd, or locate a set of tracks on the ground. SCAN rolls are generally initiated by the players rather than the Loremaster. One roll is required for each inspection of a small area, such as a room. AWARENESS, rather than SCAN, is used to see if a hero passively notices something. A successful SCAN roll generally lets Player-heroes find what they are looking for — if it is to be found at all. A superior success usually means the object is found more quickly.", "enhearten": "Enhearten", + "enhearten-short": "Enh", "enhearten-description": "Player-heroes can use the ENHEARTEN skill to instil positive feelings in others, urging them to act on the matter at hand. They achieve this mainly through example, charisma, and personal conviction, rather than through the effective use of words (which falls under PERSUADE below). This Skill can be used on individuals, but is particularly effective in influencing crowds. Player-heroes with high ENHEARTEN ratings can be forceful orators, passionate agitators, and well-loved leaders. A successful ENHEARTEN roll awakens a chosen feeling in the subject, as long as it is not in opposition to their current mood. A superior success is enough to influence wholly disinterested individuals, or turn rivals into supporters.", "combat": "Combat", "axes": "Axes", @@ -225,5 +245,10 @@ "custom-successdice": "Success:", "custom-featdie": "Feat:", "custom-rollname-placeholder": "[Roll Text]", - "other": "Other" + "other": "Other", + "useful-items": "Useful Items", + "marvelous-item": "Marvelous Item", + "marvelous-item-short": "Ma.", + "wondrous-item": "Wondrous Item", + "wondrous-item-short": "Wo." } \ No newline at end of file From 96fb9ce797aa70579bfd198773999e5a84b678f6 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 20 Sep 2022 12:26:49 -0400 Subject: [PATCH 23/25] New translations translation.json (Catalan) --- The One Ring 2e/translations/ca.json | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/The One Ring 2e/translations/ca.json b/The One Ring 2e/translations/ca.json index 1636177af7..f2f65a0b5c 100644 --- a/The One Ring 2e/translations/ca.json +++ b/The One Ring 2e/translations/ca.json @@ -59,45 +59,63 @@ "common-skills": "Common Skills", "skill-groups": "Skill Groups", "awe": "Awe", + "awe-short": "Awe", "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.

A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.", "inspire": "Inspire", + "inspire-short": "Ins", "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men

A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.", "persuade": "Persuade", + "persuade-short": "Per", "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.

The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.", "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.", "athletics": "Athletics", + "athletics-short": "Ath", "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.

A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.", "travel": "Travel", + "travel-short": "Tra", "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.

When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.", "stealth": "Stealth", + "stealth-short": "Ste", "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.

A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.

A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.", "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.", "awareness": "Awareness", + "awareness-short": "Awa", "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.

A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.", "insight": "Insight", + "insight-short": "Ins", "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.", "search": "Search", + "search-short": "Sea", "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.", "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.", "explore": "Explore", + "explore-short": "Exp", "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.", "healing": "Healing", + "healing-short": "Hea", "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.

The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.", "hunting": "Hunting", + "hunting-short": "Hun", "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.", "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.", "song": "Song", + "song-short": "Son", "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.

Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.", "courtesy": "Courtesy", + "courtesy-short": "Cou", "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.

A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.", "riddle": "Riddle", + "riddle-short": "Rid", "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.

An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.

An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.", "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.", "craft": "Craft", + "craft-short": "Cra", "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.

A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.", "battle": "Battle", + "battle-short": "Bat", "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).", "lore": "Lore", + "lore-short": "Lor", "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.", "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.", "weapon": "Weapon", @@ -186,8 +204,10 @@ "scars": "Scars", "age": "Age", "scan": "Scan", + "scan-short": "Sca", "scan-description": "Player-heroes can use the SCAN Skill when examining something closely or attentively. This Skill allows a Player-hero to skim through a book to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd, or locate a set of tracks on the ground. SCAN rolls are generally initiated by the players rather than the Loremaster. One roll is required for each inspection of a small area, such as a room. AWARENESS, rather than SCAN, is used to see if a hero passively notices something. A successful SCAN roll generally lets Player-heroes find what they are looking for — if it is to be found at all. A superior success usually means the object is found more quickly.", "enhearten": "Enhearten", + "enhearten-short": "Enh", "enhearten-description": "Player-heroes can use the ENHEARTEN skill to instil positive feelings in others, urging them to act on the matter at hand. They achieve this mainly through example, charisma, and personal conviction, rather than through the effective use of words (which falls under PERSUADE below). This Skill can be used on individuals, but is particularly effective in influencing crowds. Player-heroes with high ENHEARTEN ratings can be forceful orators, passionate agitators, and well-loved leaders. A successful ENHEARTEN roll awakens a chosen feeling in the subject, as long as it is not in opposition to their current mood. A superior success is enough to influence wholly disinterested individuals, or turn rivals into supporters.", "combat": "Combat", "axes": "Axes", @@ -225,5 +245,10 @@ "custom-successdice": "Success:", "custom-featdie": "Feat:", "custom-rollname-placeholder": "[Roll Text]", - "other": "Other" + "other": "Other", + "useful-items": "Useful Items", + "marvelous-item": "Marvelous Item", + "marvelous-item-short": "Ma.", + "wondrous-item": "Wondrous Item", + "wondrous-item-short": "Wo." } \ No newline at end of file From 5b927a1f0ddb5bfac186fa2df5d4853ebb89199d Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 20 Sep 2022 12:26:50 -0400 Subject: [PATCH 24/25] New translations translation.json (Afrikaans) --- The One Ring 2e/translations/af.json | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/The One Ring 2e/translations/af.json b/The One Ring 2e/translations/af.json index 1636177af7..f2f65a0b5c 100644 --- a/The One Ring 2e/translations/af.json +++ b/The One Ring 2e/translations/af.json @@ -59,45 +59,63 @@ "common-skills": "Common Skills", "skill-groups": "Skill Groups", "awe": "Awe", + "awe-short": "Awe", "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.

A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.", "inspire": "Inspire", + "inspire-short": "Ins", "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men

A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.", "persuade": "Persuade", + "persuade-short": "Per", "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.

The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.", "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.", "athletics": "Athletics", + "athletics-short": "Ath", "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.

A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.", "travel": "Travel", + "travel-short": "Tra", "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.

When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.", "stealth": "Stealth", + "stealth-short": "Ste", "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.

A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.

A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.", "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.", "awareness": "Awareness", + "awareness-short": "Awa", "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.

A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.", "insight": "Insight", + "insight-short": "Ins", "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.", "search": "Search", + "search-short": "Sea", "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.", "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.", "explore": "Explore", + "explore-short": "Exp", "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.", "healing": "Healing", + "healing-short": "Hea", "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.

The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.", "hunting": "Hunting", + "hunting-short": "Hun", "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.", "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.", "song": "Song", + "song-short": "Son", "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.

Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.", "courtesy": "Courtesy", + "courtesy-short": "Cou", "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.

A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.", "riddle": "Riddle", + "riddle-short": "Rid", "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.

An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.

An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.", "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.", "craft": "Craft", + "craft-short": "Cra", "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.

A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.", "battle": "Battle", + "battle-short": "Bat", "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).", "lore": "Lore", + "lore-short": "Lor", "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.", "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.", "weapon": "Weapon", @@ -186,8 +204,10 @@ "scars": "Scars", "age": "Age", "scan": "Scan", + "scan-short": "Sca", "scan-description": "Player-heroes can use the SCAN Skill when examining something closely or attentively. This Skill allows a Player-hero to skim through a book to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd, or locate a set of tracks on the ground. SCAN rolls are generally initiated by the players rather than the Loremaster. One roll is required for each inspection of a small area, such as a room. AWARENESS, rather than SCAN, is used to see if a hero passively notices something. A successful SCAN roll generally lets Player-heroes find what they are looking for — if it is to be found at all. A superior success usually means the object is found more quickly.", "enhearten": "Enhearten", + "enhearten-short": "Enh", "enhearten-description": "Player-heroes can use the ENHEARTEN skill to instil positive feelings in others, urging them to act on the matter at hand. They achieve this mainly through example, charisma, and personal conviction, rather than through the effective use of words (which falls under PERSUADE below). This Skill can be used on individuals, but is particularly effective in influencing crowds. Player-heroes with high ENHEARTEN ratings can be forceful orators, passionate agitators, and well-loved leaders. A successful ENHEARTEN roll awakens a chosen feeling in the subject, as long as it is not in opposition to their current mood. A superior success is enough to influence wholly disinterested individuals, or turn rivals into supporters.", "combat": "Combat", "axes": "Axes", @@ -225,5 +245,10 @@ "custom-successdice": "Success:", "custom-featdie": "Feat:", "custom-rollname-placeholder": "[Roll Text]", - "other": "Other" + "other": "Other", + "useful-items": "Useful Items", + "marvelous-item": "Marvelous Item", + "marvelous-item-short": "Ma.", + "wondrous-item": "Wondrous Item", + "wondrous-item-short": "Wo." } \ No newline at end of file From 40b4eb0ecf142db102133c4466cdfe2d5731e629 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 20 Sep 2022 12:26:51 -0400 Subject: [PATCH 25/25] New translations translation.json (Portuguese, Brazilian) --- The One Ring 2e/translations/pb.json | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/The One Ring 2e/translations/pb.json b/The One Ring 2e/translations/pb.json index 1636177af7..f2f65a0b5c 100644 --- a/The One Ring 2e/translations/pb.json +++ b/The One Ring 2e/translations/pb.json @@ -59,45 +59,63 @@ "common-skills": "Common Skills", "skill-groups": "Skill Groups", "awe": "Awe", + "awe-short": "Awe", "awe-description": "This skill measures a hero’s capacity to provoke respect in onlookers, and determines the impression a hero makes on someone he meets for the first time. Depending on the circumstances and the hero’s intentions or disposition, it can be used to instil wonderment, admiration, or even fear. Awe arises from a character’s native charisma, but can also be engineered with a dramatic entrance or impressive attire.

A successful use of the skill provokes the chosen effect. A failure fails to have any impact, or can even lead to the opposite result! Achieving a great success means that the hero has won the hearts of the onlookers, or cowed them into silent submission. An extraordinary success may produce open reverence, or panic.", "inspire": "Inspire", + "inspire-short": "Ins", "inspire-description": "A hero able to Inspire others can instil positive feelings in others, urging them to act on the matter at hand. This is a feat achieved mainly through example, charisma and personal conviction, rather than through the effective use of words (which falls under Persuade, below). It can be used on individuals, but is especially effective in influencing crowds. Heroes with high Inspire ratings can be forceful orators, passionate agitators, and well- loved leaders of men

A successful Inspire roll awakens a chosen feeling in the subject, so long as it is not in opposition to their current mood. A great success is enough to influence wholly disinterested individuals, and an extraordinary success may turn rivals into supporters.", "persuade": "Persuade", + "persuade-short": "Per", "persuade-description": "This skill allows a hero to apply his or her reasoning to convince another individual of an idea or course of action. It can be used to influence small groups of listeners, but only if used in an appropriate context, such as a common hall. An attempt at persuasion requires more time than other Personality skills, but can have a more lasting impact on other characters’ actions. A high Persuade score denotes an uncommon eloquence, a love of speech and knowledge of its proper use and its effect on listeners. Wise men, advisors to chieftains and kings and their messengers all share this passion for the spoken word.

The successful use of the skill lets the hero convince his audience of the flaws in their current position. A great success convinces the subject of the quality of the hero’s stance, while an extraordinary success may turn the subject into an ardent believer.", "personality-description": "A hero’s personality comes through in his capacity to impress, encourage and influence others. A good level of proficiency in all three skills in this group is the mark of a leader.", "athletics": "Athletics", + "athletics-short": "Ath", "athletics-description": "Athletics is a broad skill, covering most of the physical activities that a hero might undertake while adventuring, including r unning, leaping, climbing, swimming and throwing stones or other small objects. Heroes with high Athletics skill scores exhibit a winning combination of physical prowess, grace and control, generally gained through continuous exercise and daily exertion.

A successful Athletics roll produces a satisfactory outcome in the physical activity, while a failed roll might even lead to serious harm, depending on the circumstances. A great or extraordinary result suggests a spectacular achievement.", "travel": "Travel", + "travel-short": "Tra", "travel-description": "In the Third Age, the cities, villages and towns of Middle- earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere.

When the company needs to cover a distance across uncertain territory, including by boat, every companion is required to perform one or more tests using the Travel skill to avoid becoming weary too soon. While certainly the product of exper ience, the use of Travel benef its mostly from a hero’s strength of spirit.", "stealth": "Stealth", + "stealth-short": "Ste", "stealth-description": "A hero resorts to Stealth whenever he needs, or is forced, to act in a furtive or secret way. The skill includes hiding, moving quietly and shadowing others. These activities often rely on quickness and precision, so a stealthy hero combines practiced caution with the ability to judge the right moment to take a chance. Hunters, burglars, and solitary fighters use Stealth to prosper in their trade.

A successful Stealth roll indicates that the character has gone unnoticed, while a failure has almost certainly attracts unwanted attention.

A great or extraordinary success produces an outcome so flawless that it even be impossible to trace the hero’s actions after the fact.", "movement-description": "Overcoming obstacles, enduring long journeys and moving secretly are the stuff adventurers are made of.", "awareness": "Awareness", + "awareness-short": "Awa", "awareness-description": "The Awareness skill represents a hero’s readiness to react and his ability to notice something unexpected, out of the ordinary, or difficult to detect. High skill reflects both keen senses and the experience to understand what you see and hear.

A high Awareness rating expresses an extraordinar y watchfulness, and is extremely useful to a companion who ser ves as a look-out for the company.", "insight": "Insight", + "insight-short": "Ins", "insight-description": "Insight is the ability of a hero to see beyond appearances, recognising people’s hidden thoughts and beliefs. Heroes with Insight can recognise when someone is lying, and can draw useful conclusions about people’s motives. A hero with a high Insight score is often recognised as being a sensible and discerning individual, and many might seek his counsel. A successful Insight roll provides the hero with a faithful, if partial, portrait of the character observed. A great or extraordinary success reveals truths about an individual of which he himself is ignorant. Insight tests may be rolled in opposition to an adversary using Persuade or another Personality skill.", "search": "Search", + "search-short": "Sea", "search-description": "Search is used when trying to find something by close examination. This skill may let a hero search a library to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd or even search a suspected thief’s clothing. One roll is required for each inspection of a small area, such as a room. Search rolls are generally initiated by the player rather than the Loremaster; Awareness is used to see if the characters passively notice something. A successful Search roll generally lets the characters find what they are looking for if it is to be found. A great or extraordinary success usually means the object is found more quickly. If an item is particularly well hidden, the Loremaster could decide that a higher level of success is required to uncover it.", "perception-description": "The ability to catch hidden details often pays off, be it noticing an odd noise that gives away an ambusher, catching the gleam in the eyes of a liar or spotting the crack in the wall that reveals a secret door.", "explore": "Explore", + "explore-short": "Exp", "explore-description": "Adventurers rely on their Explore skill when they move through an unfamiliar area of the Wild. An Explore test may be required during a journey to find the company’s heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp. A high Explore rating is an invaluable resource for a companion acting as a scout for his group of adventurers.", "healing": "Healing", + "healing-short": "Hea", "healing-description": "The knowledge of how to relieve pain and apply remedies to restore health to the suffering is an ancient one, and treatments differ from culture to culture. Almost all traditions, however, agree on the treatment of serious injuries, which must be immediately tended to keep from worsening.

The Healing skill includes bone setting and the use of herbs or salves, but the outcome relies on the ability of the healer to understand what ails the sufferer and determine what should be done.", "hunting": "Hunting", + "hunting-short": "Hun", "hunting-description": "Knowing how to hunt is a fundamental skill common in much of Middle-earth. A Hunting roll may be required when pursuing a creature through wild areas, or to locate tracks and follow them, or to identify a quarry by its spoor. The skill also covers preparing traps and the training and use of hunting dogs or birds. In wilder areas, hunters learn to apply their trade to more dangerous quarry, such as Orcs, Spiders or Wargs, or else risk becoming the prey.", "survival-description": "The three skills of this group, essential for a roving adventurer, make a hero an invaluable member of a company.", "song": "Song", + "song-short": "Son", "song-description": "Hobbits and Men, Elves and Dwarves, even Goblins and maybe Orcs: all the creatures of Middle-earth celebrate by playing music and singing songs. Great deeds and grim misfortunes are remembered in verse, and pleasant or even comic stories are told to ease spirits and find comfort.

Song is used to recite poems, sing songs or play instruments suitable to the character’s culture. It can also be used to learn new works or create original compositions.", "courtesy": "Courtesy", + "courtesy-short": "Cou", "courtesy-description": "The Free Peoples recognise common norms of decency and ancient conventions of behaviour. Observing these traditions demonstrates respect and is a way of quickly establishing a friendly footing even with complete strangers.

A hero succeeding in a Courtesy roll knows what to say at the right moment to make a good impression with their host, or is mindful of his manners when receiving guests.", "riddle": "Riddle", + "riddle-short": "Rid", "riddle-description": "Owing its name to the ancient Game, the Riddle skill represents a hero’s ability to draw conclusions from seemingly unconnected scraps of information, by deduction, reasoning and intuition.

An adventurer also relies on Riddle whenever he is forced to talk about a subject but wants to conceal part of what he knows, for example to explain something about himself without revealing his true identity.

An accepted custom among many creatures, speaking in riddles is usually allowed among strangers meeting for the first time who want to speak guardedly. This skill is also used to gain helpful insight from a spoken or written riddle.", "custom-description": "While heroes are often held to be uncivilised brutes by the common folk, their lives can sometimes depend on knowing the proper words, wisest song or cleverest answer. Excelling in these skills is considered a noble achievement.", "craft": "Craft", + "craft-short": "Cra", "craft-description": "The Craft skill doesn’t really cover the whole range of abilities of smiths, wrights and other artisans, but reflects the talent of a character for making or mending things by hand, although Traits like Smithcraft or Woodwright can be used to reflect proficiency in a specific craft. Craft could be used to attempt to repair the wheel of a cart, or construct an improvised raft with wood found on a river shore, or even when trying to start a fire on a windy hill.

A high Craft score may indicate that the hero was a craftsman before starting his life of adventure. Some races, such as the Dwar ves and Noldor Elves, revere crafts as the highest expression of creativity.", "battle": "Battle", + "battle-short": "Bat", "battle-description": "A hero’s proficiency in this skill shows his grasp of the rules of battle, and his ability to keep his head when involved in a violent confrontation. The Battle skill can be used to gain an advantage when involved in a fight with a group of foes, or to lead a company of men in open battle and maintain order in the midst of chaos (combat itself is covered by Weapon skills).", "lore": "Lore", + "lore-short": "Lor", "lore-description": "Lore expresses a hero’s love for learning, be it a fascination with descriptions of distant lands, or an interest in family genealogy. Whenever an action involves knowledge of some kind, a Lore roll is required. Heroes are considered to be knowledgeable in the traditions of their own people, and so the Loremaster should rarely require a player to make a Lore test for information regarding their character’s culture, background or the area they originally come from.", "vocation-description": "Before his resolve hardened and pushed a hero on his road to adventure, he probably led a life much like an ordinary individual of his folk; learning a trade, defending his people and absorbing their accumulated wisdom.", "weapon": "Weapon", @@ -186,8 +204,10 @@ "scars": "Scars", "age": "Age", "scan": "Scan", + "scan-short": "Sca", "scan-description": "Player-heroes can use the SCAN Skill when examining something closely or attentively. This Skill allows a Player-hero to skim through a book to locate a piece of relevant information, look for concealed doors or hidden inscriptions, recognise a familiar face in a crowd, or locate a set of tracks on the ground. SCAN rolls are generally initiated by the players rather than the Loremaster. One roll is required for each inspection of a small area, such as a room. AWARENESS, rather than SCAN, is used to see if a hero passively notices something. A successful SCAN roll generally lets Player-heroes find what they are looking for — if it is to be found at all. A superior success usually means the object is found more quickly.", "enhearten": "Enhearten", + "enhearten-short": "Enh", "enhearten-description": "Player-heroes can use the ENHEARTEN skill to instil positive feelings in others, urging them to act on the matter at hand. They achieve this mainly through example, charisma, and personal conviction, rather than through the effective use of words (which falls under PERSUADE below). This Skill can be used on individuals, but is particularly effective in influencing crowds. Player-heroes with high ENHEARTEN ratings can be forceful orators, passionate agitators, and well-loved leaders. A successful ENHEARTEN roll awakens a chosen feeling in the subject, as long as it is not in opposition to their current mood. A superior success is enough to influence wholly disinterested individuals, or turn rivals into supporters.", "combat": "Combat", "axes": "Axes", @@ -225,5 +245,10 @@ "custom-successdice": "Success:", "custom-featdie": "Feat:", "custom-rollname-placeholder": "[Roll Text]", - "other": "Other" + "other": "Other", + "useful-items": "Useful Items", + "marvelous-item": "Marvelous Item", + "marvelous-item-short": "Ma.", + "wondrous-item": "Wondrous Item", + "wondrous-item-short": "Wo." } \ No newline at end of file